on stream you said you like short dungeons 20~30 min, including remaking existing dungeons into shorter ones, although they are nice if you dont have time, they are over too fast, they dont give that epic feeling that longer dungeons provide
there should be a few 1h~1h30m dungeons that give the that nice feeling of doing something important, not the "meh.. skirmish" feeling of short dungeons, like castle never at launch/mod 1, i really liked when you could chose from short dungeons like pirate to some 1~2 hour ones, like spell, cn
it would be nice if there would be even longer ~4h weekly dungeons that save progress, Reserved for coordinated guild runs
PS. could a mod add a Poll, forgot to add one ? or its impossible after making a topic? simple yes/no Poll
not everybody likes the way games become too easy and require no effort and no dedication
its much more fun running a single dungeon for 90 min than running 10 min dungeon 9x, there should be balance between short dungeons and long ones, if you cant run long ones on working days run the short ones, do the long ones on weekends
I only can agree to OP. I was middy shocked when he was like "shorter dungeons = more fun". What the hell? Because if you do a dungeon like LoL 8 times within DD hour (yes we did this), that is GRIND, which is per definition not fun. But if you do one, truly epic, dungeon. And this dungeon is hard and you have to sweat blood and tears, and it costs you 2 hours, but finnaly you manage to clear it, and it gives you some awsome reward, that is FUN.
If we could have longer, harder (and therefore more rewarding) dungeons, that would increase the fun, not an increas of the "grindfest".
I only can agree to OP. I was middy shocked when he was like "shorter dungeons = more fun". What the hell? Because if you do a dungeon like LoL 8 times within DD hour (yes we did this), that is GRIND, which is per definition not fun. But if you do one, truly epic, dungeon. And this dungeon is hard and you have to sweat blood and tears, and it costs you 2 hours, but finnaly you manage to clear it, and it gives you some awsome reward, that is FUN.
If we could have longer, harder (and therefore more rewarding) dungeons, that would increase the fun, not an increas of the "grindfest".
these dungeons could even have same rewards as shorter, but with much better chance of getting them/more drops so ppl who cant run longer ones still get the same gear
I must be one of the few that goes against the grain. I personally prefer the shorter dungeons. I honestly don't want to spend hours in a dungeon. Plus it helps players that can't dedicate a huge chunk of time to sit in front of the computer screen. If I wanted to do that, I'd go back to raiding.
these dungeons could even have same rewards as shorter, but with much better chance of getting them/more drops so ppl who cant run longer ones still get the same gear
If the rewards are the same between the short dungeon and the long dungeon, everyone will do the short dungeon.
0
clericalistMember, NW M9 PlaytestPosts: 595Arc User
edited January 2015
Personally I enjoy doing dungeon crawls, but they have to drop something of real value. And by real value I am not talking about the purple stuff that has plummeted in price, I am talking about refining points like black opals and diamonds, dragon eggs or other things of real value. Getting a peridot or blue/purple junk after spending over an hour in a dungeon will put off even the least farming oriented players.
I think 15 minutes is too short, but 4 hours is definitely too long.
45 minutes to 1 hour or so is reasonable IMO.
not if you spread those 4 hours across the week, i enjoyed the raids and feeling of accomplishment in WoW when doing stuff for the first time we spent some 6 hours just for a few bosses, i do understand that not everybody has time for that but there should be the option - most dungeons would be the short ones, but a few long ones for ppl who want to explore and have an adventure not just grind
also with new content the dungeons become shorter, how long it took to run cn(without exploiting) at launch and how long it takes now - you could probably do it in 20 min
If the rewards are the same between the short dungeon and the long dungeon, everyone will do the short dungeon.
it could be solved with drop chance, or boss simply dropping 2 or 3 items instead of 1, or you could add some refinement, chance for epic enchants, gear that is a tiny bit better(like reinforced t2 gloves vs normal t2 gloves) last option would also make a difference between casual and hc players
I guess I'm getting too old for these kind of games. When I want to play it I don't just want profit. I want an adventure. I want to progress through a lengthy dungeon just to finally arrive at the final boss and ideally fight that guy for another 5+ minutes. But it appears as if that's a thing of the past and not what the majority wants any longer, OP and some poster here aside.
