Question to @mimicking#6533 : * will the keys be shared among all characters as ZEN is, or will each character have its own "useful items" tab? * will this result in the Legendary Dragon Key becoming BtC? * will this make the Strongbox Key BtC/BtA? * does the Enchanted Key change to BtC? * will the above mentioned keys still be transferable via the mail system, the shared bank and the guild bank (Strongbox Key)? (thinking of bank and crafting resources, bank and bounty items ... your company does have a history of falling prey to unexpected player expectations) * will the number of keys be limited? like e.g. the keys for the SOMI chests is limited to only 5.
could some of these be answered already? Especially the shared & guild bank question.
Imaginary Friends are the best friends you can have!
Feedback is not being ignored, we just aren't playing whack-a-mole with responses. We're collecting everything, filtering through it (because there's a lot of hamsters and some pretty unproductive commentary among the valuable information), and then we have to see what the next steps are. Asking for feedback doesn't mean immediate incorporation but it also doesn't mean we are disregarding it.
well, I'd kind of count my blessings for all those hamsters and "unproductive" commentaries. Anger is a sign that we still somehow care about your product in spite of a growing list of recent blunders. If something like this or that dreadful key change were met by crickets, then you could as well close down the servers, the game and its community would be over.
I will, however, reserve a healthy skepticism to your claims of listening to the community which, given the trajectory since the key announcement, is both increasingly and more than justified. It is not, after all, hard to compile a number of common wishes from the community from the miriad of suggestions. Even if they change regarding specifics, it's not hard to see from these posts that players overwhelmingly:
- want loot to drop from dungeon bosses at such a rate that running dungeons is a net gain in and of itself. As it stands, we gain as much by running cloak tower with our eyes closed in 6 minutes than we do running ELOL in 20. The content in chests should be extra gains to the reward that comes from beating a boss. To that end, the new gear that is being introduced is not bad, but doesn't provide incentive to end game players, and new gear which provides for more costumization of the classes beyond mere incremental stat increase is certainly very welcome. - Are displeased with the utterly absurd notion of RNG within RNG in the form of the underdark rings. A +5 ring that is a 1 in a million drop and cannot be traded in any way, shape or form is inherently worthless. - strongly dislike the idea that new loot should be Bound to account/character and are unconvinced by the argument that this is to preserve the auction house. On the contrary, these changes will result in the AH being killed both by the fact that these items becoming commonplace and our inability to sell surplus/undesired items. It also leads to unsatisfaction if we get a drop that's valuable to someone, but useless to our character. - want a streamlining of the key making process, whether it's via shortening the time required to make the keys or by the way which such materials are collected. As it stands, the same currency's being used to make the keys, upgrade our boons and grind our strongholds and there simply isn't enough to go around even if we subject ourselves to a tedious daily grind of running the same menial tasks over and over in the same maps, day after day. The underdark skirmishes provide a good blue print for that in that we can make the keys from what we gain by running the skirmishes. - People are willing to pay for convenience (good examples: the campaign packs or the new level 70 character packs are nice tidbits of convenience that allow for a lot of saved time), cosmetics, to support new content and to reward your good work on the game. Good will goes a long way for loyalty of the consumers. They are far less willing to pay because the game is becoming too tedious to play otherwise.
Sadly, these gripes are all too familiar and were presented to you when you announced the changes to the loot and the fix to the key "bug". NONE of them are being addressed.
Post edited by thegrimner#3435 on
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forumnamesuxsMember, NW M9 PlaytestPosts: 490Arc User
Question to @mimicking#6533 : * will the keys be shared among all characters as ZEN is, or will each character have its own "useful items" tab? * will this result in the Legendary Dragon Key becoming BtC? * will this make the Strongbox Key BtC/BtA? * does the Enchanted Key change to BtC? * will the above mentioned keys still be transferable via the mail system, the shared bank and the guild bank (Strongbox Key)? (thinking of bank and crafting resources, bank and bounty items ... your company does have a history of falling prey to unexpected player expectations) * will the number of keys be limited? like e.g. the keys for the SOMI chests is limited to only 5.
could some of these be answered already? Especially the shared & guild bank question.
