This is a legit question. Mod 6 has no new dungeons (it even took many dungeons away!), no new skirmishes, no boons, no 'campaign'. We got 4 new zones, 3 of which are recycled from old maps. We got some new mobs, new armor, another artifact weapon... Really not much.
Is Mod 7 going to have these things? Will we have more than 3 dungeons to run around in? More than 4 skirmishes? More than 3 pvp maps? Will we have new boons? New enchantments? Some kind of story beyond "bad guys happened, go do quests" or is it just going to be 'your guild needs to dump all their AD into a stronghold and grind for 3 months to make it nice"?
A speculation thread! Hurray!
Okay, here are my three guesses:
A) We become DHL/UPS delivery people. We pick up packages of small sizes at first, because that is all we can handle. Over time, we build up the carrying size and are able to deliver packages over longer distances. The end game has us earning 1,000k AD for ensuring valuable shipments make it to final destinations. Virtual FedEx fun. Sorry, I can't think of anything that is really any different than the above. See A)
I'm not speculating. I'm asking. I'm worried the next mod will be more of what we got in this mod and the game will go stale and we'll all leave. I don't want that. I hope we do have actual new content, not a net loss of content like we got this time around.
Also, obviously giving AD for a delivery quest is OP. They'd give you 3K ad for doing it 4 times, once per day. Otherwise it would be 14 silver and 1345 XP.
The 'new' content will probably consist of some of the dungeons that were removed. I know in most games this would sound like a bad joke, but I think this is precisely what will happen.
It also strikes me that this is the most 'efficient' way to minimize the ongoing development costs for an MMO. Every few modules raise the level cap with some vigilance style quests as filler, remove almost all the dungeons and then slowly re-introduce them over the following modules.
Apparently the new stronghold maps will be the biggest play areas the game has ever had with pve and (optional) pvp elements , no idea what else if anything we will get with module 7 though .
The next official module from WotC is Rage of Demons (called neverwinter underdark module 8 here) , now that sounds promising but we probably have a fair wait. http://dnd.wizards.com/articles/news/rageofdemons
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited June 2015
My problem with strongholds is , like literally every pve guild Ive ever been in folded into nothing over time, I was in one with almsot 400 people and poof.. down to like a dozen.
The game shouldve released strongholds a year ago and made actual pve guilds useful for something. In terms of pvp guilds, I could get into 1-2 of them with 1-2 toons of mine, maybe 3, but they wouldnt accept my lower alts. So again.. poof.
I dont know will wait and see.
I would be happy with the re-release of 1 old dd a month for like 6 months.
then.. underdark.. 1 new zone and 1 new dd and 1 new skirm, with actual gear to earn or AD to make.
A speculation thread! Hurray!
Okay, here are my three guesses:
A) We become DHL/UPS delivery people. We pick up packages of small sizes at first, because that is all we can handle. Over time, we build up the carrying size and are able to deliver packages over longer distances. The end game has us earning 1,000k AD for ensuring valuable shipments make it to final destinations. Virtual FedEx fun. Sorry, I can't think of anything that is really any different than the above. See A)
Cheers,
DHL/UPS sounds boring to me especially my guild already dead
This is a legit question. Mod 6 has no new dungeons (it even took many dungeons away!), no new skirmishes, no boons, no 'campaign'. We got 4 new zones, 3 of which are recycled from old maps. We got some new mobs, new armor, another artifact weapon... Really not much.
Is Mod 7 going to have these things? Will we have more than 3 dungeons to run around in? More than 4 skirmishes? More than 3 pvp maps? Will we have new boons? New enchantments? Some kind of story beyond "bad guys happened, go do quests" or is it just going to be 'your guild needs to dump all their AD into a stronghold and grind for 3 months to make it nice"?
I've been thinking about the missing dungeons and I've concluded that it really doesn't matter to me anymore. If the difficulty stays where it is, they could introduce one, ten, or a hundred dungeons in mod 7, and I won't set foot in any of them. They're not worth the dozens of health stone charges they consume.
Yesterday I finished dragging my SW through the EE quest line (and barely managed to not punch my laptop throughout it). That only leaves my GF who hasn't yet, and I'm in no hurry. I've resigned myself to farming and invoking for the foreseeable future.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Yeah, the decision to remove every dungeon on the way to 60 as well as introduce a new class, and a long awaited class at that, was a very poorly thought out idea.
Considering all the issues that this mod has seen, and the amount of time it's taken to keep us in a "yet to be fixed" state (granted, new dev team, I will give them that), on top of constant issues with the Gateway, Zen sales, et cetera, I am not optimistic in the slightest that something like Strongholds (which is adding entirely new mechanics to the game) will go smoothly, if at all.
And I do concur with the "too little too late" sentiments, as it seems like a lot of guilds are no longer very active due to there being really nothing aside from farm RP (what fun) to do.
My fleet (guild) in Star Trek Online (Cryptic) took 1 year to fully complete our Starbase (guildhouse), and have spent a galactic amount of dilithium (astral diamonds), marks (seals) and other resources (crafting assets/resources and gold) in the process.
