1) no cost to keep the look you want
2) No grinding more story options and paths
3) Classes should be closer to the books
4) Races not locked behind random drop boxes
5) mounts usable at first level and up grade able through training with a skill (intern costing items like feed, and cost of money for help ect..).
6) Things should take time to do not a grind to do and cost is fine as long as not excessive.
7) Monsters should be fought not used as mounts (gelatinous cube, howler, nightmare (evil only) unicorn (virgin female) ect..)
8) Death should cost something not be an inconvenience, this walks hand in hand with the difficulty being too high which means he who has the money wins because scrolls of rez and stones of instant health are way too powerful.
I know its a video game and we are here to have fun and they are here to make money and the two hardly ever go hand in hand. A sub cost would maybe resolve some of it but not all because if I pay for it I don't want to loose it and that's why this game is in the state it is. Because you cant't take away something some one has paid money for or make them loose it. So mounts and companions and every thing but consumables are there for ever, unless god forbid you delete them. Any way nothing will change in this game because its ran on those willing to pay for the shinnies and the wallet is mightier than the fun.
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
1) Free? Not necessarily... ...IMHO it should be cheaper. The cost is inappropriately high, and by making new stuff hideousely fugly...
2) Story needs work, work needs time and workers, workers gotta pay bills and hence demand money... ...unless you're looking at the foundry, which, however, has a lot less options than the game itself. But quite some foundries have quite good stories. It's a shame that the rewards aren't even nearly on par with the core game.
3) See 8)
4) That's one, and its special feature is broken AFAIK - so nobody plays them (I literally really never ever saw a single one in-game.)
5) Meh. Cryptic IMHO chose their way as a kind of post-testing game purchase fee, and if you're patient you can even get around using RL money for that thanks to ZAX.
6) Basically this is what the grind does - makes you do time. For doing time achieving short-term objectives you get tokens, which then, when you've gathered enough, can be exchanged for the prize you want. So far the system is OKish. Some of the prizes IMHO have not-so-appropriate costs, and the grind has gotten out of hand in several cases. But the principle is about the same anywhere: Either do Task X y times to get Z, or kill boss A, who has a b% chance to drop Item C until you hit pay dirt. Apart from the sometime excessive repetition number of tasks I can accept the predefined way...
7) No. Simply no.
3) & 8) This is a D&D oriented action game - not a turn based, closely rule-conforming RPG à la Baldur's Gate. So deaths will happen, and more often than in a calmer game speed. Also, there currently are players who QQ about not being able to afford injury kits. I have to admit, death has become way too cheap in end-game, but this willhopefully be somewhat attenuated, eventually - be it by balance tweaking or be it by better gear becoming available elsewhere and elsewhen. Furthermore, you don't die, but you were defeated. I cannot really comprehend on a more than ultra-lenient level how wolves or orcs let you, as an incapacitated near-death adventurer, crawl back to the campfire instead of calling you lunch, but so be it. Frequent defeat is the cost of action-ization. And the class representation suffers similarly from this effect.
Sub is a non topic and will only lead to threads being closed if and when discussed. And P2W - well, a) Cryptic also has bills to bay, b) In some games some of that principle levels the playing field between well earning workday-busy and penniless week-at-home or -at-school players. In this game this has been exceeded. But the model is the one chosen and included in this game, and it cannot be changed at the drop of a hat. To get more money from those who already spent a lot, you'll have to put out new shineys every now and then, and to make those more attractive they have to be more powerful. This leads to a scissoring gap between the F and the P fraction? Well... ...how could that possibly go wrong? I'm not delighted by the point this has come to, but, well, it makes them pay, so we all can play.
It's a great thread title but it doesn't quite fulfil its potential...
Indeed - none of the points the OP makes are particularly valid given the nature of Neverwinter. suicidalgodot pretty well hit the nails on their heads. As for the race in the lockbox, that's referring to Metallic Dragonborn, I suppose. That's a vanity race - dragonborn is available in other ways as well. Once the Dragonborn Legend pack is put in the Zen market as promised, it will be available for free like everything else (assuming you want to grind out the ADs for it).
Comments
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
2) Story needs work, work needs time and workers, workers gotta pay bills and hence demand money... ...unless you're looking at the foundry, which, however, has a lot less options than the game itself. But quite some foundries have quite good stories. It's a shame that the rewards aren't even nearly on par with the core game.
3) See 8)
4) That's one, and its special feature is broken AFAIK - so nobody plays them (I literally really never ever saw a single one in-game.)
5) Meh. Cryptic IMHO chose their way as a kind of post-testing game purchase fee, and if you're patient you can even get around using RL money for that thanks to ZAX.
6) Basically this is what the grind does - makes you do time. For doing time achieving short-term objectives you get tokens, which then, when you've gathered enough, can be exchanged for the prize you want. So far the system is OKish. Some of the prizes IMHO have not-so-appropriate costs, and the grind has gotten out of hand in several cases. But the principle is about the same anywhere: Either do Task X y times to get Z, or kill boss A, who has a b% chance to drop Item C until you hit pay dirt. Apart from the sometime excessive repetition number of tasks I can accept the predefined way...
7) No. Simply no.
3) & 8) This is a D&D oriented action game - not a turn based, closely rule-conforming RPG à la Baldur's Gate. So deaths will happen, and more often than in a calmer game speed. Also, there currently are players who QQ about not being able to afford injury kits. I have to admit, death has become way too cheap in end-game, but this willhopefully be somewhat attenuated, eventually - be it by balance tweaking or be it by better gear becoming available elsewhere and elsewhen. Furthermore, you don't die, but you were defeated. I cannot really comprehend on a more than ultra-lenient level how wolves or orcs let you, as an incapacitated near-death adventurer, crawl back to the campfire instead of calling you lunch, but so be it. Frequent defeat is the cost of action-ization. And the class representation suffers similarly from this effect.
Sub is a non topic and will only lead to threads being closed if and when discussed. And P2W - well, a) Cryptic also has bills to bay, b) In some games some of that principle levels the playing field between well earning workday-busy and penniless week-at-home or -at-school players. In this game this has been exceeded. But the model is the one chosen and included in this game, and it cannot be changed at the drop of a hat. To get more money from those who already spent a lot, you'll have to put out new shineys every now and then, and to make those more attractive they have to be more powerful. This leads to a scissoring gap between the F and the P fraction? Well... ...how could that possibly go wrong? I'm not delighted by the point this has come to, but, well, it makes them pay, so we all can play.
Indeed - none of the points the OP makes are particularly valid given the nature of Neverwinter. suicidalgodot pretty well hit the nails on their heads. As for the race in the lockbox, that's referring to Metallic Dragonborn, I suppose. That's a vanity race - dragonborn is available in other ways as well. Once the Dragonborn Legend pack is put in the Zen market as promised, it will be available for free like everything else (assuming you want to grind out the ADs for it).
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance