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Things that you want to see in the next big patches before module 7

reposterzreposterz Member Posts: 293 Arc User
edited May 2015 in General Discussion (PC)
Hi guys, I tried playing module 6 and after some advice and research by myself have come to some conclusions about the current state of Neverwinter in Module 6:

1. Please put back dungeons for low level characters. Having only 3 usable dungeons before reaching level 70 is not exactly fun, it has removed the classical neverwinter feeling of going to a dungeon after completing solo trials effectively. Bring back team based dungeons that match the old quests given or recreate new dungeons but still give relevant training and leveling dungeons for character testing and understanding before reaching epic dungeons.

2. A request to change the mail inventory system and enable more liberal storage. Module 6 has introduced a lot of new items epic and non-epic, please allow players that have older epic equipment to somehow store them without having to fork out excessive amount of astral diamonds to get bags from the zen market. I have steam wallet but it cannot be used properly so please either solve the steam wallet issue or enable more inventory storage via the personal mail options or give a more reasonable bank account storage space allowance.

3. Bring back old events schedule. It was well planned before module 6 to have foundry missions that give more XP and Astral diamonds as well as Professions event. I miss those and my friends and family agree that module 6 removal of scheduled events is a little too radical a change. We would appreciate if next big patches look into this aspects of the game as well and bring back familiar feel but welcomed changes as well.

This are my main 3 ideals for the next big patches for module 6 to be addressed. Please try and fix most issues before bringing in module 7, just in case too much big change prevents successful playthroughs with the game as it is currently.

Please if anyone else have any big expectation for the next important patches for module 6, you are welcome to post on this thread, thanks.
Post edited by reposterz on
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Comments

  • namelesshero347namelesshero347 Member Posts: 2,109 Arc User
    edited May 2015
    reposterz wrote: »
    2. A request to change the mail inventory system and enable more liberal storage. Module 6 has introduced a lot of new items epic and non-epic, please allow players that have older epic equipment to somehow store them without having to fork out excessive amount of astral diamonds to get bags from the zen market. I have steam wallet but it cannot be used properly so please either solve the steam wallet issue or enable more inventory storage via the personal mail options or give a more reasonable bank account storage space allowance.

    Why? Mod 5 epics are obsolete. The only use for them is to maybe to level to 70 with them if you want a challenge. After that, the best use for them is salvage. You can't use them in the dungeons. Besides, its the mail system, not inventory.
  • syrickwolfsyrickwolf Member Posts: 102
    edited May 2015
    1 bug fixes.
    2 bug fixes.
    3 bug fixes.
  • sockmunkeysockmunkey Member Posts: 4,622 Arc User
    edited May 2015
    Probably should rensme this topic to "how to set up expectations to ensure disappointment "
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    edited May 2015
    I want the overall difficulty brought back down to reasonable levels.
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  • k3ll0k3ll0 Member Posts: 373 Arc User
    edited May 2015
    Mechanics working like they should would also be nice. Kinda getting tired of my Pally's Sanctuary activation being a crapshoot, for one.
  • tatersalad77tatersalad77 Member Posts: 16 Arc User
    edited May 2015
    ALL mobs nerfed by at least 30 percent.

    Former dungeons that were pulled returned to there former place and ***NOT*** used as remakes in upcomming mods. New stuff people!!

    leadership buffed back to the way it was and other professions made to be actually useful.

    Invokeing returned to its former pattern

    kings daily returned

    a 50 percent cut on wondrous bizarre prices (GMOP is the actual currency) this will bring economy in line more than the nerf <font color="orange">HAMSTER</font> that they claim is for botters but it hurts legit players more.

    An all out stop on attacking players in the name of fighting bots. I can tell if someone is botting just by watching them. why cant you and then take care of it?

    an actual look at more gear pieces instead of this 1 epic set for class.

    Lagggggggggg is a major issue that needs addressed

    more bag space!! profession and asset bags especially!!!

    More profession stuff (heros, grandmaster whatever) sold on zen shop (not the stuff you have now with a chance to drop whatever) sell the actual assets!! this also will help control prices. Leave former drops and stuff intact but add these. Mabie add legendary assets to zen shop also.. now i know i enjoy professions more than about anything else in these games and i would buy those!