As of right now on preview, I've not seen any keys change bind status. However, and this is really going to annoy me in the long run, I can't put the keys in my shared bank, but I can mail them from one character to the other. This is going to cause a lot of frustration for me if it makes it to live, seeing as i usually store dragon keys in shared bank, and extract on whatever character might need them.
Question to @mimicking#6533 : * will the keys be shared among all characters as ZEN is, or will each character have its own "useful items" tab? * will this result in the Legendary Dragon Key becoming BtC? * will this make the Strongbox Key BtC/BtA? * does the Enchanted Key change to BtC? * will the above mentioned keys still be transferable via the mail system, the shared bank and the guild bank (Strongbox Key)? (thinking of bank and crafting resources, bank and bounty items ... your company does have a history of falling prey to unexpected player expectations) * will the number of keys be limited? like e.g. the keys for the SOMI chests is limited to only 5.
could some of these be answered already? Especially the shared & guild bank question.
A lot of these can be easily answered by checking on preview. From my own testing:
Each character has it's own individual useful items tab. It will appear after the professions tab, but before idle companions. Icon of the tab is a key.
Strongbox keys remain unbound
Enchanted keys will remain BtA
The above two keys, plus Legendary Dragon keys are transferrable via mail. I haven't checked, but I also believe the Strongbox keys are still tradeable. None of these keys can be put into personal, or shared banks. (This raises the question as to what happens to current keys in Personal, Shared, or Guild banks [for strongbox keys] when this change goes live)
The limit hasn't changed - the SoMI keys function as a different capability, and aren't physical keys. These are all still pysical. The stacks may have changed to go above 99, however if they don't the useful items tab has *unlimited* space (aka it expands as needed)
Well, nice one of you to hear all our feedback before pushing this to live server @mimicking#6533 I really hope you found it amusing to read. After all of this you changed nothing. Just pushed it straight to live.
Feedback is not being ignored, we just aren't playing whack-a-mole with responses. We're collecting everything, filtering through it (because there's a lot of hamsters and some pretty unproductive commentary among the valuable information), and then we have to see what the next steps are. Asking for feedback doesn't mean immediate incorporation but it also doesn't mean we are disregarding it.
Wow, seems like a big middle finger to your players.
Will this be going live on the 17th for ps4 and xbox players as well, when we get the mod?
If so: I know you made a big deal of 2 million peoplw signed up from ps4 when this went live. Will you now be making an announcement of over half of ps4 players leave neverwinter with new changes in effect.
Terrible decision making by you guys. Ask for feedback then completely ignore it.
First big fail for @mimicking#6533 and @nitocris83. Slow clap for managing to waste two months of dev time only to still screw up us players. "We are going to fix this" my HAMSTER. You've done nothing to address the true issues of the system.
Feedback is not being ignored, we just aren't playing whack-a-mole with responses. We're collecting everything, filtering through it (because there's a lot of hamsters and some pretty unproductive commentary among the valuable information), and then we have to see what the next steps are. Asking for feedback doesn't mean immediate incorporation but it also doesn't mean we are disregarding it.
Going by the patch notes, key changes are going live in this upcoming patch...what was the conclusion u guys came up with, after reading this thread, for the key changes to go live anyway?
we delayed the change in order to bundle it with a significant update to endgame dungeon rewards. Guys read again it clearly shows word DELAYED
Yes, we know they delayed it from last year. This was the details of it, asking for FEEDBACK. They have ignored the feedback and planning on launching this in the next 24 hours, even though Julia (new CM) has said that they are reviewing our feedback.
This is what we are angry at. That they say they are reviewing what we've stated as good, bad, etc. and yet they are still moving ahead with the ORIGINAL patch.
Typical Cryptic.