Does anyone actually know why the old dungeons were removed?
They said they want to rework them, which is fine and all, but hardly an excuse to remove the old zone map dungeons. The elites, maybe. They'll have to be in line with the new rework. But the old ones don't.
To be reworked and re-introduced for the new mods. Castle Never will most likely be inserted when mod8 comes out.
I hope that some of the removed dungeons are re-introduced as T2.5 with slightly better gear so we have a reason to run them, along with ever so slightly re-balancing the T2 dungeons (i.e. tone down archers just a tad).
The current limited crop of dungeons has really been good for queue times however. Perhaps if they rotated the 'active' dungeons once a week.
Something to do with making them Shorter. One twitch stream they stated they like shorter faster Dungeons like LoL. 15-20 minutes tops. this is why the dungeons we have have all been shortened. Not the greatest thing to do but hey takes alot of work to chop out parts of the dungeons to make then that short when they were designed to flow over a longer period of time.
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For the life of me I don't understand why all of the optional parts were removed: the undead dungeon in ToS, the side areas in CC, the miniboss in CC, etc. None of them were required, but they made the dungeons interesting. A dungeon should always invite exploration and discovery.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
To be reworked and re-introduced for the new mods. Castle Never will most likely be inserted when mod8 comes out.
I don't know, how many can wait till that, i am a huge hard core DnD fan, but 6 weeks of useless wait was enough for me. That Mod 8 sounds a bit too optimistic for me, considering, how slowly they fix something. The slow mo scenes in Matrix were actually much faster.
My current game day is following: 1 skirmish hour, 1 dungeon (more is economically seen a failure, 5k for a max 3k salvage). Before Mod 6 if my job allowed i was sometimes over 12 hours logged on.
Now, no Dungeons, on my mains i have the boons, on my alts not fully, but endless grind is no content for me, on the contrary, so i am pretty bored in the game.
I am not a big fan of this masochistic death race style either.
PVP is now way out of hands, mostly premades and whales or exploiters. 2 years and still no brackets, no ELO, nothing.
Have witnessed now 7 guilds parish, but you all know.
Currently i am testing each day another action style MMO, sadly not much and many not for my taste and i am waiting for some other titles to come out. I was a tester in one title, so that kept me a bit entertained, but only until they announced there to follow the new style of NWO, which means enchants, "Zen Shop" and power creep.
Pretty sad, i loved this game and still do (only the core of it and the action combat style), but my optimism landed there, where my many threads and posts are.
The real honest man is honest from conviction of what is right, not from policy.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
For the life of me I don't understand why all of the optional parts were removed: the undead dungeon in ToS, the side areas in CC, the miniboss in CC, etc. None of them were required, but they made the dungeons interesting. A dungeon should always invite exploration and discovery.
Not only that (I'm a huge exploration fan, moreso than any aspect of any RPG) but they could easily add additional content as part of what makes higher tier dungeons more difficult and more worth running.
For instance, take CC. The standard version could be a straight forward 15-20 minute run to the end, the T1 could add a little bit more of the side content and areas, making it more of a 30-45inite run, T2 could add more, making it an hour run, and the Epic versions could be more along the lines of a 1.5 hour run. Of course, each version would need to have rewards and experiences to match the difficulty and length.
Just making dungeon designed for a 15 minute run with no differences between Easy, Moderate, Hard, and Nightmare modes is neither very imaginative nor fun. It's meant to be quick and easy so you can run it again, and again, and again the many hundreds of times that is required to really get anything useful from them, whether that is gear or metric buttloads of RP. It also allows them to not deal with the vote kicking issue since quick and easy dungeon runs are less likely to result in a feeling of "being shafted" when you get kicked after the takedown of the boss.
All in all, this is a bass ackwards way of looking at the reason that we're here, which is to have fun. The rewards should BE the experience, bit right now, the experience of running a dungeon, exploring, having run, is a hindrance to the reward, a problem that the devs need to "solve". What the flip? I feel like I'm taking crazy pills!
Comments
Okay, here are my three guesses:
A) We become DHL/UPS delivery people. We pick up packages of small sizes at first, because that is all we can handle. Over time, we build up the carrying size and are able to deliver packages over longer distances. The end game has us earning 1,000k AD for ensuring valuable shipments make it to final destinations. Virtual FedEx fun.
Sorry, I can't think of anything that is really any different than the above. See A)
Cheers,
Also, obviously giving AD for a delivery quest is OP. They'd give you 3K ad for doing it 4 times, once per day. Otherwise it would be 14 silver and 1345 XP.
It also strikes me that this is the most 'efficient' way to minimize the ongoing development costs for an MMO. Every few modules raise the level cap with some vigilance style quests as filler, remove almost all the dungeons and then slowly re-introduce them over the following modules.
The next official module from WotC is Rage of Demons (called neverwinter underdark module 8 here) , now that sounds promising but we probably have a fair wait. http://dnd.wizards.com/articles/news/rageofdemons
The game shouldve released strongholds a year ago and made actual pve guilds useful for something. In terms of pvp guilds, I could get into 1-2 of them with 1-2 toons of mine, maybe 3, but they wouldnt accept my lower alts. So again.. poof.