It's really sad cause I had all my hopes up for a long(er) dungeon to be released with M6. But having watched the stream my hopes crumble. I've really had it with 15-20 min dungeons. And when I hear the devs speaking about a rather short dungeon I know that most of the playerbase will actually finish that dungeon in under 15-10 minutes. Just think of eLoL in under 7min on a regular basis. Tiamat could be a 5 minute fight as well if you could actually form a party before entering.
Alas, again those folks ever trying to turn Neverwinter into some random WoW clone .
It is nice and good if some guys have so much boredom during a week and like to sit for hours and hours inside some huge dungeon and are looking forward to heap praise for that performance from other players; but certainly is questionable when those folks use some weasel words to argument for it, like 100 and more players like that too -- should I use weasel words too and say that 500 and much more players do not like this idea?!
This discussion is nonsense and is aroused again and again by some dudes on the forums at times of change.
Dungeons of one or two hours may be fine for most people; although it will already separate some smaller groups from the rest (hellooo elitism! For some who like to be the elite among the rest) because many are going to think twice about entering something they are somewhat bound to reserve 2 hours or more for (if they do not want to get badmouthed).
I only can agree to OP. I was middy shocked when he was like "shorter dungeons = more fun". What the hell? Because if you do a dungeon like LoL 8 times within DD hour (yes we did this), that is GRIND, which is per definition not fun. But if you do one, truly epic, dungeon. And this dungeon is hard and you have to sweat blood and tears, and it costs you 2 hours, but finnaly you manage to clear it, and it gives you some awsome reward, that is FUN.
If we could have longer, harder (and therefore more rewarding) dungeons, that would increase the fun, not an increas of the "grindfest".
Agreed. There is a huge difference between a dungeon run and just grinding. Most of the dungeons now are just for grind. Over with in a few min and not even a challenge. However you have to realize that most of the people that say "it takes to long" are those who later say "theres nothing left to do". Honestly they should come out with a real raid. something that gives a chance for both players and devs to show off their skills. 1hr in a game is nothing. If a person seriously think that spending 1 hr for a dungeon run is to long then its rather sad. Hell most people now days are afk that long easily XD
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited January 2015
Other mmos do it right, but then , the content is a little more challenging, I do not know what mod 6 looks like yet really though.
So, typical other DD in another major MMO I played had 3 bosses (two minis , one major) Each dropped something for every class at their chest (items that were instrumental either as a needed component to make other items, or a actual drop for your character) last had a major open item and or/class feature bonus for completing.
So say you rolled a paladin, new damage would pretty much require you to at least accomplish it ten times to probably get a roll on everything. Each dungeon would be a hour long. You then would take your alts through, each release or module would have 4-5 of these new DDS.
So total invested time is about 20 hours give or take to gear up, of course that wasn't the end, that gear just allowed you entry into t1 raiding, you could do all the t1 raids at that release, and move to t2 for uber items, or continue to run your alts through.
Each release of the other game, I could easily do 5-6 toons to 80-90% BiS, usually missing the one or two items that would be a total of 15% maybe difference in the game (fairly good advantage if you wanted to pvp, but no so much that the game makes a difference to play with every alt. )
So even a semi casual player would have the DD components and could if they chose do level entry. Of course build meant more in those games, because it wasnt a troll fest, but every game is different.
Of course, I joined never-winter because I wanted to stop doing hardcore raiding and not as much grinding to roll my alts around and just have some fun, then they added grinding to the same extent, OR more then that other game I was in, but it fails to have any real good content to play, which is major failing.
I still think the grind level they introduced is way to high for such a casual concept game. Its like they want me to build a t2 raiding player, but of course do it solo grinding with RP.. just so much weird concept going on here.
