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Give us our game back pls

linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
edited April 2015 in General Discussion (PC)
I vote that the original level 60 areas revert back to level 60.

Build new areas with new mobs that relate to levels from 60 on upwards.

To engage mobs that we already learned and grew in power to handle that now tower in
power again over us just leaves a real sick taste.

Come on NW....lets do this :) Bring back some sanity and FUN
Post edited by linoge63 on
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Comments

  • daggon87daggon87 Member Posts: 288 Arc User
    edited April 2015
    Cool. And then, what would you do once you're level 70 and 10 level above all the existing campaigns and end of game content ?
    Olaf, freelance guardian fighter.
    Enorla, Oh so devoted cleric.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited April 2015
    daggon87 wrote: »
    Cool. And then, what would you do once you're level 70 and 10 level above all the existing campaigns and end of game content ?

    Gather half of the map riding the horse and wiping it in one a spell.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited April 2015
    better make the campaign maps lvl 70 only, less crying lvl 60
    Paladin Master Race
  • magnusolammagnusolam Member, Neverwinter Knight of the Feywild Users Posts: 82
    edited April 2015
    daggon87 wrote: »
    Cool. And then, what would you do once you're level 70 and 10 level above all the existing campaigns and end of game content ?

    Hmmm...problems reading? to quote 'Build new areas with new mobs that relate to levels from 60 on upwards.'

    Alternatively, you could:

    Retire the old character and start a new one
    Take off OP gear and redo the maps with lower level gear.

    There are many options available, you'd just have to choose what you wanted to do (same as ever). If you wanted to continue replaying the old content with OP gear instead of playing new higher level content as suggested, that option remains available too.
  • caunsidhcaunsidh Member, NW M9 Playtest Posts: 272 Arc User
    edited April 2015
    There is another way to do this - keep the old maps as they are, but also add these new ones as epic version, with better loot drops, quest rewards, etc. Maybe even temporarily, as a transitional period.
    Although I don't see that happening for various reasons.
    Therenil - Hunter Ranger, Stormwarden/Trapper
    3.jpg
  • gramps5scorpiongramps5scorpion Member Posts: 129 Arc User
    edited April 2015
    They could have/should have left the existing areas as they are and just added a legendary dungeon to the area. As it was there was the standard dungeon and an epic dungeon... adding a legendary would have kept everyone in the game happy with the old areas. The new mod should not have been a rework of the old mods.... it should have been a completely new mod with new areas, new gear, new enemies and set up so they are playable by ALL players. This increasing the level cap to 70 on all areas and taking away all the stuff we have worked so hard to get was the biggest design failure ever as now there is very little recourse to fix the issues. Cryptic has cornered themselves with this release!
    Take the extra time to do the job right and it will never come back to bite you in the A**
  • daggon87daggon87 Member Posts: 288 Arc User
    edited April 2015
    ...
    Exactly, the idea of adding 10 lvls was terrible.
    Another campaign, more difficult, with two new zones, new boons, new equipment, a dungeon or two would have been a far better idea : about the same amount of work and everything done until there still usefull.
    Olaf, freelance guardian fighter.
    Enorla, Oh so devoted cleric.
  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited April 2015
    They could have/should have left the existing areas as they are and just added a legendary dungeon to the area. As it was there was the standard dungeon and an epic dungeon... adding a legendary would have kept everyone in the game happy with the old areas. The new mod should not have been a rework of the old mods.... it should have been a completely new mod with new areas, new gear, new enemies and set up so they are playable by ALL players. This increasing the level cap to 70 on all areas and taking away all the stuff we have worked so hard to get was the biggest design failure ever as now there is very little recourse to fix the issues. Cryptic has cornered themselves with this release!

    Very well put ...
  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited April 2015
    caunsidh wrote: »
    There is another way to do this - keep the old maps as they are, but also add these new ones as epic version, with better loot drops, quest rewards, etc. Maybe even temporarily, as a transitional period.
    Although I don't see that happening for various reasons.

    Yes, I agree
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited April 2015
    daggon87 wrote: »
    Exactly, the idea of adding 10 lvls was terrible.
    Another campaign, more difficult, with two new zones, new boons, new equipment, a dungeon or two would have been a far better idea : about the same amount of work and everything done until there still usefull.

    you do understand that it was impossible to work with existing diminishing returns system any longer because ppl were capped at every stat and only power and hp had any returns ?
    Paladin Master Race
  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited April 2015
    daggon87 wrote: »
    Exactly, the idea of adding 10 lvls was terrible.
    Another campaign, more difficult, with two new zones, new boons, new equipment, a dungeon or two would have been a far better idea : about the same amount of work and everything done until there still usefull.

    I agree....and it is possible that this is really still in test mode. that is...testing to see the effects on the player base when having to return to areas one already conquered to advance again.
    I am sure its easily reversable to place pre mod 6 areas as it was and clean things up. As it is, the most potent thing they can do now is declutter the complexity of so many things. Make currency something to respect. Allow the enjoyment of playing the game bring the player whats necessary to advance rather than relying on casino mechanics. If this game were to maximize what truly keeps players here and totally minimize the myriad complexity of things, this game could easily request a monthly subcscription fee and a healthy one at that and they would earn what they need to from that rarther from casino mechanics and dependency on zen purchases for GAME advancement. Zen purchases should be for added convenience, flare and bells and whistles, not necessary items.
  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited April 2015
    Players spend so much time playing the game and develop a feel and relationship with areas and mobs. To suddenly disrupt that by changing the levels etc only shows a complete lack of awareness of this, leave alone the insult from the immediate power shift with those mobs.

    The game relies on players developing this connection with the in game dynamics as stated above. To make changes that fracture this is to fracture the very essence that binds players to your game!
  • kurtb88kurtb88 Member, NW M9 Playtest Posts: 597 Arc User
    edited April 2015
    I think people are missing the point or perhaps arguing the wrong angle about Mod6 and the so-called "changes" to the game.

    You think that Mod6 should have been a new region like IWD that starts at 60 and progresses to level 70 mobs and areas. And, that the old areas such as Sharandar and Dread Ring should have been kept at level 60? This is not smart.

    You have to change your perspective and realize that Mod6 came with a new level cap, and the old Sharandar, WoD, IWD, and Dread Ring zones are "level-cap" zones. They are now and have always been level cap zones, meaning your character needs to reach the "level cap" and have some "decent" gear in order to not get pulverized in those level 70 areas.

    Once you realize this you're fine. Now you will understand when leveling a new character to level it to 70 before attempting these level-cap areas. In order to level to 70 now you must do the normal zones from 1-60 then do the new Mod6 stuff, like Drowned Shore ---> Spinward Rise, etc. Once you have finished that your character will be level 70, and will have the new elemental artifact mainhand and offhand, as well your character should be equipped with high enough gear to attempt Sharadar, Dread Ring, Icewind Dale, etc.

    It's a new level-cap, and a slightly new leveling paradigm. But that's all there is to it.

    Now, if after all that, your character is level 70, reasonably geared, and still unable to solo through Sharadar, then you have a valid case to bring before Cryptic. The games difficulty in level 70 zones may need to be adjusted.

    But please, do not argue that the entire game needs to be reverted to pre-Mod6 paradigm. This is ignorance.
  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited April 2015
    dzaims wrote: »
    Nicely put. +1

    Yes, nice...but would it be a coding nightmare?
  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited April 2015
    burkaanc wrote: »
    that would remove an important aspect of an RPG - progression, and its coming back to the old content where you struggled to see how much more powerful youve become

    just as well they could remove levels, stats, skill points, boons and what not from game, and that would make it easier than remaking to ilvl scaling

    and what about ppl unequipping everything they can, joining a map and then equiping 4k gear ?

    Yeah...thats what i meant about a coding nightmare...coding that would immed respond to gear changes and well...all the other angles possible.
    Just give us our game back...they tried to recreate the wheel with a square box
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited April 2015
    linoge63 wrote: »
    Yeah...thats what i meant about a coding nightmare...coding that would immed respond to gear changes and well...all the other angles possible.
    Just give us our game back...they tried to recreate the wheel with a square box

    actually they upgraded a triangle to a square box, while it still has flaws when trying to use as a wheel, its better than the triangle
    Paladin Master Race
  • linoge63linoge63 Member, NW M9 Playtest Posts: 373 Arc User
    edited April 2015
    burkaanc wrote: »
    actually they upgraded a triangle to a square box, while it still has flaws when trying to use as a wheel, its better than the triangle

    You have not observed the poll revealing the majority that hate mod 6 obviously.
  • burkaancburkaanc Member Posts: 2,186 Arc User
    edited April 2015
    magnusolam wrote: »
    Glad to hear you're enjoying playing a new character. Hope you chose something like an SW or GWF so that the game play is challenging enough for you.

    gwf is so easy, how the hell ppl decided its bad, unless they are running like 5% life steal and 25k hp and wondering why they are dying. best class at mid-high gear for anybody who knows the class and great at low gear if you are good, lvling to 70 and testing IWD difficulty(@1.9k ilvl) felt like an episode of "will it blend" with monsters playing the part of the stuff that goes in to the blender. sw needs a buff/rework, but didnt like the class at any point, though the short test i did with it didnt seem THAT bad, though it was quite bad, then again i only got my sw to 60 and ran a dungeon and a few pvp games @ mod4 on mine, so ill leave that for ppl who know how to play it.