    You want to sell zen give us something worth buying. and btw the wardrobe stuff needs help badly too in the zen shop. should be 10x what it is.

    finally the numerous bug fixxes
  • query523query523 Member Posts: 1,515 Arc User
    edited May 2015
    Fix Aspect of the Serpent.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited May 2015
    One of the biggest changes I'd like to see, which seems to be addressed in the patch that got delayed, is a more reliable means of improving one's gear.

    Another area I'd like to see addressed is how we've been given all these extra HP, and how they seem to be compensating for how our other defensive stats aren't as useful. My OP, in Alliance gear, should *not* be taking 150K damage through block and defensive buffs, even from a boss. Being 1-shot is simply not fun. Content can be challenging, but we are heroes, and your basic minion-level enemies should not be such a threat that they sap away 1/3 to 1/2 your HP.

    Reevaluate the Elemental Evil content. I realize you are reviewing some of this already, but it is very telling that I went through it on 1 character, and basically passed it over on my others. You dangle the carrot of an artifact main-hand for completing the 3 "Complete 16 vigilance quests" mission in Spinward Rise, but we neither have a choice in that artifact, nor do we get any RPs to help improve that item, along the way. I mean, why not just have a contact hand you off to the next area, after completing 5-8 such quests, and just adjust the XP so that's all you need to progress?
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  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited May 2015
    before? good ways to got rp for belts/weapons by missions etc AND better xp .

    down the difficult "artificially" today dont well bring back the old players and who stay and like the new difficult will lost the interest.

    be rewarded and become more strong is aways a reason to play a rpg (and the single reason to play a "new game+").

    lags/some bugs are not like a plain, so...
  • twoedge1twoedge1 Member, NW M9 Playtest Posts: 79 Arc User
    edited May 2015
    I would just settle to have all rank 4 powers work correctly for all classes.

    Nothing worse than spending a power point for a rank 4 power only to find out it reverts back to rank 1 stats.
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    edited May 2015
    hustin1 wrote: »
    I want the overall difficulty brought back down to reasonable levels.

    I've pretty much given up with this refrain. Clearly the dungeon masters are happy with what they wrought. They don't even discuss it anymore.
  • santralafaxsantralafax Member, NW M9 Playtest Posts: 2,896 Arc User
    edited May 2015
    I can't give you anything here. I hated Mod 6 with it's unfinished everything, and a rollback isn't worth talking about 3 months later. I love the game, but am very suspicious (in the bad way) of the devs, their managers, etc. Oh yeah, changing the difficulty of existing areas still chafes my ***.
  • potato404potato404 Member Posts: 27 Arc User
    edited May 2015
    query523 wrote: »
    Fix Aspect of the Serpent.
    it has
    /10 char
    graalx3 wrote: »
    Aspect of the Serpent has been fixed and will be out to you guys soon.
  • edited May 2015
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  • vasdamasvasdamas Member Posts: 2,461 Arc User
    edited May 2015
    Remove instant autokick on disconnect for both pve and pvp. This is UTTERLY annoying. Is it really hard to fix, no?
  • discoricediscorice Member Posts: 371 Arc User
    edited May 2015
    sockmunkey wrote: »
    Probably should rensme this topic to "how to set up expectations to ensure disappointment "
    ^^^This.^^^
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  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited May 2015
    sockmunkey wrote: »
    Probably should rensme this topic to "how to set up expectations to ensure disappointment "

    Step 2) Wish for "No new bugs"...
  • reposterzreposterz Member Posts: 293 Arc User
    edited May 2015
    Ok guys some guys sound like they are not very optimistic about the patching of this module which is a real feeling.

    But I suggest maybe devs could make a vid before each big patch and more dev talk vids for new modules before implementing them.