Im hoping that the preview will show us some good changes.
IMO Spellplagued is an example of a dungeon that felt too long and E LoL felt a tad too short. Frozen Heart is an example of a dungeon that felt right.
If the rewards are the same between the short dungeon and the long dungeon, everyone will do the short dungeon.
You could add some side bosses for flavor or flair, and add RP as rewards or some such, Marks etc. I would opt for the longer dungeon either way. Running through shorter dungeons (lol / eLOL) seems more like a skirmish to me. A very good Skirmish, but still a skirmish.
The very idea that we have skirmishes and dungeons tends to go towards Dungeons being in the 45-60 minute range, to me.
CN is too long, eLoL too short. LoL would be more fun if it was longer and more complicated...puzzles/traps/parkour/hidden rooms that give short cuts etc. some Zelda stuff would be nice
Some things I'd like to see. It might take some brainstorming to make them work, but nonetheless:
- Side areas with bosses that are worthwhile to defeat (maybe they drop something good, or a neat transmute, or a key to another part of the dungeon, or a special novelty item, or something else)
- Hidden areas -- lots of them! Make the areas variable, too: sometimes they're in one place, sometimes in another.
- Doors that need to be picked or unlocked (not with kits!). Maybe your thief companion has to do it or you have to have a thief along (or you have to find the key)
- Surprises that change each time you enter the dungeon. I've mentioned this sort of thing before: a wall, chosen somewhat at random, collapses and an unusual monster slithers out. Or maybe it opens a side area.
- Puzzles!!! (and not just the simple kind, like watch the order of the torches as they light, but complex ones that span multiple rooms).
- Puzzles that you HAVE to solve to progress
- Dungeons that, once completed, unlock other dungeons, or lead to campaign branches (that might lead to other dungeons).
- Nonlinear dungeons -- the way you choose leads to a different ending/boss
- Dungeons that involve interacting with NPC's where you have to make a choice.
I'd like to challenge the devs to take a night or two, put on their dungeon-delving caps, and think outside the box. The existing dungeons are okay (some are better than others), but they only scratch the surface of what's possible.
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
- Hidden areas -- lots of them! Make the areas variable, too: sometimes they're in one place, sometimes in another.
- Doors that need to be picked or unlocked (not with kits!). Maybe your thief companion has to do it or you have to have a thief along (or you have to find the key)
- Puzzles!!! (and not just the simple kind, like watch the order of the torches as they light, but complex ones that span multiple rooms).
- Puzzles that you HAVE to solve to progress
- Dungeons that, once completed, unlock other dungeons, or lead to campaign branches (that might lead to other dungeons).
- Nonlinear dungeons -- the way you choose leads to a different ending/boss
- Dungeons that involve interacting with NPC's where you have to make a choice.
+1 to these - especially the idea of puzzles that have to be solved for progress. That can be similar to the artifact quest at level 21 (?) or the riddle in the clock tower in Neverdeath, but not that easy of course
the only way i like puzzles is when i blow them up with dynamite and FORCING ppl to have a tr in party is a baaaad idea
Paladin Master Race
0
ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
edited February 2015
I personally feel like 30-45 minutes is about right for a dungeon.
However, it would be nice to see one epic "raid" style dungeon, like CN was at launch. I remember when my guild was first attempting it, we could spend a couple hours in there, fighting to the boss. It was something special we planned to run only a couple nights each week.
But it was cool. However, I would NOT like to spend a couple hours each night to clear a single dungeon. That's only going to get tedious.
"Meanwhile in the moderator's lounge..."
0
katbozejziemiMember, NW M9 PlaytestPosts: 856Arc User
You could add some side bosses for flavor or flair, and add RP as rewards or some such, Marks etc. I would opt for the longer dungeon either way. Running through shorter dungeons (lol / eLOL) seems more like a skirmish to me. A very good Skirmish, but still a skirmish.
The very idea that we have skirmishes and dungeons tends to go towards Dungeons being in the 45-60 minute range, to me.
