

The epic-ness of having dragons is in some ways diminished by their function as creatures of an MMO, used for moving around and crafting and supplementing your hero's powers. Still, it's definitely a letdown when the coolest thing about riding a dragon isn't an option. However it would be very unfair if you could fly and avoid damage from ground creatures yet damage them at will."Ī balancing issue, then, and a tricky one. "Mounted combat is currently not available in the game," Senior Producer Todd Carson tells me, "but we hope to add this feature in the future.

In a game about dragons, it's pretty disappointing that mounted combat isn't an option, though SOE says this is in the long-term plans. A flying dragon is very convenient when it comes to transportation-but none of the dragons can be ridden while fighting. Some dragons fly, some only walk, and others leap-and-glide. When out of combat, you can ride your dragon wherever you please. No matter, you can leap onto these beasts and, through your skill with a tricky little mini-game, domesticate the beasts and bring them back to your stable where you can train them and use them to harvest raw materials for crafting. This is mixed up with social encounters similar to Guild Wars 2, where some static group quest (like driving back an invading force of giants) can be joined and abandoned freely by any nearby players.Īs you quest and fight you'll begin encountering dragons-a huge variety of dragons, some of which are only "dragons" by the loosest definition of the term. The game focuses a great deal on questing and fighting, and so far the quest system basically boils down to the traditional fetch-quest model unfortunately. And dragons are what Sony Online Entertainment and Taiwanese developer Runewaker is banking on-setting it apart from the rest of fantasy MMO pack.

Still, Neverwinter doesn't have hundreds of dragons. Even with the combo system, though, it's missing that crashing, visceral feel you get from something like Neverwinter. Despite the cleverness of this approach, I still feel that combat in its current state lacks a certain oomph even while it is more fluid than combat in a game like Guild Wars 2. You can set up how you want these combos to work (or go with defaults) and it actually works quite well.