    Hope the current dev team can make the pessimist change their opinions. MORE DEV VIDS required!
  • josephdjosephd Member, NW M9 Playtest Posts: 27 Arc User
    edited May 2015
    I went for an 18K gear score to a low 2k item lvl. I have an extremely difficult time with even the most basic dungeons(ELoL) are next to impossible and take a ridiculously long amount of time, health kits(from dying constantly). I am now up to 2400 and some change still cant do a dungeon unless it is with players whose item lvl are close to 3k. Since the release of Mod 6, I have only completed Elol 5 times out of 50-60 attempts. Even when i can get first 2 bosses down(after numerous death on the first 2). The damage is way of out proportion they are doing anywhere from 60-70 pct too much damage. The one think i loved about this game was the quickness with which you could accomplish anything. The only mmorpg I have found you could actually get stuff accomplished in a reasonable amount of time. 15-45 minute for most instances/skirmishes. Now a dungeon runs last a hour plus every time. Was fun now its becoming run of the mill, time sink game. Tone down the damage and frequency of attacks, especially in E LoL. I have completed everything in the game pre Mod 6, now im limited to PVP, SH and DR(which i have completed), at 2400 item lvl, I still cannot solo in IWD or WoD. I have 80k health and change and even the low lvl non elites in those zones can and often do 1 shot me.
    hustin1 wrote: »
    I want the overall difficulty brought back down to reasonable levels.
  • lyaiselyaise Member Posts: 491 Arc User
    edited May 2015
    I would like another "I am looking into Elemental Evil issues" post from the devs - Followed by an xp nerf and then.......little else.
    Anything more would be too much of a shock to the system.
    ...............vote for your favourite expansion..........
    "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
    ..............not this one then.............
  • icecold1207icecold1207 Member Posts: 2 Arc User
    edited May 2015
    All what i want from this game, its old character faces, old dungeons, and fix difficult. Thats all what I want.
  • reposterzreposterz Member Posts: 293 Arc User
    edited May 2015
    They announced module 7 strongholds to be out in Summer 2015, that is coming soon is it? I think it is summer for North America so that should be around next month? So basically we have not seen a big new patch yet, does that mean that module 7 is going to right every wrong since module 6 or what?

    Hope the devs can sort this out, my friends and family are not happy with the dungeons not being put back for leveling new characters as well as lost of old epic items information and ability to get them back. Basically my friends and family saw module 6 is a badly programmed module.
  • subnoctesubnocte Member Posts: 341 Arc User
    edited May 2015
    As someone relatively new to the game -- I've only played regularly since mod 6 -- I'd say the dungeon thing for sure. It's pretty ridiculous in an MMO to have only one dungeon all the way up to level 40 or so, and it being only a 3 person one.

    PvP balance too. As a warlock it's a complete waste of time. Paladins can kill me in seconds, while throwing a daily skill plus everything I have at them (including some decent pvp gear) doesn't even scratch them.
  • reposterzreposterz Member Posts: 293 Arc User
    edited May 2015
    Can we clarify that module 7 is coming out in June 2016? Or is it later, I am quite mixed up about different season cause I live in Southeast Asia.
  • untamedengineer#6733 untamedengineer Member, NW M9 Playtest Posts: 100 Arc User
    edited May 2015
    Summer essentially runs from mid June to mid September. Best guess for the release of the mod 7 expansion would be late July to mid August.
  • lewstelamon01lewstelamon01 Member Posts: 7,415 Arc User
    edited May 2015
    dave49424 wrote: »
    Summer essentially runs from mid June to mid September. Best guess for the release of the mod 7 expansion would be late July to mid August.

    Summer runs from the summer solstice (June 20) to the autumnal equinox (Sept 20 or 21, I can't recall exactly which). Also, the seasons are reversed in the Southern Hemisphere due to the tilt of the earth's axis (Summer for the Northern Hemisphere is actually winter for the Southern Hemisphere.)
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  • smulchsmulch Member, NW M9 Playtest Posts: 625 Arc User
    edited May 2015
    Let's see, things I'd want to see:

    Addition of a new campaign
    2-3 new dungeons as t3 dungeons
    More customization of gear
    One new stat for tanking and one new stat for dps
    Professions that can craft usable items (meaning good items)
    A new tier of gear, that require the previous tier of gear to obtain (drops from the dungeons are added to the existing item to make it t3)
    Increased amount of exp obtained from everything or decreased amount of xp needed for overflow levels.
    Increased odds of a power point
    New overload enchants that do not expire, instead they need to be recharged by using enchantments as fuel.
    Mythic artifact equipment but only if you can get items that grant them a full level instantly from either the new dungeons or as a drop from the new campaign. You could still use RP as an alternative/shortcut.
    More valuable items in the end chests (greater mark of potency, coalescent wards, high refinement stones).
    Faster mean of acquiring t2 (and would be) t3 tokens
    More/better ways of acquiring gold.
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  • nimandiirnimandiir Member, NW M9 Playtest Posts: 90 Arc User
    edited May 2015
    I would like to see this RNG fest go back to what the devs really wanted this game to be, not this nightmare cater to the top 1% spenders it has become... if I wanted to play a game where only the top 1% had an easy go of it then I'd play real life which is what I'm trying to avoid when I log into Neverwinter!
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