The current dungeons already have a lot of side rooms and some optional bosses, I imagine most players probably don't even know about them. The problem is there is no incentive to do them as they drop nothing of value (same goes for hidden treasure chests, which, I might add, can still bug out and become unusable for some party members)
0
onecoolscatcatMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 575Arc User
edited February 2015
A petition for longer dungeons? Where do I sign!?!
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
The current dungeons already have a lot of side rooms and some optional bosses, I imagine most players probably don't even know about them. The problem is there is no incentive to do them as they drop nothing of value (same goes for hidden treasure chests, which, I might add, can still bug out and become unusable for some party members)
The side dungeon in Spider is a good example. It's such a classic PnP dungeon, and usually just gets skipped because there's no loot worth speaking of, but it's totally fun if you do it.
Comments
not everybody likes the way games become too easy and require no effort and no dedication
its much more fun running a single dungeon for 90 min than running 10 min dungeon 9x, there should be balance between short dungeons and long ones, if you cant run long ones on working days run the short ones, do the long ones on weekends
If we could have longer, harder (and therefore more rewarding) dungeons, that would increase the fun, not an increas of the "grindfest".
these dungeons could even have same rewards as shorter, but with much better chance of getting them/more drops so ppl who cant run longer ones still get the same gear
http://nw-forum.perfectworld.com/showthread.php?818121-Dungeon-based-campaign-tree
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
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I think 15 minutes is too short, but 4 hours is definitely too long.
45 minutes to 1 hour or so is reasonable IMO.
If the rewards are the same between the short dungeon and the long dungeon, everyone will do the short dungeon.
not if you spread those 4 hours across the week, i enjoyed the raids and feeling of accomplishment in WoW when doing stuff for the first time we spent some 6 hours just for a few bosses, i do understand that not everybody has time for that but there should be the option - most dungeons would be the short ones, but a few long ones for ppl who want to explore and have an adventure not just grind
also with new content the dungeons become shorter, how long it took to run cn(without exploiting) at launch and how long it takes now - you could probably do it in 20 min
it could be solved with drop chance, or boss simply dropping 2 or 3 items instead of 1, or you could add some refinement, chance for epic enchants, gear that is a tiny bit better(like reinforced t2 gloves vs normal t2 gloves) last option would also make a difference between casual and hc players
It's really sad cause I had all my hopes up for a long(er) dungeon to be released with M6. But having watched the stream my hopes crumble. I've really had it with 15-20 min dungeons. And when I hear the devs speaking about a rather short dungeon I know that most of the playerbase will actually finish that dungeon in under 15-10 minutes. Just think of eLoL in under 7min on a regular basis. Tiamat could be a 5 minute fight as well if you could actually form a party before entering.
It is nice and good if some guys have so much boredom during a week and like to sit for hours and hours inside some huge dungeon and are looking forward to heap praise for that performance from other players; but certainly is questionable when those folks use some weasel words to argument for it, like 100 and more players like that too -- should I use weasel words too and say that 500 and much more players do not like this idea?!
This discussion is nonsense and is aroused again and again by some dudes on the forums at times of change.
Dungeons of one or two hours may be fine for most people; although it will already separate some smaller groups from the rest (hellooo elitism! For some who like to be the elite among the rest) because many are going to think twice about entering something they are somewhat bound to reserve 2 hours or more for (if they do not want to get badmouthed).
Agreed. There is a huge difference between a dungeon run and just grinding. Most of the dungeons now are just for grind. Over with in a few min and not even a challenge. However you have to realize that most of the people that say "it takes to long" are those who later say "theres nothing left to do". Honestly they should come out with a real raid. something that gives a chance for both players and devs to show off their skills. 1hr in a game is nothing. If a person seriously think that spending 1 hr for a dungeon run is to long then its rather sad. Hell most people now days are afk that long easily XD
So, typical other DD in another major MMO I played had 3 bosses (two minis , one major) Each dropped something for every class at their chest (items that were instrumental either as a needed component to make other items, or a actual drop for your character) last had a major open item and or/class feature bonus for completing.