    i finally get to play tank(my usual role), though with slow killing speed and anything below 10man HE in IWD being unable to even touch my hp its boring outside of dungeons, though at 2.1k ilvl t1 seem to be getting on the boring side, might restart gwf if somebody else makes a tank for my guild but i have played GWF since launch and need a change. if they'd nerf content pala would become just as useless as the tanks were the previous mods - unless there is a bug only you can abuse tank is not needed(frozen throne anyone ? )
    Paladin Master Race
  • gramps5scorpiongramps5scorpion Member Posts: 129 Arc User
    edited April 2015
    kurtb88 wrote: »
    I think people are missing the point or perhaps arguing the wrong angle about Mod6 and the so-called "changes" to the game.

    You think that Mod6 should have been a new region like IWD that starts at 60 and progresses to level 70 mobs and areas. And, that the old areas such as Sharandar and Dread Ring should have been kept at level 60? This is not smart.

    You have to change your perspective and realize that Mod6 came with a new level cap, and the old Sharandar, WoD, IWD, and Dread Ring zones are "level-cap" zones. They are now and have always been level cap zones, meaning your character needs to reach the "level cap" and have some "decent" gear in order to not get pulverized in those level 70 areas.

    This would have been fine if they would have leveled the enemies along side the players and not give them so much power that it takes the fun out of the game. Entering the old area(s) at lvl 60 should still be an enjoyable experience but not undoable because you have to reach 70.... and even at lvl 70, some of those areas are still way too hard with the new gear. You have to run the dungeons for better gear but the gear you use to run them is useless resulting in either not finishing the dungeon or having to run it over and over, getting killed numerous times and hope that the rng will be on our side at some point. No fun in that nor is the over powered enemies a challenge if they can 1-shot you and you hardly damage them with a full round of arsenal.

    Once you realize this you're fine. Now you will understand when leveling a new character to level it to 70 before attempting these level-cap areas. In order to level to 70 now you must do the normal zones from 1-60 then do the new Mod6 stuff, like Drowned Shore ---> Spinward Rise, etc. Once you have finished that your character will be level 70, and will have the new elemental artifact mainhand and offhand, as well your character should be equipped with high enough gear to attempt Sharadar, Dread Ring, Icewind Dale, etc.

    again, with the new green/blue gear and areas, was feeling like my first visits to the Dread Ring where it was challenging and died a couple of times but still fun. I reached lvl 70 and now what I was able to do at 69 is twice as hard to accomplish at 70. It's just overboard on the power of the enemies.

    It's a new level-cap, and a slightly new leveling paradigm. But that's all there is to it.

    Now, if after all that, your character is level 70, reasonably geared, and still unable to solo through Sharadar, then you have a valid case to bring before Cryptic. The games difficulty in level 70 zones may need to be adjusted.

    What is considered reasonably geared? The greens and blues do not give the same level of fun/satisfaction as the pre-mod6 and to get purples seems like I now have to quit my day job so there will be enough time in life to get there.

    But please, do not argue that the entire game needs to be reverted to pre-Mod6 paradigm. This is ignorance.

    There would be no arguments if they would have actually released new content and added a legendary level of game play. To take away something we have worked months towards and leave us with crippled characters is NOT the way to make people feel like there is a forward direction to this game. It's to the point where they spend so much time adjusting things after they release them that it's not safe to make a plan for our characters anymore because they will likely make a change yet again in the next mod that will break everything we have played for up to that point. The nerfs are just a band-aid to fix what they never took the time to thoroughly test before release all the while we spend our time grinding to achieve something that will eventually be useless. After all, its a game which is supposed to be designed to entertain it's audience, not shaft them at every new turn. I no longer find this game entertaining and from all the posts in the forums, I am not alone. There are more players angry with the changes than there are happy with them.
    Take the extra time to do the job right and it will never come back to bite you in the A**
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    edited April 2015
    I would be happy if they were 70.... not 72+

    I miss all of the things I did before Mod6

    I am not sure of the logic of sticking new content between the old and making the old unplayable...
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  • cornflakes2014cornflakes2014 Member Posts: 72 Arc User
    edited April 2015
    jimmyhar wrote: »
    Those "Level cap zones" that are now level 70 to 73. Isn't it strange that the vendors are still selling level 60 gear?

    ^This. I don't have issue with them making the zones lv70. But if it's suppose to be lvl 70 zone, then it should be giving lv70 gear.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited April 2015
    vinceent1 wrote: »
    [...] suggestion for me what to do? [...]

