The Stream Team: Playing Sword Coast Legends with devs

    
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If you’ve been wanting to see what Sword Coast Legends is all about, now is the perfect opportunity! Not only are MassivelyOP’s MJ and Larry hopping in to play but they are joining a campaign run by the devs. Who knows what they will be facing! Bring any questions you might have and join us live at 1:00 p.m. for a glimpse into this upcoming world that lets players create their own campaigns.

What: Sword Coast Legends
Who: MJ Guthrie & Larry Everett
When: 1:00 p.m. EDT on Friday, October 16th, 2015

The show is over now, but we’ve embedded it here just for you. Don’t forget to check out past streams and playlists posted to our videos collection!

 

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SmugglerinaYT
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SmugglerinaYT

Akami Damonvile BalsBigBrother How does this compare to say, NWN (not the “MMO) toolsets?  I always was pretty amazed at what people did in the old NWN games.  It sounds like you’re just better off getting a sub to Roll20 or something like that.

NobleNerd
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NobleNerd

Hopefully this build has addressed many of the bugs and issues that caused the game to be delayed.

Midgetsnowman
Guest
Midgetsnowman

Honestly so far it..yeah, I’ll sticl with actual pen and paper 5e

Zulika_Mi_Nam
Guest
Zulika_Mi_Nam

Akami Thanks for your time in creating modules.  I have probably already played one of your creations.

Zulika_Mi_Nam
Guest
Zulika_Mi_Nam

Damonvile BalsBigBrother I do not know poop about pen and paper D&D or rulesets because I find talk about that stuff to be….*yawn*….uhmm…what was I sayin…zzzzzzzzz.  *slowly tilts head and then quickly flicks dead back up**…*sits upright*….*blinks repeatedly*…*clears throat*.  But I have already had a lot of fun running the modules that people have created with my own managed team of hirelings.
As more tools are added they can only get better…and a group of friends playing with a live DM will crank up the fun.  I am all for supporting more games like this.

BalsBigBrother
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BalsBigBrother

Akami that bit of news quenches some of my excitement.  Didn’t realise that things are pregemerated and you are not able to craft your own map layouts.  hmm :-(

DugFromTheEarth
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DugFromTheEarth

This game curently is VERY unpolished.

It has tons of potential, and many elements of fun, but it doesnt feel like a finished product. Too many things feel like they were worked on to about 85% and then stopped.

Animations are awful (for instance a dwarf with a 2handed axe will swing the axe THROUGH his own body), controls are clunky and missing pretty mundane functionality like auto centering on your character via a keybind, load times are VERY lagged (you can see this right at the character creation screen, it takes forever just to load between race and classes, rather than it instantly popping up). The game is also not very optomized (expect higher GPU usage and temps than most games of this quality).

The game also doesnt really follow the 5e D&D rules. This is FINE (many argue its not), however, there is NO documentation, tooltip info or ANYTHING that explains game mechanics that have changed. For example. Most D&D players know that with an 18 STR, you get +4 to damage with a melee weapon. Well, the character sheet in SCLegends will show 2-9 damage while holding a longsword with an 18 STR. ER… what? thats only +1 damage on top of the default 1-8 damage of the weapon. There is nothing explaining why this is, or how its calculated. Good luck trying to figure out how and if duel wielding works. 

IMO, the game should have been pushed back until Feb of next year. Its going to get a hefty amount of negative steam reviews because of it, and turn away a lot of potential players (and more importantly, talented and creative campaign designers).

Akami
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Akami

Damonvile BalsBigBrother see my above post.  I hope these things are changed/fixed, but right now DM is quite limited in actual story creation.

Akami
Guest
Akami

P.S.  players have been asking for the ability to use a tile set, similar to traditional MMO boards, to create their own hand crafted maps.  They have also been asking for the ability to create encounters where ever they would like, instead of having them pre-generated.  So far this has fallen on deaf ears with zero response.

Akami
Guest
Akami

I love this game, I’ve been a tester for a while now, and have 5 highly rated campaigns built.  But I feel it’s somewhat biased not to mention the severe limitations placed on campaign building.

First, unlike other similar games, when you design a campaign, in the overland areas you are limited to pre-designed, quite small maps.  You can not change or alter the maps themselves what so ever, yet you can add props (blood, furniture, etc).  In any indoor area there are not pre-designed maps, instead all maps are randomly procedurally generated for you.  You can specify how complex or simple (large or small) you want the area, but again you still have no control over the actual level design.  This creates quite a few problems with players memorizing outdoor area maps, and knowing exactly where all of the likely quest points would be, although most of the outdoor maps are quite small anyways.

Second, when designing your quest line, it is impossible to give players branching options.  So all quests are linear, and players really have zero choice in so far as the quests go.  There are loopholes around this involving having multiple quest triggers, but it’s very dodgy and quite a pain to do it that way.

Third, it’s currently impossible to add in your own encounters & triggers to the maps.  All encounters are pre-placed on the map for you.  You can change the encounter type and difficulty, but it’s placement can not be changed.  You can add in additional monsters and traps where ever you please, but they will not be tied together in an encounter type reaction.  IE.  you can’t have an ambush trigger or something similar where ever you would like to place it.   This creates severe problems when players again have memorized outdoor maps, and know exactly where encounter triggers will be.  

Other than these 3 big glaring issues, the game runs amazing, and it’s quite fun to play with friends.