Can we have something similar to hardcore runs system, however for training purposes that doesn't have rewards , title or incentive for personal gain.
Its only purpose is help players to train for trials and dungeon mechanics so player would be able to get infinite amount of heal stone and scrolls inside training Mode only, one he is out of the training mode his hud and consumables return to how they normally work
All Just to learn new content mechanic , to minimize training runs costs
So when new content is out alliance can practice it without needing to organize on test server
That way as well cryptic can collect data on different players with varying item level on tackling the new content
So it is a win win situation for both parties, because if it is flagged in your data collection as training run you can tackle player behavior pattern and design better A.I. at the same time
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That said, there is little incentive for them to do this and it would almost be a given that if they did, it would be well after that content is out of the end game (3-4 mods old I'd say). Games thrive on putting in encounters that players have to learn/figure out....they don't want that to be easy. They want everything to be a challenge, even low level stuff now (come mod 20), and I really don't think too many players actually want it that way. We had a mass exodus when mod 6 hit and bosses actually hurt you.....and I believe there was another around 16 when they really ramped up dungeon difficulty. Mod 20 could be another hammer....so training may be the least of the issues.
but when you have alliance and ask who wants training run not all of them have preview and to tell people download another copy of the game file get them away from training and learning and I said suggestion in title .. with all of they are doing i understand
priority and it is just something to think about.. did not say do it now.. i was thinking of this as qof for user benefit
In training mode the damage tactics and timings would be exactly the same as for the full dungeon but the player gear levels, required stats, incoming damage and boss HP would be all reduced by say 25%. In training mode there are no BIS gear rewards but maybe lower rewards like AD, companion gear something like that. Understanding where you take most damage in an encounter is an important part of learning so I personally would not agree with the idea of 0% damage in training mode. I think cryptic thought along similar lines when they introduced the Baby Zariel encounter but whilst the Baby Zariel encounter is a useful introduction it does not really prepare for the full version of the dungeon imho.
Something like the above training mode proposal would allow more people to sample the new content earlier and give players the incentive to play the game more in order to get their players up to a spec where they can tackle the full dungeon to get BIS gear.
With the current system most guilds have little choice but to put a select group of their best geared players (if they have them and if they meet the stat requirements) into new dungeons to learn the content and then pass that learning onto other guildees either through a system of extended training sessions or carries. The latter approach is slow and takes a significant amount of time, a training mode would allow less well geared players to play and learn the full tactics for the latest more difficult dungeon content much earlier and easier, taking some of the strain off guilds in terms of organising training sessions for what can be a large number of guildees. It would also help stamp out the practice of some players offering carries through dungeons for payment, I don't think this is widespread but I have seen advertisements in chat from time to time.
As you mentioned the hardcore setting, I'd love to see many different options added. Something like turn off all damage EXCEPT combat advantage damage!
What I'd like to see is combat training. Teach people how to do damage!! The damage is there on all classes if the player learns to unlock it. Some are more difficult than others to make work but the basics are roughly the same.
An example of the training I'd like to see is combat advantage training. I want to see big fat 0s for damage floaters if the player is not in a position of advantage, then they can see that they need to move because something is wrong!
When we do a pull of a few mobs in TiC, our tank will grab aggro and pull. When he reaches our intended location to tackle the mobs, I know he's gonna be dead center of the scrum. On my warlock, I circle around the outside of the mob using my biggest attacks on the biggest enemies in the room. As I circle, I watch for my combat advantage, once that blue circle lights up under the enemy's feet I let loose. I try to not break the pattern I'm in until I grab aggro. Once I grab aggro I'll shift through the center of the mob, high five my tank on the way through, let him pull aggro again, and pop out the other side.
I think you'll need to make it more obvious than just turning the numbers to Zero, and here's my example as to why, from an experience on STO. There's an enemy there (Voth) that puts up a massive glowing screen that makes them immune to damage from just that side. If you try to hit them during this effect, the player sees a big "Immune" floater in place of the Damage floater. And worse, the more you hit the "immune" side, the more the damage is reflected to the player. You'd think more people would learn to get around the Screen and not commit Suicide-by-Voth, but no. It happens so often. People just killing themselves in seconds because they never learned. The game's almost 11 years old.
In short, I think you'll need to make it even more obvious for people to get the hint, but it's a good idea.
My take was to have it be an instanced part of the Combat Tutorial at the beginning of the game. Use Makos, Knox, or any other "Hero" NPCs already there to fight with the PC, then "freeze" the combat to show off the important UI features of Combat Advantage so that players realize what they're looking for. Since NPC allied combatants can already trigger CA, no need for any change there. And this is already the one part of Neverwinter where you're too low level to be in a party, so "pausing" a single player should be simple enough. Either that, or it can be part of the mini-quest where you get your first Companion, so they can demonstrate with the Comp. I'd think that would be harder since many Comps just don't like to stay where you leave them, so you'd have to use something really obvious like Target Dummies.
I'm sure there's people who won't pay enough attention, but I think it will help.
i want it to deal same damage as it normally does so the player knows
oh if i get by this attack my HP bar is lowered by 50%, so i need to avoid that attack next time
All that is different in this mode is having infinite access while in training mode to health stones and revive scrolls while in it
That way you help Guilds teaching the new players to have skills to play the content
For Veteran Players helps us train for the newly released content before committing to doing it
For New Players that is big help to coordinate their moving, with the upcoming coming system it is no longer possible for Veterans to out-carry new players while doing content because we are getting scaled down (Damage Base and HP)
For Guilds that have casuals it makes it easier for us to help casuals
The way it is right now in game you have guilds who can do 6 TOMM runs after each other in a day and you have guilds that Barely able to do Baby Zharial
So there is gear and combat mechanics experience gab between players whom you call endgame and new player
This was my intention of suggesting this Training mode