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viperwitch23Member, NW M9 PlaytestPosts: 205Arc User
Recently I've wondered why the impetus to change the dungeon chest sytem. The drop rate for anything meaningful was very low to begin with, and as we were allowed to choose whether to accept or decline a reward (a feature, not a bug!) keys were not being expended. It is obvious that the Studio, Cryptic, whether internally by executive decision or by mandate from Perfect World Entertainment / Perfect World, want us to use keys. With Neverwinter marketed as a Free-to-Play game, these dungeon keys must be made available to the public via gameplay, otherwise if dungeon keys were only available via the Zen Store it would change the image of the game closer to Pay-to-Win. However, as the grind to obtain these dungeon keys become prohibitive due to time or sheer boredom, the psychological 'pinch' to purchase them increases. In my view, these upcoming dungeon key changes are not even close to Pay-to-Win, but due to the inherent nature of 'reward' in this game (generated by a random number) playing dungeons for the end chest would be more like Gamble-to-Win i.e. expending our time, effort and money for a 'chance' at something (for a 'higher' percentage than before).
Just a side note of where I think the direction of the company is going, to try to understand what is happening. Cryptic Studios is owned by the publisher Perfect World Entertainment, the North American subsidiary of Perfect World, a Beijing based multinational and multibillion dollar gaming corporation. PWE specialises in Free-to-Play MMORPGs which are inherently supported by microtransactions. Interestingly, Star Trek online, another game developed by Cryptic, introduced the lockbox reward system after Cryptic was purchased by PWE in 2011.
So what gets the most revenue in Free-to-Play games? What will make people keep on spending with minimal operating costs? These questions are important as they will determine how to finance the game that we enjoy playing.
Players have suggested items that can be introduced to the Zen market to support revenue, including cosmetic changes, additional layers of VIP, and God forbid, a semi-subscription model (however, it would be unlikely they would implement the latter as it would mean the game could no longer call itself Free-to-Play). The one recurring theme which gets introduced with every new module are: Lockboxes. Certain cosmetics were even transferred to lockboxes via the Tarmalune bar system. Even VIP supports the daily use of lockboxes with their daily free lockbox key, a major perk of the VIP experience.
So why are players so unhappy with the change of the dungeon key system making it mandatory to expend the key on inspecting the final chest? Because it brings the foundation of a D&D game, Dungeons, in line with the lockbox system. After this change, lockboxes will no longer be a daily diversion of the VIP, the rich, or the gamblers - it will affect each and every one of us whenever we are confronted with the final chest - the stationary lockbox, one of the end-rewards of the dungeon.
So what is so distasteful about lockboxes? It is because it looks, acts and smells like gambling. China recently passed laws which will make it mandatory for developers using lockboxes in their games to "communicate what's in them, publish stats, provide alternate routes of acquring them, and as well as protect minors from them". The climate in which Perfect World operates may be changing, but these changes in China will not be enforceable on off-shore subsidiaries.
All this financial juggling is operating behind the scenes. The employees of the company will need to be paid, from programmers, artists, marketers and managers. They continue to work to deliver content to us. Are they really to blame for changes in the upper echelons of management? But the only way we can really reach management and executives about our disatissfaction with any changes is through them, so we must ask their help and get their support.
For this, we have our official forums. But even this looks like it is getting ignored. With false promises, hidden reward percentages and rushed changes, they are doing their best to alienate players.
Where would I like to see this game headed? Ideally, I want excellent story-driven content drawn from the rich lore of D&D. I want class balance, party composition balance and PvP balanced teams. I would like Cryptic developers and management to listen to their player base and utilise some of our extensive bug-testing reports and suggestions on achieving balance. I want to be immersed into a game, and enticed to spend because I enjoy playing, rather than being herded into purchasing keys. I want there to be solid and observable progression with everything I do in-game, instead of leaving everything to chance, a gamble.
Dungeoneering in any good sense of 'Dungeons & Dragons' is about exploring a dungeon, being challenged by the Game Master, forming a good party (or learning how to become one) and achieving success, riches and rewards for our efforts. After defeating the evil overseer of the dungeon, I do not want to be confronted by a jackpot machine. It will take the immersion too much away from this game.
They probably think it's ok to go ahead with this as there isnt 50 pages of angry people, probably because a load of people quit already. Do they not realise they need us more than we need them?! People are just going to go play other games after this HAMSTER show.
I do not understand why then, did they ask for our feedback in the first place ?
Making us waste our time in trying to explain what we want, need or think about the changes?
That is like me asking my customers for feedback. And after seeing how unhappy they are with the prices, ignore them completely while telling them i need time to sort all of the feedback.
And then charge them 3 % increase.
