Its been a long journey, arguably with some ups and downs, vote for your favorite! One of the reasons Im here personally is due to seeing most of the game released. I started right before mod 1, but really cranked it up during mod 2.
This isnt a poll to discuss any issue you may have with the game.. As you know, I have my OWN issues, and Im not hesitant to post them, I just want to keep this light and fun.
Many of us have had a ton of fun throughout the years! Share some of your favorite memories!
Its that TIME again, what is/was your favorite Module we have had. 88 votes
Mod/Shmod, game was more fun , with less grind before all of them!
Mod 1:Fury of the Feywild, MC, Sharandar, Master of the Hunt and more! Best looking zone in game still!
Mod 2: Shadowmantle, Are you kidding me! Best grind they ever did, and you can finally fight in VT! Take that Valindra!
Mod 3: Curse of the Icewind Dale, hey it was iconic, large zones, Kessels retreat.
Mod 4: Tyranny of Dragons, hey.. Shores of Tuern and Lair of Lostmouth, totally underrated. Lots of dragons to kill!
Mod 5: Rise of Tiamat, There was a goddess to kill, we were gods I tell you gods! I never got tired of driving her back!
Mod 6: Elemental Evil.. well, we had levels to grind, weapons to earn and Minsc and Boo at least. Some challenge and Heals back into the game!
2 votes
Mod 7: Strongholds, Dragonflight! How dare they land in our backyard.
Mod 8: Underdark! We have new stuff!
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Comments
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
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The Holy Crusaders guild leader ♚ Mod 10 PVE Destroyer GWF guide ♚ Founding member of the Relentless Alliance
...instead of maybe another handful of soon-to-be-useless tokens or even less.
In my opinion though, NW jumped the shark with mod2 - after that the game has had no vision or clear direction. I've said it before - cryptic is looking at its feet and it started after module 2.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
The only problem I have though is that I have far too much grind to make. Sure gear grind is just target the new content but I feel stretched out trying to get artifacts and more importantly boons. Especially in Icewind Dale where the system is behind a rep wall. Plus, even though most of them are sub-optimal I do love professions and Black ice shaping looks weird sitting in level 1...I want to move it up.
First boons, first daily grind after we have the T2 gear from running all of these T2's it was a great time to go and annihilate some redcaps.
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
That being said, I'd mark Module 8: Underdark as my second favorite.
If Module 8 had a new Underdark zone with a few extra daily quests, and maybe a bunch more demonic HEs to run, then I think it would be perfect.
— (The unwritten rule)
AS many have said, it really seemed after that juncture they kind of lost sight of a cohesion with the game and after mod 3, they had to tie in with the paper edition, which seemed to make all sorts of limitations in what they did.
Doesnt mean there isnt things I like about every mod , even mod 6.. had spinward, a gorgeous zone.
Mod 4.. I hated the way they implemented grind.. hated it.. but I loved elol and esot was really fun.
Mod 5.. I did tiamat.. like 4-500 times.. so clearly I enjoyed that.
right now my least favorite is current mod, its really bad, but even then, we did get a much needed tradebar rework, which kind of makes it not so bad in the end. I will not get into all of its flaws here.
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
It was the best of all. Then they rushed in the new stuff to quick. Change hud were mount and artifact go. If anyone else remembers that. And the bugs grew each time, and contunue to grow.
PnP Red Box DM & Player (74 - ?). NWN + SoU + HotU (4-03),
NWN Diamond Edition, Neverwinter Nights Complete (NWN + NWN2).
Other mods (and I include mod1 in this) had exceptional grinds involved - be it the sparks in Sharandar, the Linu's Favors in Tiamat.... there was that one item that was just a monster to grind out, and would stall progress. In Dread Ring, there wasn't such an item stonewalling players. It flowed along nicely for about a month of play until you'd completed it, then could move on to the dungeon and 'end-game'.
Underdark seems to have recognized this, as I'm seeing that the flow of the campaign progression is set up in a similar fashion, but there doesn't seem to be much to actually *do* in the underdark. There isn't a quest zone to run through, which is too bad, as I think it could have been some good fun.
mod 4: know a little bit more. My character was still weak. Progress was slow.
mod 5: character became stronger. Can kill everything. Start to get boring in the tail end of mod 5. Create more characters. Did not know anyone. Not in a real guild. PUG sucks.
mod 6: everything became hard. More incentive to make my character stronger to overcome. Better and better in the tail end of mod 6. Joined a real guild.
mod 7: more fun mainly because of the guild and stronghold glued the guild together. More activities every day. Have the most fun since I started the game.
mod 8: hard to tell at the moment.
Players enjoyed content more or less up to Mod 3 the most, and since then its tailed off some. I'm not saying that is that unusual, but statistically speaking, one of these later mods need it hit a better nerve with all of us. Even in current mod, there are things that could just be better for everyone.
I think Neverwinter has improved a lot since the disaster that was Elemental Evil. The economy is much healthier, it's easy to farm some AD and there are enough choices on how to do that (although pvp rewards could be higher), and the game and the new mod especially just feels more alt-friendly.
How to make a perfect module for dummies:
- 1 Campaign with a feeling of progression
With 2 boons you can get early, and other you have to drop some item to unlock them.
Plus skirmish, dungeon, Tiamat/demogorgon like fight unlockable (TOD, Sharandar, Dread ring, Underdark are good examples)
- 3 different sets, all with differents USEFUL bonus AND STATS, and not intended to be only used during one mod. Make them dropable with a rare rate ( Maybe 5-10% ), and SELLABLE.
Making them upgradeable by profession like Black ice is still OK, even if i don't like it. Maybe let the player choose the stats on their set.
- Make NEW DUNGEON, with 3level of difficulty, normal, epic and heroic ! So everybody can enjoy content according to the difficulty.
- Make One new zone with some quests to do there ( And maybe... some HE with again 3 level of difficulty where a zerg mass can't succeed easily )
Now the how to f*** up a module for dummies:
- Recycle old content
- Force players to return to old zone
- Force players to make mindless heroic farm for artifact weapon
- Force player to play at specific time, like XX:30 Demogorgon, XX:30 Dragonflight, XX:00 Tiamat. Free the players
- Stop making everything bound on pick up. Make it a least bound to account.
This is just some tips for making a module enjoyable, as you can see module 8 checks almost half of the 'MUST DO' and all the 'DON'T DO'.
Your move Cryptic now