Neverwinter: Playing to Neverwin

Lolth commands you to rate this highly

Lolth commands you to rate this highly

We continued our Neverwinter grouping experiment Monday with another Foundry episode, “Visitors from the Underdark”. The Foundry adventures are, we figured, our best chance of finding duo content. In “Visitors”, Lord Ebonrend and his family have gone mysteriously missing; our job — to find him and arrest him. If I remember right, he was thought to have gone dark in order to instigate a plot to rule Neverwinter. In Neverwinter, not checking in with the government often enough marks you as a traitor. We get to his mansion and find the place magically sealed up, but with an animated suit of armor to help us dispel (de-spell?) the shields.

Turns out the missing Lord Ebonrend had sealed the place to stop an invasion from the Underdark! A portal had been opened in one of the many sub-basements, and drow and their minions had poured from it, killing and pillaging and causing all sorts of mayhem. And now, we’d just opened the way for them to attack Neverwinter from within.

So, I guess Lord Ebonrend WAS guilty of treason? But no, it was his half-brother! That’s okay, we’ll kill him for you. And everyone else we come across. At the very portal to the Underdark, Lord Ebonrend catches up to us, and he’s making jokes and having a lot of fun, while Kasul and I are staring at him, agog and aghast, wondering how he can be having a great time when his family has been slaughtered, his treasonous half-brother not only just betrayed him but was also just killed, and there’s a PORTAL to the UNDERDARK in his BASEMENT. But no, he’s decided it’s open mike night at Lolth’s Bar and Grill.

Clerics are Lord Neverember's hatchet-men

Clerics are Lord Neverember’s hatchet-men

The mission tried to get us to head straight into the sequel, but we were dubious. We returned to Neverwinter and continued on to the Tower District.

This orc-infested area steeps players in the lore of the Many-Arrows orc clan. It includes the Orc Assault skirmish and every player’s first actual group dungeon, the Cloak Tower. The content outside of the skirmish and the dungeon were meant for a solo player; with the two of us, progress was pretty quick. We did the skirmish a couple of times, me trying each time for the tank ranking and Kasul for the damage ranking. We each did respectably.

Just before we headed into the Cloak Tower, we reached level 16 and were able to hire companions. I chose a healer, and Kasul chose a wizard, and Lord Neverember branded us as traitors. We and our level 1 companions queued up for the Cloak Tower, a place of enduring silence. It is said that the player that utters even one word in the Cloak Tower will be marked as a traitor by Lord Neverember shunned by all the good people of Neverwinter, but all our reputations ended the night intact, and with me on top of the tank chart and Kasul on top of the damage chart, our rightful spots.

Next week: I believe we have some city plots to work through before we head to the bandit hills. And also, more foundry! Maybe we’ll do the next chapter of the Underdark arc.

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DCUO: The inmates are running the asylum?

Arkham Asylum

Arkham Asylum

Before we get started, I want to draw your attention to the right bit of the screenshot above. Where we see the entrance to the Arkham Lobotomy Theater. With marquee lights to attract passers-by. They sell snacks and Soder Cola at the door, and tradition has it that you’re supposed to hurl popcorn at the doctors when they make poor incisions.

Commissioner Gordon had sent us to the asylum because, apparently, three of its most notorious residents — Drs Pamela Isley, Victor Fries and Jonathan Crane — AKA Poison Ivy, Mister Freeze and The Scarecrow — have not only escaped, but turned the three wings of the Asylum into their own private playgrounds. Lore scattered through the place implies that their common attending physician had been driven crazy by the three and mysteriously disappeared after giving them their freedom.

Number One: If you’re a scientist or a doctor in Gotham City, you’re probably going to go insane and start killing people.

Number Two: No matter how many people you kill in your mad rampages, the full resources of the city will be given over to see that you get the care you need so that you can be, someday, set free to kill again.

Number Three: Gotham City provides little to no oversight over the incarceration of the people who have brought murder and terror to the city.

Number Four: Naming your hospitals after places from Lovecraft’s Cthulhu mythos is somehow a reasonable idea.

This Tier 3 instance opens with the super villains having taken over Arkham Asylum. Commissioner Gordon sends a team in there to restore order; they are not heard from again. He calls upon Batman and Robin; Batman is captured and not heard from again. Robin just sits, lonely and confused, in the lobby, waiting for Dad Batman to come pick him up. Gotham’s Finest have failed their city. Time for Team Spode to take the lead.

The Scarecrow taunted us throughout his wing of the hospital as we murdered his minions and freed staff and constables. The fight was familiar from the T2 solo instance. It’s only been a couple of days, but I don’t remember anything special about it.

Mister Freeze was a little deadlier; his minions tended to mob us. During his final fight, we had to remember to bring mobs, and the good doctor himself, near to the open boilers to weaken them, but we didn’t have any real issues with the fight.

Poison Ivy also was familiar from her T2 solo instance. There were some close moments, but we were never in danger of a wipe in any of the three wings.

In the night’s least surprising twist, the three villains fled to the lobby to await us together. I’m not sure if we were required to kill them in a specific order or it just happened that way; it seemed to me that only one took damage at a time. Whichever. It was a fairly long instance, and we didn’t have a chance to do another T3 that night, so we had to just accept the thanks of a grateful Commissioner and a useless Boy Wonder and call it a night.

Teal Lantern was able to get another piece of Tier 2.5 gear with the marks earned from the instance and some Center City dailies, but she’s still stuck at CR 56. Lord Spode and Stingheal are sitting at around CR 70, and are likely the reason the instance seemed easier than expected. Kaptain KY’s CR is probably near Teal Lantern’s.

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STO: Where’s my TIMESHIP?

Computer, freeze simulation Tipa alpha six

Computer, freeze simulation Tipa alpha six

Sooooooo I log into Star Trek Online after being away for several months. With the Romulans coming, I’d better get familiar with the game again, right? My monthly stipend of Zen (cash shop currency) for being a subscriber has built up enough that I could get the three-pack of Andorian escort ships I’ve been wanting since pretty much Day One for free. Free in a sense, given I’ve been subscribing to a game that I haven’t been actively playing. But, I wouldn’t be out any _additional_ cash.

But… Romulans as a playable faction are something I’ve been wanting ever since I maxed out Tipa D’zoph’s level, but with that not available, played through the Klingon storyline with my sexy old school Klingon captain.

Now, though, they’re on their way! And with a whole bunch of new ships!

Problem is… I can only play two MMOs at once, and that is one more than I probably SHOULD play. Before Neverwinter, it was EQ2 and DC Universe Online. When Neverwinter launched, DCUO dropped to our Sunday night game. I am really hoping that The Elder Scrolls Online and Wildstar would be considerate and space themselves out enough so I could finish Neverwinter before moving to one of those two…..

…. And then yesterday’s bombshell: Rift, my most recent “Play just one MMO, for a year” experiment, has gone F2P. I’d dropped the game when I’d finished all the group content at the time and had found, again, that the raiding lifestyle is not something I can deal with any longer. They’ve added a whole lot of new content since then, but once gone, it’s not easy to return, especially since I’d be pulling out the checkbook to even check out the new stuff.

In June, that won’t be an excuse.

I just have no idea, whatsoever, where I’m supposed to get the time to return to the game. But, it’s definitely worth checking out once more.

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Neverwinter: I just met you, and this is crazy…

Nina and Kasul at the Job Board

Nina and Kasul at the Job Board

This is a Neverwinter experiment, and it could be one that has never before been attempted. We don’t even know if the game supports this style of play, but what if… what if two or more characters always grouped, and never soloed, through the PvE content of the game?

Most of the content in the game is designed to be completed either solo, or solo with a companion. Two characters (and, eventually, two characters and their companions) would necessarily make that sort of content even more trivial. But two characters aren’t enough to do the actual group content. Even if it were possible to run the dungeons and skirmishes as a duo, leveling up entirely by repeating the same dungeons and skirmishes until the next were unlocked would be a pretty dull way of playing the game.

However, there’s one kind of Neverwinter content that scales to player level and can be designed to support duos and other unusual playing choices — Foundry missions.

Old Jerry?

Old Jerry?

(The above is a screenshot from the first Old Jerry Foundry mission, which assumes nobody reads NPC dialog).

Kasul of Shattered Blog (hey, what’s the update on Nethack?) decided to take a break from EverQuest and give Neverwinter a try. We thought it would be fun to try grouping in a game that does not promote that style of play. I deleted my halfling Great Weapon fighter and rerolled her as a half-elf Guardian fighter, and Kasul rolled an elf Trickster rogue. We figured that would be a decent combo — the fighter takes the aggro, the rogue, with combat advantage, does devastating damage. Heals will be the job of the eventual companions.

The solo quests and instances go incredibly fast with two players. The uber sword and purple striker wolf companion I got from the Founders box doesn’t hurt things, either. We queued up for the game’s actual group content as soon as we could; we’ve done Blacklake Skirmish several times.

But the best of it all has been the Foundry missions. Our first was one specifically designed for two characters. Someone had designed a bar filled with members of his guild, who came under sudden pirate and demon attack. Our job: save them.

This guy’s guild is filled with super people, but they can’t fight worth a darn. If my guild had to be saved from complete devastation by two low level adventurers, well, I’d have to have a talk with my recruiting officer.

There were a lot of really decent fights in that mission, though. It’s fun to see how people build out their dungeons. Some are utilitarian affairs with no flair; some are filled with extra bits and pieces, like the one we did last night — clearing the Nasher Sewers of the Master and his undead legions — which included special accolades for leaving the glowing path and going exploring.

1.49999 elves walk into a bar...

1.49999 elves walk into a bar…

We’re only meeting once a week, so it’s going to be a couple of weeks before we hit the Cloak Tower, the first actual dungeon. We’ll be forced to move through it super-fast, because that’s how random groups move — Neverwinter will have trained everyone, by then, how NOT to work within a group.

Not us; we’ll know.

Categories: MMOs, Neverwinter | 10 Comments