So say you rolled a paladin, new damage would pretty much require you to at least accomplish it ten times to probably get a roll on everything. Each dungeon would be a hour long. You then would take your alts through, each release or module would have 4-5 of these new DDS.
So total invested time is about 20 hours give or take to gear up, of course that wasn't the end, that gear just allowed you entry into t1 raiding, you could do all the t1 raids at that release, and move to t2 for uber items, or continue to run your alts through.
Each release of the other game, I could easily do 5-6 toons to 80-90% BiS, usually missing the one or two items that would be a total of 15% maybe difference in the game (fairly good advantage if you wanted to pvp, but no so much that the game makes a difference to play with every alt. )
So even a semi casual player would have the DD components and could if they chose do level entry. Of course build meant more in those games, because it wasnt a troll fest, but every game is different.
Of course, I joined never-winter because I wanted to stop doing hardcore raiding and not as much grinding to roll my alts around and just have some fun, then they added grinding to the same extent, OR more then that other game I was in, but it fails to have any real good content to play, which is major failing.
I still think the grind level they introduced is way to high for such a casual concept game. Its like they want me to build a t2 raiding player, but of course do it solo grinding with RP.. just so much weird concept going on here.
Im hoping that the preview will show us some good changes.
You could add some side bosses for flavor or flair, and add RP as rewards or some such, Marks etc. I would opt for the longer dungeon either way. Running through shorter dungeons (lol / eLOL) seems more like a skirmish to me. A very good Skirmish, but still a skirmish.
The very idea that we have skirmishes and dungeons tends to go towards Dungeons being in the 45-60 minute range, to me.
SAMOTHRACE
Trickster Rogue
────────────────────────────
- Side areas with bosses that are worthwhile to defeat (maybe they drop something good, or a neat transmute, or a key to another part of the dungeon, or a special novelty item, or something else)
- Hidden areas -- lots of them! Make the areas variable, too: sometimes they're in one place, sometimes in another.
- Doors that need to be picked or unlocked (not with kits!). Maybe your thief companion has to do it or you have to have a thief along (or you have to find the key)
- Surprises that change each time you enter the dungeon. I've mentioned this sort of thing before: a wall, chosen somewhat at random, collapses and an unusual monster slithers out. Or maybe it opens a side area.
- Puzzles!!! (and not just the simple kind, like watch the order of the torches as they light, but complex ones that span multiple rooms).
- Puzzles that you HAVE to solve to progress
- Dungeons that, once completed, unlock other dungeons, or lead to campaign branches (that might lead to other dungeons).
- Nonlinear dungeons -- the way you choose leads to a different ending/boss
- Dungeons that involve interacting with NPC's where you have to make a choice.
I'd like to challenge the devs to take a night or two, put on their dungeon-delving caps, and think outside the box. The existing dungeons are okay (some are better than others), but they only scratch the surface of what's possible.
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
+1 to these - especially the idea of puzzles that have to be solved for progress. That can be similar to the artifact quest at level 21 (?) or the riddle in the clock tower in Neverdeath, but not that easy of course
However, it would be nice to see one epic "raid" style dungeon, like CN was at launch. I remember when my guild was first attempting it, we could spend a couple hours in there, fighting to the boss. It was something special we planned to run only a couple nights each week.
But it was cool. However, I would NOT like to spend a couple hours each night to clear a single dungeon. That's only going to get tedious.
The current dungeons already have a lot of side rooms and some optional bosses, I imagine most players probably don't even know about them. The problem is there is no incentive to do them as they drop nothing of value (same goes for hidden treasure chests, which, I might add, can still bug out and become unusable for some party members)
The side dungeon in Spider is a good example. It's such a classic PnP dungeon, and usually just gets skipped because there's no loot worth speaking of, but it's totally fun if you do it.
Neverwinter Census 2017
All posts pending disapproval by Cecilia