The only comment I've read recently was Strum saying he asks every week in the Dev meeting, and during a twitch stream Scot the dead Dev(IIRC) saying he'd like them back too. However as in the recent twitch with R.A. Salvatore he said he'd been playing the Underdark quest line I'm presuming that's pretty near done, so they should have some breathing space to rejigger the the old dungeons soon. I mean to be fair to the Devs EE Strongholds and now Underdark are coming in a very short period of time due to the delay EE took, the deadline Underdark has from WoTC. I'm pretty sure they know how annoyed we are with the dungeon situation, but what they can do isn't always the devs choice. I detect the looming form of management casting a shadow over the situation, and I think the devs know better to knowingly make promises they can't be certain they will be able to keep. You have the right to remain silent anything you say can AND WILL be used against you. TLDR : Don't expect an official timeline for the return until one or two weeks before they're ready to go back in.
I would like an answer to this myself, speaking as a new player. (Really hoping this thread remains civil, and that it doesnt simply fill up with players spouting opinions and backseat developers who post what they think the devs think or translate what they heard from others...)
I'd be happy if they just returned all the dungeons as is. Hell, if you have to, remove the end reward loot and just put the dungeon in so that we could at least enjoy them. I miss my long excursions into Castle Never. Used to love to go in there with several members of my guild and scorched earth that dungeon. (In case your not familiar with that term, we used it in City of Heroes on the incarnate runs and other raid like material, it means that every monster had to die before we moved onto the next area...)
I've also heard "theories" in-game, about how dungeons might come back as part of future mods. If that's the case, I personally would like to have a "Yep" or a "Maybe"; something to look forward to.
I'm not even 70 yet and already feeling tired with the same 2 dungeons being available to my main character. I would love to queue up for dungeons, but the same 2 over and over stop feeling rewarding; and I'm not yet at the point where I want to create other characters expressly for that, because I've just run through the main questline and that content's newness is "exhausted" for me.
Related question: Are there any plans to let users create dungeons with the Foundry? Maybe have a contest and pick the best ones for actual in-game contents?
Without distinct drops to those dungeons, what's the point? After the retro-novelty has worn off, we'd all be running (literally) through Pirate King to get our 2k AD, over and over again, just like we used to pre-mod 6.
You going to PUG Castle Never for 2 hours (and probably fail) for some salvage meat or you going to run the most exploitable content to get your AD as fast as possible? I've been PUGn' since I started and it's always the same.
At this point, which is an eternal grind fest, I'd rather have less dungeons with less rubber-banding then more dungeons that are as unplayable as Shores of Tuern. Those retro-dungeons have be hosted and deployed some where/some how.
If the retro-dungeons won't have unique transmute drops, can you tell me you'll be running harder content for the same return a month after the re-release? If yes, be ready for a long queue wait.
I'm actually part of the player segment that plays dungeons for the experience, not the loot. They're nerfing AD rewards anyways so I think the point you raised is becoming moot. As far as devil's advocate goes, you're a devil for the equipment-hoarders--I'd like to hear one for the experience (fun) seekers.
And I'm betting there are ways of adding balanced loot to several dungeons without that loot having to be unique. Refinement is always a big thing, they could add rare drops for companion and profession upgrades, they can add drops to further strongholds etc. It's not all about PVP for everyone, but since strongholds offer PVP abilities those players could get their own in the end (indirectly), through running dungeon contents.
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plasticbatMember, NW M9 PlaytestPosts: 12,453Arc User
edited September 2015
For the be there/done that player's perspective, what is the point to bring back old dungeon if it does not give decent loot? If it is for 'experience', how many people went back to the level 1 to level 70 quests for the sake of reliving the experience?
Post edited by plasticbat on
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
Without distinct drops to those dungeons, what's the point?
*ding ding ding* 100 points.
The old dungeons dont fit into mod8 storyline, they wont come back.
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feanor70118Member, NW M9 PlaytestPosts: 1,170Arc User
Probably around the time they fix the elven battle/thorned roots bug, or fix the BID instances that have been broken for over a year, or actually balance pvp, or actually go after bots instead of penalizing players...
I would love to have my dungeons back. I miss them so badly. I loved having choices and this led to hours of engaging play time for me running groups through dungeons, learning boss fights, changing strategies and team building. Love them. Why are we gearing and progressing our characters with boons if all we have to do at end game is only 3 t2 dungeons to do over and over again with maybe one somewhat tricky boss fight that used to be an old t1 dungeon?
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--
I'll never retrace my steps.
Hey, can someone help me with this, every time I try to load up neverwinter, it say "Fatal Error: Direct3D driver returned error code (DXGI_ERROR_DEVICE_REMOVED) while checking sync query"
Comments
However as in the recent twitch with R.A. Salvatore he said he'd been playing the Underdark quest line I'm presuming that's pretty near done, so they should have some breathing space to rejigger the the old dungeons soon.
I mean to be fair to the Devs EE Strongholds and now Underdark are coming in a very short period of time due to the delay EE took, the deadline Underdark has from WoTC.
I'm pretty sure they know how annoyed we are with the dungeon situation, but what they can do isn't always the devs choice. I detect the looming form of management casting a shadow over the situation, and I think the devs know better to knowingly make promises they can't be certain they will be able to keep. You have the right to remain silent anything you say can AND WILL be used against you.
TLDR : Don't expect an official timeline for the return until one or two weeks before they're ready to go back in.
(Really hoping this thread remains civil, and that it doesnt simply fill up with players spouting opinions and backseat developers who post what they think the devs think or translate what they heard from others...)
I'm not even 70 yet and already feeling tired with the same 2 dungeons being available to my main character. I would love to queue up for dungeons, but the same 2 over and over stop feeling rewarding; and I'm not yet at the point where I want to create other characters expressly for that, because I've just run through the main questline and that content's newness is "exhausted" for me.
Related question:
Are there any plans to let users create dungeons with the Foundry? Maybe have a contest and pick the best ones for actual in-game contents?
Without distinct drops to those dungeons, what's the point?
After the retro-novelty has worn off, we'd all be running (literally) through Pirate King to get our 2k AD, over and over again, just like we used to pre-mod 6.
You going to PUG Castle Never for 2 hours (and probably fail) for some salvage meat or you going to run the most exploitable content to get your AD as fast as possible?
I've been PUGn' since I started and it's always the same.
At this point, which is an eternal grind fest, I'd rather have less dungeons with less rubber-banding then more dungeons that are as unplayable as Shores of Tuern. Those retro-dungeons have be hosted and deployed some where/some how.
If the retro-dungeons won't have unique transmute drops, can you tell me you'll be running harder content for the same return a month after the re-release? If yes, be ready for a long queue wait.
And I'm betting there are ways of adding balanced loot to several dungeons without that loot having to be unique. Refinement is always a big thing, they could add rare drops for companion and profession upgrades, they can add drops to further strongholds etc. It's not all about PVP for everyone, but since strongholds offer PVP abilities those players could get their own in the end (indirectly), through running dungeon contents.
If it is for 'experience', how many people went back to the level 1 to level 70 quests for the sake of reliving the experience?
They will be introduced as new content in Mod 8.... I am almost certain of it.
The old dungeons dont fit into mod8 storyline, they wont come back.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.