tassedethe13Member, NW M9 PlaytestPosts: 806Arc User
edited November 2015
Still no new dungeons Still no new old dungeons ! Still no new map ( manthol territ cannot be considered as a new map )
If they added a few more content, the mod would be considered as a full module, but i have the impression of having a semi-module for now, even if the changes look good, the content is a bit lacking.
Lemme see... more HEs, more boons, more HEs, new gear contributing to already huge gear gap, yet another thing unavilable if you aren't in a big guild.... Did I mention more HEs?
Yes they do some steps in the right direction, like tarmalune shop reworked, and more ad, but those are small steps, and glaring issues like lack of dungeons, massive grind for anything and imbalances still remain.
But I have to admit it is better than mod7, and will proly stop mass exodus at least for a while.
What mass exodus? If anything I've seen a lot of old players returning to the game in the last week or so, including me.
and hopefully you'll stick around. but the cycle is always: new content brings old players back for a little. they see nothing has changed since they left ( or perhaps they notice all the missing content if they left pre mod 6). and they leave again after the novelty has worn off. or they're undergeared for the new content and leave because the EE grind + gear grind is insane.
players always return for a new module to check it out, it's typically - it's a slight upward spike in an otherwise declining player base. Cryptic is in a hard place here - to stop the bleeding they need to make big changes, but making big changes could easily make things a lot worse, if for no other reason than because they make too many changes at once. To much change of any kind can be very bad, but they also need to move faster than they have been. I mean - I've been out for a couple months myself and I've been getting in game a bit lately too. I'll definitely check Underdark out, but I've seen it on Preview and I've been following the blogs and preview patch notes- it's got a lot of good stuff but it's still far from perfect. My biggest qualm is that for the most part players are fed up with more HEs and more Campaign trees. Those were cool and new in mod1 and mod2, but at this point, it's time to come up with something new. That's where Cryptic falls down hard. Their designers and animators are awesome and do great work - the game is pretty and the mechanics are awesome. But there's no vision. There's nothing at the top, there's not long term goals, it's all short puddle jumps. Cryptic has spent the last couple years looking at it's own feet.
What mass exodus? If anything I've seen a lot of old players returning to the game in the last week or so, including me.
and hopefully you'll stick around. but the cycle is always: new content brings old players back for a little. they see nothing has changed since they left ( or perhaps they notice all the missing content if they left pre mod 6). and they leave again after the novelty has worn off. or they're undergeared for the new content and leave because the EE grind + gear grind is insane.
Yeah, that's the nature of MMO's unfortunately. In most if not all you reach a point where there's nothing left to do. You've got all the gear, you've done all the grinds and unless you roll a new toon you basically just log in to say hi to friends, do a few trades and then log out again. It is not a Neverwinter thing it's just the nature of the beast. People move on and new people come around. I'll stick around as long as possible though. When I last played end game consisted of Sharandar and Dread Ring. I have a lot of catching up to do!
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Sure.. mmos typically do that.. but what they did in mod 6 was above and beyond any other release Ive seen any other mmo Ive played personally. It was a terrible judgement to release that.
Its one thing to state that the game is static and thus stale for some poeple.. its another to remove loads of content, not realy give anything playable and then release a totally broken game set.
To me, if they figure out a way to make content you can both grind and farm.. it would go along way to figuring this balance out a bit better.
AS others have stated , most mods bring back a spke in the first 2-3 weeks of players. However, I know of several players that will not be coming back, they used to take a break mid mod, but still did leadership, so when they came back to play they had a cache of AD to play with. Since its gone, they have emphatically stated to me directly, they will not be back, will be interesting to see if they pop up on friends list or not, I didnt remove them yet.
I have some small hope that this team is a bit better then what happened on mod 6, but its REALLY slow, vastly too slow at times.
IE we are getting new rings and they still havent fixed profession pricing on the gemmed versions. That is a no brainer to me. There is other things that need to be looked at.
#1 in my mind is their level of RP grind for artifact gear.. its tiresome and its a little too much after this much time. I was hoping they would ALLOW res stones to be used in all slots for leadership.. that wouldve been a great start to me, brining much needed value back to leadership and also having a reason to buy slots and make a army still (a win/win for both player and gaming company imo. )
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ghoulz66Member, NW M9 PlaytestPosts: 3,748Arc User
I would have considered this great with the gear preview but I can't have any fun with it when a set of gear costs 200k to transmute!