My company would go bankrupt in less then 6 months if i did that. We would lose customers and companies we worked so hard to get , in the first place.
And i would get fired so nicely , my HAMSTER would hurt after getting dumped on a sidewalk.
That is like stomping on all of your hard work . This is not mod 1 people , BETA TESTING. And btw i was there for that too.
If you wanted to make a freaking key change of such magnitude you should have done it in MODS 1 TO 3.
Dungeoneering in any good sense of 'Dungeons & Dragons' is about exploring a dungeon, being challenged by the Game Master, forming a good party (or learning how to become one) and achieving success, riches and rewards for our efforts. After defeating the evil overseer of the dungeon, I do not want to be confronted by a jackpot machine. It will take the immersion too much away from this game.
Dear god, this. I'm tired of the constant wars and saving the prime material plane in general. I'm wishing we could get some good old fashioned Murder Hoboing going on. Walk into a bar and a halfling or a dwarf who AIN'T one of the friggin' Companions of the Dale tells me about a dragon who AIN'T trying to destroy all of Neverwinter, but does happen to have some fat loot.
But even if that happened. Even if they added some dungeons just to be dungeons, and fun, because dungeons in Dungeons and Dragons are half of what the BLIPPING game is about....now there's this.
yay.
They had a perfect chance with the Foundry to provide an option for that, and they've pissed it away by systematically neutering what little reward there was for Foundry other than just getting to run some actual content. Which, I'll admit, since they've added less content in 5 years than WoW does in a single quarter, is still a pretty good bonus. But ffs.
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arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
Guys, you killed off all the Loyal Gears (too) long ago, would you consider giving it back? You know, just for sanity reasons, which probably a resource you lack of if this change goes live as it is.
What's the point of adding more companions to the game if they lose all functionality after level 35 content? Running level 73 content with a combat companion at Legendary (40) and he dies very quickly, most times instantly, and does a whopping 400 damage every 2-8 seconds. Controller Companions? I think not. Augments as alternative? Why would anyone do that? 3 rank 7 bondings in a Combat Companion already renders augments useless.
You're trying to balance classes around a broken system. Bonding Stones are the problem. You are only seeing game breaking class features because players are able to buff themselves through what is essentially a glorified augment companion. All of the companion abilities and powers are nothing more than Companions Gift procc'ing variables. The effort and detail in creating Meteor Strike on companion is meaningless if it does 800 damage to a spiderlings that has a million hit points. So taking a companion that has a really cool power but has really long cool downs is pointless. You also now have half a dozen runestones that are worth nothing more than Refinement. No one is slotting an Eldrytch Runestone Rank 12 in a companion...ever. No one is buying a Black Dragon Ion stone from the Zen market..ever.
My suggestion:
Making Bondings work in reverse. - Companion gets X% of players stats. This would fix both the power creep and the companion scaling in one fix. All combat companions would run equal to their player companion making everything from healer, striker, controller, and leader/defender a viable option. This would also bring back Ion Stones/Augments for players who don't care about sharing their stats and just want to push their own ability to higher levels. Both would be equal in the end. You've now brought all aspects of the companion system back to present content and made them all viable, while balancing the growing issue with over powered class balancing. This would create an entirely new aspect to running dungeons. A 5 man super group would turn into a 10 man raid. For PuGs this is even better! If you don't get a tank, someone brings out a tank companion and fills that roll. No controller, break out a Control companion. Instead of 5 players running around with 170k power why not 10 players running around at 30k? The combination of class roles to companion roles are endless. It would breathe new life into an otherwise neglected aspect of the game that's long over due for some attention. Please think about this as an alternative to nerfs and class fixes in an attempt to balance classes.
This would require a massive rework of all the classes to ensure people aren't excluded from dungeon runs. It's not going to happen. It also won't make much difference. No matter how you tinker with things people will gravitate towards a few options anyways. Something will always be subpar and you're basically suggesting that Cryptic pull another mod 6.