I dont know will wait and see.
I would be happy with the re-release of 1 old dd a month for like 6 months.
then.. underdark.. 1 new zone and 1 new dd and 1 new skirm, with actual gear to earn or AD to make.
YA.. everyone is happy.
DHL/UPS sounds boring to me especially my guild already dead
I've been thinking about the missing dungeons and I've concluded that it really doesn't matter to me anymore. If the difficulty stays where it is, they could introduce one, ten, or a hundred dungeons in mod 7, and I won't set foot in any of them. They're not worth the dozens of health stone charges they consume.
Yesterday I finished dragging my SW through the EE quest line (and barely managed to not punch my laptop throughout it). That only leaves my GF who hasn't yet, and I'm in no hurry. I've resigned myself to farming and invoking for the foreseeable future.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Considering all the issues that this mod has seen, and the amount of time it's taken to keep us in a "yet to be fixed" state (granted, new dev team, I will give them that), on top of constant issues with the Gateway, Zen sales, et cetera, I am not optimistic in the slightest that something like Strongholds (which is adding entirely new mechanics to the game) will go smoothly, if at all.
And I do concur with the "too little too late" sentiments, as it seems like a lot of guilds are no longer very active due to there being really nothing aside from farm RP (what fun) to do.
My fleet (guild) in Star Trek Online (Cryptic) took 1 year to fully complete our Starbase (guildhouse), and have spent a galactic amount of dilithium (astral diamonds), marks (seals) and other resources (crafting assets/resources and gold) in the process.
To be reworked and re-introduced for the new mods. Castle Never will most likely be inserted when mod8 comes out.
The current limited crop of dungeons has really been good for queue times however. Perhaps if they rotated the 'active' dungeons once a week.
For the life of me I don't understand why all of the optional parts were removed: the undead dungeon in ToS, the side areas in CC, the miniboss in CC, etc. None of them were required, but they made the dungeons interesting. A dungeon should always invite exploration and discovery.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I don't know, how many can wait till that, i am a huge hard core DnD fan, but 6 weeks of useless wait was enough for me. That Mod 8 sounds a bit too optimistic for me, considering, how slowly they fix something. The slow mo scenes in Matrix were actually much faster.
My current game day is following: 1 skirmish hour, 1 dungeon (more is economically seen a failure, 5k for a max 3k salvage). Before Mod 6 if my job allowed i was sometimes over 12 hours logged on.
Now, no Dungeons, on my mains i have the boons, on my alts not fully, but endless grind is no content for me, on the contrary, so i am pretty bored in the game.
I am not a big fan of this masochistic death race style either.
PVP is now way out of hands, mostly premades and whales or exploiters. 2 years and still no brackets, no ELO, nothing.
Have witnessed now 7 guilds parish, but you all know.
Currently i am testing each day another action style MMO, sadly not much and many not for my taste and i am waiting for some other titles to come out. I was a tester in one title, so that kept me a bit entertained, but only until they announced there to follow the new style of NWO, which means enchants, "Zen Shop" and power creep.
Pretty sad, i loved this game and still do (only the core of it and the action combat style), but my optimism landed there, where my many threads and posts are.
Robert E. Lee
I only believe in statistics that I doctored myself.
Winston Churchill
The human race is a herd. Here we are, unique, eternal aspects of consciousness with an infinity of potential, and we have allowed ourselves to become an unthinking, unquestioning blob of conformity and uniformity. A herd. Once we concede to the herd mentality, we can be controlled and directed by a tiny few. And we are.
David Icke
Not only that (I'm a huge exploration fan, moreso than any aspect of any RPG) but they could easily add additional content as part of what makes higher tier dungeons more difficult and more worth running.
For instance, take CC. The standard version could be a straight forward 15-20 minute run to the end, the T1 could add a little bit more of the side content and areas, making it more of a 30-45inite run, T2 could add more, making it an hour run, and the Epic versions could be more along the lines of a 1.5 hour run. Of course, each version would need to have rewards and experiences to match the difficulty and length.
Just making dungeon designed for a 15 minute run with no differences between Easy, Moderate, Hard, and Nightmare modes is neither very imaginative nor fun. It's meant to be quick and easy so you can run it again, and again, and again the many hundreds of times that is required to really get anything useful from them, whether that is gear or metric buttloads of RP. It also allows them to not deal with the vote kicking issue since quick and easy dungeon runs are less likely to result in a feeling of "being shafted" when you get kicked after the takedown of the boss.
All in all, this is a bass ackwards way of looking at the reason that we're here, which is to have fun. The rewards should BE the experience, bit right now, the experience of running a dungeon, exploring, having run, is a hindrance to the reward, a problem that the devs need to "solve". What the flip? I feel like I'm taking crazy pills!
(It was the leveling btw.)
"...I grab my wiener and charge!" - ironzerg79