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
players always return for a new module to check it out, it's typically - it's a slight upward spike in an otherwise declining player base. Cryptic is in a hard place here - to stop the bleeding they need to make big changes, but making big changes could easily make things a lot worse, if for no other reason than because they make too many changes at once. To much change of any kind can be very bad, but they also need to move faster than they have been. I mean - I've been out for a couple months myself and I've been getting in game a bit lately too. I'll definitely check Underdark out, but I've seen it on Preview and I've been following the blogs and preview patch notes- it's got a lot of good stuff but it's still far from perfect. My biggest qualm is that for the most part players are fed up with more HEs and more Campaign trees. Those were cool and new in mod1 and mod2, but at this point, it's time to come up with something new. That's where Cryptic falls down hard. Their designers and animators are awesome and do great work - the game is pretty and the mechanics are awesome. But there's no vision. There's nothing at the top, there's not long term goals, it's all short puddle jumps. Cryptic has spent the last couple years looking at it's own feet.
The game reflect that.
Well said. I couldn't agree more with your assessment. The changes they made in Mod 6 is a good example of this, where there were sweeping changes that had a major impact on the game and saw a massive exodus of the playerbase. As long as Cryptic keep pursuing this heroic encounter mechanic the game will continue to leak players. The devs think it is great - a pity they have no idea what the playerbase wants...which is DUNGEONS FFS!
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
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lirithielMember, NW M9 PlaytestPosts: 2,482Arc User
What mass exodus? If anything I've seen a lot of old players returning to the game in the last week or so, including me.
and hopefully you'll stick around. but the cycle is always: new content brings old players back for a little. they see nothing has changed since they left ( or perhaps they notice all the missing content if they left pre mod 6). and they leave again after the novelty has worn off. or they're undergeared for the new content and leave because the EE grind + gear grind is insane.
Yeah, that's the nature of MMO's unfortunately. In most if not all you reach a point where there's nothing left to do. You've got all the gear, you've done all the grinds and unless you roll a new toon you basically just log in to say hi to friends, do a few trades and then log out again. It is not a Neverwinter thing it's just the nature of the beast. People move on and new people come around. I'll stick around as long as possible though. When I last played end game consisted of Sharandar and Dread Ring. I have a lot of catching up to do!
In another MMO I used to play, when I ran out of pve content to do I could always jump into pvp and keep myself entertained. The state of pvp in NW does not allow this, however, so it isn't even an option to me.
Our pain is self chosen.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
Small guilds are still being prevented from having BIS gear so it will be hard to see it not following the way of EE and Strongholds ... Epic Fail
There are more than BIS players in this game RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ???? FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
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tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
Steam only represents a portion of the player base, but that fraction is probably large enough that their stats are representative.
Here's hoping we see more than a few old players return. I do think the new dev team is on the right track, but their resources are limited and a lot of damage was done before they came on board.
In my opinion they should delete all the artifactgear, release more different gear with different set-boni and they should bring back old dungeons. Thats the only way a mod can become great!
Well, I got mixed feelings about the new module and the respective changes.
The new lead designer and the new community manager are showing significant improvement in terms of competence and motivation. I like how they adress problem after problem and issue after issue. Of course, the speed is not tremendously high, but atleast there is the so called "wind of change".
True.
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plasticbatMember, NW M9 PlaytestPosts: 12,461Arc User
The game is already geared for bigger guild (as max in 150 and not as big as before - 500) and also not for solo player. So, if the player still has to play solo, has to be in a small guild and really wish to get close to BiS, they will have a frustrated path if there is a path at all. The right choice is to leave because there is no light in the tunnel for them unless they change path.
The coming back players I noticed already tried to knock the door of bigger guilds. Since many of them are 2 mod removed [hate mod 6 (hence, did not really play it) and new mod 7], that will keep them to have quiet a few things to catch up. Now, mod 8. They will have even more stuff to catch up. In other words, they should have something to do for a while.
*** 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. ***
silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Well, I will give it a chance.. however the OP made a statement that it will be a success, that is a little premature. WE will see. I do like some of the changes though, but still waiting on them to fix profession costing and such.. (transmutes.. lol)
Somehow find a way to balance RP gear better.. so we can play more alts again.
Stuff like that.
I have my own set of concerns, I do find more hope today then I did 4 weeks ago though.. which is why I backed off my hyper negativity and ambivalence. Im settled down to neutral right now.. I hope I can get back to at least semi postive at some point =P.
.. and yes.. dont deceive yourself, we did have a massive mass exodus between April and August time frame.. loosing thousands of players, guilds folding and the such.