Ladies and Gents we are fighting a losing battle here. If you are posting to vent and make yourself feel better then more power to you.. but they are not going to change the roll out. This is a financial move for the company plain and simple and they are betting that the truly dedicated and faithful will continue to stick around. Lets all face the facts that this is a sinking ship and we are but a few people who have stuck around to see if she actually goes under. We are posting to nowhere/no one on this forum and as history has CLEARLY shown, they don't listen to their customers. If they gave a hoot about this product and our happiness then they would be fixing the 3 year old bugs, correcting the completely misleading/wrong tool tips and bringing back the old dungeons that everyone has asked for. My question to all of you is why are we posting endlessly and complaining about the same things over and over instead of finding something different to do?
I mean we've got people pissed the devs aren't posting on weekends. It's been all of six days since they posted the preview build and we've seen all of two dev posts. This will go through multiple builds and at least a month before it hits live. So if we hit February and they've done nothing, sure, you're right. But everyone is pulling a temper tantrum without considering that they might make revisions.
you were saying? hmm I will give it till February even though, as you know now as I actually did before I posted (don't ask) that they are rolling it out now.. same stuff, different people.. sinking ship..
Warning. Incoming wall of text. Here is some of my "wisdom". Stop using dungeons as a way to obtain gear to run those same dungeons. Dungeons are an end game content and as such they should be left for end gamer. Meaning that you should use campaigns as a way for character progression and end game dungeons to get more exclusive items or a way for end game players to get and sell highly valued items to get money they can spend on fine tuning their toon or their alts the results will be much bettet than they are now. Right now the state is that i am forced to run high end dungeon just to get gear to farm that dungeon in 5min to get nothing in return. I agree that if u give out more expensive items to all the AH will colapse. But if you limit giving those items to players who worked hard to finish their campaings and get to the point where they can even enter that dungeon (wich should be superhard even at BIS but not include oneshot bosse but instead a high DOT wich actually gives healers time to heal their party) those same players will get the right to decide what to do with the loot. Some will decide to keep it and some will sell it to get other stuff and when the time comes that everybody has bis equipment than its time for a new mod. What im saying in this wall of text is give those who are capable and not to those who whine. Those who are not capaple will strive to be capable. And those already capable can focus on improving their alts or their main. And AH stays safe due to the toughness of the dungeon. Oh an P.S. if you want influx of money try offering something worth buying. It kinda sucks when you spend more money on a single game than your state of the art computer u use to play that game on just to buy something that gives you a chance to get a chance to win something. I know its hard to please everybody but i see a lot of people who started considering this game as a job and as a company who provides entertainment and depends on loyalty of its comunity it means you failed this comunity. You got an awesome game but its sucess as in all games will be in inivation and not reppetition. Thank you for lending me your ears (eyes)
Comments
I will, however, reserve a healthy skepticism to your claims of listening to the community which, given the trajectory since the key announcement, is both increasingly and more than justified. It is not, after all, hard to compile a number of common wishes from the community from the miriad of suggestions. Even if they change regarding specifics, it's not hard to see from these posts that players overwhelmingly:
- want loot to drop from dungeon bosses at such a rate that running dungeons is a net gain in and of itself. As it stands, we gain as much by running cloak tower with our eyes closed in 6 minutes than we do running ELOL in 20. The content in chests should be extra gains to the reward that comes from beating a boss. To that end, the new gear that is being introduced is not bad, but doesn't provide incentive to end game players, and new gear which provides for more costumization of the classes beyond mere incremental stat increase is certainly very welcome.
- Are displeased with the utterly absurd notion of RNG within RNG in the form of the underdark rings. A +5 ring that is a 1 in a million drop and cannot be traded in any way, shape or form is inherently worthless.
- strongly dislike the idea that new loot should be Bound to account/character and are unconvinced by the argument that this is to preserve the auction house. On the contrary, these changes will result in the AH being killed both by the fact that these items becoming commonplace and our inability to sell surplus/undesired items. It also leads to unsatisfaction if we get a drop that's valuable to someone, but useless to our character.
- want a streamlining of the key making process, whether it's via shortening the time required to make the keys or by the way which such materials are collected. As it stands, the same currency's being used to make the keys, upgrade our boons and grind our strongholds and there simply isn't enough to go around even if we subject ourselves to a tedious daily grind of running the same menial tasks over and over in the same maps, day after day. The underdark skirmishes provide a good blue print for that in that we can make the keys from what we gain by running the skirmishes.