    Dish out those 150kAD for the new character slots and roll yourself a Pala or DC or whatever. Level them, two to four weeks per char, if you take it slowly...
  • b2owb2ow Member Posts: 0 Arc User
    edited April 2015
    I doubt the game will revert back to what it was. I do think that is problematic with changes that have been made and what we don't want is more problems. I do think difficulty should be dialed back to a manageable range that makes it doable for most players. Elites will have a fit about that, but the game isn't all about them and their lack of concern for others doesn't say much positive about them. I suggest instead content that keeps the elites busy and challenged without interrupting normal game progression for the majority of players is a more vialble solution. Let the elites keep their bragging rights while not ruining the game for everyone else.
  • magnusolammagnusolam Member, Neverwinter Knight of the Feywild Users Posts: 82
    edited April 2015
    b2ow wrote: »
    I doubt the game will revert back to what it was. I do think that is problematic with changes that have been made and what we don't want is more problems. I do think difficulty should be dialed back to a manageable range that makes it doable for most players. Elites will have a fit about that, but the game isn't all about them and their lack of concern for others doesn't say much positive about them. I suggest instead content that keeps the elites busy and challenged without interrupting normal game progression for the majority of players is a more vialble solution. Let the elites keep their bragging rights while not ruining the game for everyone else.

    To repeat some earlier posts:

    Allowing players to select from multiple difficulty settings would (potentially) allow all players to access and ENJOY all content. It would provide for increased longevity by allowing players to up their choice of difficulty level when they've got enough gear together. Those who are geared to the max can be provided with more challenging game play by simply providing another difficulty level.

    It is probable that as with most things the range of players fit into a fairly broad bell curve distribution with most being moderate/casual gamers and a small percentage at either end of the distribution. Adding difficulty levels would split that curve into multiple smaller narrower bell curves but with those at either end able to move up or down if they so desired.

    Any game that is targetted to appeal solely to the bellends will most likely fail because there won't be enough of them to sustain it.

    With a difficulty level selectable by the player, only players on the same level of difficulty would be in instances for that level, those on a different difficulty would be in a different instance. Implementation should be relatively trivial just with multiple (smaller) instance trees instead of just one.

    Rewards should should be the same in all areas regardless of difficulty selected, after all why nerf the rewards for the less able playing at a challenging level (for them) and boost the rewards for those playing at an easy level (for them - because we all know the game would still be too easy for some). Difficulty should be selected based solely on the style of game the player(s) wish to play. Why make the game a chore for some when it's unnecessary, keep it FUN FOR ALL players.

    Whether harder difficulties are used would depend on whether players wanted a more challenging gaming experience or not. Presumably if a group wanted to play in a hard instance they would agree to do so, if not, not. Either way it makes no difference regarding how to go about providing the option.

    As far as maxxed out characters entering low difficulty instances in order to farm them, why worry about it, the same option is available to anyone (if that's what they want to do), the market would change true but that's always the case with markets.

    Elites would be able to keep their bragging rights (You're only playing at x difficulty? Me and mine did that in a quarter of the time at y difficulty).

    Botters and those who associate with them might not be too keen, but there's no real downside for legitimate players.
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    edited April 2015
    daggon87 wrote: »
    Exactly, the idea of adding 10 lvls was terrible.
    Another campaign, more difficult, with two new zones, new boons, new equipment, a dungeon or two would have been a far better idea : about the same amount of work and everything done until there still usefull.

    I don't knw why the couldn't allow lvl 60 chracters begin to level up without changing content and adding newer and harder content in new areas. I had no idea they would re-write the world mid-garme. That's some bad dungeon mastering. As bad as I've ever seen.
  • quotablequotable Member Posts: 29 Arc User
    edited April 2015
    linoge63 wrote: »
    I vote that the original level 60 areas revert back to level 60.

    Build new areas with new mobs that relate to levels from 60 on upwards.

    To engage mobs that we already learned and grew in power to handle that now tower in
    power again over us just leaves a real sick taste.

    Come on NW....lets do this :) Bring back some sanity and FUN

    Yes yes, more content is the solution to everything. Except, of course, for not having the budget for it. Good content doesn't exactly grow on trees.

    Quaternion from the previous forum
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited April 2015
    it makes no sense to have campaigns and old dungeons be all lv 60 if new max lv is 70.
    plus the idea of this mode was to end the horrible power creep we had before, and they really did.
    2e2qwj6.jpg
  • gphxgphxgphxgphx Member Posts: 184 Arc User
    edited April 2015
    The solution is simple.. scale monsters based on Item Level score, not character level past level 70.

    That way, the uber733ts with all their BiS and $4k characters will continue to be challenged, and maybe, for once, shut up about we the "trash gear" casual players who struggle to earn every single stat, power or item level point that we have.

    So you'd remove any reward to players for progressing and earning things. Not good.
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