- People are willing to pay for convenience (good examples: the campaign packs or the new level 70 character packs are nice tidbits of convenience that allow for a lot of saved time), cosmetics, to support new content and to reward your good work on the game. Good will goes a long way for loyalty of the consumers. They are far less willing to pay because the game is becoming too tedious to play otherwise.
Sadly, these gripes are all too familiar and were presented to you when you announced the changes to the loot and the fix to the key "bug". NONE of them are being addressed.
However, and this is really going to annoy me in the long run, I can't put the keys in my shared bank, but I can mail them from one character to the other.
This is going to cause a lot of frustration for me if it makes it to live, seeing as i usually store dragon keys in shared bank, and extract on whatever character might need them.
I really hope you found it amusing to read. After all of this you changed nothing. Just pushed it straight to live.
Mean the change is hitting tomorrow?
I reaaaaaallllly hope that's just a typo and they forgot to edit HAMSTER out.
http://www.arcgames.com/en/forums/neverwinter#/discussion/1227133/patch-notes-version-nw-70-20161205a-9
=
lol
Obviously feedback wasn't ignored. That "valuable information" was collected, assessed and implemented where appropriate.
Translation - we collected it all and threw it all in the bin and pushed it out to the Live Server as is.
This is what happens all the time, regardless of whatever feedback is provided.
I guess we should be happy that they didn't remove half the dungeons as well
Tabatha@rotters // Scourge Warlock // Co Leader // Civil Anarchy
We are looking for non elitist guilds to join our alliance.
Will this be going live on the 17th for ps4 and xbox players as well, when we get the mod?
If so: I know you made a big deal of 2 million peoplw signed up from ps4 when this went live. Will you now be making an announcement of over half of ps4 players leave neverwinter with new changes in effect.
Terrible decision making by you guys. Ask for feedback then completely ignore it.
Guys read again it clearly shows word DELAYED
This is what we are angry at. That they say they are reviewing what we've stated as good, bad, etc. and yet they are still moving ahead with the ORIGINAL patch.
Typical Cryptic.
Just a side note of where I think the direction of the company is going, to try to understand what is happening. Cryptic Studios is owned by the publisher Perfect World Entertainment, the North American subsidiary of Perfect World, a Beijing based multinational and multibillion dollar gaming corporation. PWE specialises in Free-to-Play MMORPGs which are inherently supported by microtransactions. Interestingly, Star Trek online, another game developed by Cryptic, introduced the lockbox reward system after Cryptic was purchased by PWE in 2011.
So what gets the most revenue in Free-to-Play games? What will make people keep on spending with minimal operating costs? These questions are important as they will determine how to finance the game that we enjoy playing.
Players have suggested items that can be introduced to the Zen market to support revenue, including cosmetic changes, additional layers of VIP, and God forbid, a semi-subscription model (however, it would be unlikely they would implement the latter as it would mean the game could no longer call itself Free-to-Play). The one recurring theme which gets introduced with every new module are: Lockboxes. Certain cosmetics were even transferred to lockboxes via the Tarmalune bar system. Even VIP supports the daily use of lockboxes with their daily free lockbox key, a major perk of the VIP experience.
So why are players so unhappy with the change of the dungeon key system making it mandatory to expend the key on inspecting the final chest? Because it brings the foundation of a D&D game, Dungeons, in line with the lockbox system. After this change, lockboxes will no longer be a daily diversion of the VIP, the rich, or the gamblers - it will affect each and every one of us whenever we are confronted with the final chest - the stationary lockbox, one of the end-rewards of the dungeon.
So what is so distasteful about lockboxes? It is because it looks, acts and smells like gambling. China recently passed laws which will make it mandatory for developers using lockboxes in their games to "communicate what's in them, publish stats, provide alternate routes of acquring them, and as well as protect minors from them". The climate in which Perfect World operates may be changing, but these changes in China will not be enforceable on off-shore subsidiaries.
All this financial juggling is operating behind the scenes. The employees of the company will need to be paid, from programmers, artists, marketers and managers. They continue to work to deliver content to us. Are they really to blame for changes in the upper echelons of management? But the only way we can really reach management and executives about our disatissfaction with any changes is through them, so we must ask their help and get their support.
For this, we have our official forums. But even this looks like it is getting ignored. With false promises, hidden reward percentages and rushed changes, they are doing their best to alienate players.
Where would I like to see this game headed? Ideally, I want excellent story-driven content drawn from the rich lore of D&D. I want class balance, party composition balance and PvP balanced teams. I would like Cryptic developers and management to listen to their player base and utilise some of our extensive bug-testing reports and suggestions on achieving balance. I want to be immersed into a game, and enticed to spend because I enjoy playing, rather than being herded into purchasing keys. I want there to be solid and observable progression with everything I do in-game, instead of leaving everything to chance, a gamble.
Dungeoneering in any good sense of 'Dungeons & Dragons' is about exploring a dungeon, being challenged by the Game Master, forming a good party (or learning how to become one) and achieving success, riches and rewards for our efforts. After defeating the evil overseer of the dungeon, I do not want to be confronted by a jackpot machine. It will take the immersion too much away from this game.
I can't test the others. Assuming they don't get stuck, be very careful not to grab a full stack out of a guild bank.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Well done!
Making us waste our time in trying to explain what we want, need or think about the changes?
That is like me asking my customers for feedback.
And after seeing how unhappy they are with the prices, ignore them completely while telling them i need time to sort all of the feedback.
And then charge them 3 % increase.
My company would go bankrupt in less then 6 months if i did that.
We would lose customers and companies we worked so hard to get , in the first place.
And i would get fired so nicely , my HAMSTER would hurt after getting dumped on a sidewalk.
That is like stomping on all of your hard work .
This is not mod 1 people , BETA TESTING. And btw i was there for that too.
If you wanted to make a freaking key change of such magnitude you should have done it in MODS 1 TO 3.
Before all the other fails this company did.
Dear god, this. I'm tired of the constant wars and saving the prime material plane in general. I'm wishing we could get some good old fashioned Murder Hoboing going on. Walk into a bar and a halfling or a dwarf who AIN'T one of the friggin' Companions of the Dale tells me about a dragon who AIN'T trying to destroy all of Neverwinter, but does happen to have some fat loot.
But even if that happened. Even if they added some dungeons just to be dungeons, and fun, because dungeons in Dungeons and Dragons are half of what the BLIPPING game is about....now there's this.
yay.
They had a perfect chance with the Foundry to provide an option for that, and they've pissed it away by systematically neutering what little reward there was for Foundry other than just getting to run some actual content. Which, I'll admit, since they've added less content in 5 years than WoW does in a single quarter, is still a pretty good bonus. But ffs.
Here is some of my "wisdom". Stop using dungeons as a way to obtain gear to run those same dungeons. Dungeons are an end game content and as such they should be left for end gamer. Meaning that you should use campaigns as a way for character progression and end game dungeons to get more exclusive items or a way for end game players to get and sell highly valued items to get money they can spend on fine tuning their toon or their alts the results will be much bettet than they are now. Right now the state is that i am forced to run high end dungeon just to get gear to farm that dungeon in 5min to get nothing in return. I agree that if u give out more expensive items to all the AH will colapse. But if you limit giving those items to players who worked hard to finish their campaings and get to the point where they can even enter that dungeon (wich should be superhard even at BIS but not include oneshot bosse but instead a high DOT wich actually gives healers time to heal their party) those same players will get the right to decide what to do with the loot. Some will decide to keep it and some will sell it to get other stuff and when the time comes that everybody has bis equipment than its time for a new mod. What im saying in this wall of text is give those who are capable and not to those who whine. Those who are not capaple will strive to be capable. And those already capable can focus on improving their alts or their main. And AH stays safe due to the toughness of the dungeon. Oh an P.S. if you want influx of money try offering something worth buying. It kinda sucks when you spend more money on a single game than your state of the art computer u use to play that game on just to buy something that gives you a chance to get a chance to win something. I know its hard to please everybody but i see a lot of people who started considering this game as a job and as a company who provides entertainment and depends on loyalty of its comunity it means you failed this comunity. You got an awesome game but its sucess as in all games will be in inivation and not reppetition. Thank you for lending me your ears (eyes)
Srry for the typo