I enjoyed some of mod 7.. (dragonflight is and was fun) but constant need of farming to progress in game is a little tiresome, which goes back to balance.. we just need to tweak the amount of RP drops and such a bit higher.
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tassedethe13Member, NW M9 PlaytestPosts: 806Arc User
Well, I got mixed feelings about the new module and the respective changes.
The new lead designer and the new community manager are showing significant improvement in terms of competence and motivation. I like how they adress problem after problem and issue after issue. Of course, the speed is not tremendously high, but atleast there is the so called "wind of change".
True.
Class balance testify to that?
Why do you speak about class changes?
The subject is "Now we see strum and andy answering in forums", you can't deny it, it's a fact. They try to moove things, even if it's slow.
new gear contributing to already huge gear gap, yet another thing unavilable if you aren't in a big guild
How so? The gear (included the crafted ones) may have different stat distribution, but still roughly equal to SH gear. More importantly, I don't see anything that indicates you can't acquire ichor without a guild (or even need to join a 5-man group) or have to obtain the Elemental/Elven gear first. You can skip those and go directly to getting the ichor purchased set. The crafted set can be purchased on AH and we don't know what mats are required and what price they will settle to, so seems premature to say it won't be obtainable by most people.
Overall, it seems this mod should narrow the gap if anything.
I must admit I'm surprised by the dislike for guild content but I haven't gotten there yet so I'll refrain from saying too much about it until I know what the issue is. From an outside perspective though one would think that guild based activities would be welcome in a MMO setting. I get that smaller guilds are at a disadvantage but that have always been the case in my opinion. It just wasn't as apparent. I've been in large guilds and small guilds and stronghold or no stronghold, you get much more mileage out of a large active guild than a small inactive one.
If you are in a large guild you are in the minority of guilds yet get more rewards than those that work just as much as you ... maybe even more. You have access to BIS gear where as solo players and small guilds do not. This is not fair practices
The rewards of a guild is directly proportional to the number of active member. If a guild has more member, it gets more reward. I don't see what is wrong with that.
And I am in a small guild.
If you are in a small guild, you accept the fact that reaching a certain level will require time (note, it is not impossible, it takes longer). Solo players accept the fact that a MMO has to be community oriented and not solo player oriented (for which there are a lot of solo games).
Sorry, but this sounds like a small country complaining because a bigger country is richer..
and by the way, am I the only one happy about one more bag slot??
Comments
Still no new old dungeons !
Still no new map ( manthol territ cannot be considered as a new map )
If they added a few more content, the mod would be considered as a full module, but i have the impression of having a semi-module for now, even if the changes look good, the content is a bit lacking.
Yes they do some steps in the right direction, like tarmalune shop reworked, and more ad, but those are small steps, and glaring issues like lack of dungeons, massive grind for anything and imbalances still remain.
But I have to admit it is better than mod7, and will proly stop mass exodus at least for a while.
The game reflect that.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
Its one thing to state that the game is static and thus stale for some poeple.. its another to remove loads of content, not realy give anything playable and then release a totally broken game set.
To me, if they figure out a way to make content you can both grind and farm.. it would go along way to figuring this balance out a bit better.
AS others have stated , most mods bring back a spke in the first 2-3 weeks of players. However, I know of several players that will not be coming back, they used to take a break mid mod, but still did leadership, so when they came back to play they had a cache of AD to play with. Since its gone, they have emphatically stated to me directly, they will not be back, will be interesting to see if they pop up on friends list or not, I didnt remove them yet.
I have some small hope that this team is a bit better then what happened on mod 6, but its REALLY slow, vastly too slow at times.
IE we are getting new rings and they still havent fixed profession pricing on the gemmed versions. That is a no brainer to me. There is other things that need to be looked at.
#1 in my mind is their level of RP grind for artifact gear.. its tiresome and its a little too much after this much time. I was hoping they would ALLOW res stones to be used in all slots for leadership.. that wouldve been a great start to me, brining much needed value back to leadership and also having a reason to buy slots and make a army still (a win/win for both player and gaming company imo. )
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
The most important thing in life is to be yourself. Unless you can be Batman. Always be Batman.
RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)
http://steamcharts.com/app/109600#1y
Steam only represents a portion of the player base, but that fraction is probably large enough that their stats are representative.
Here's hoping we see more than a few old players return. I do think the new dev team is on the right track, but their resources are limited and a lot of damage was done before they came on board.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Thats the only way a mod can become great!
P.S. Sorry for my bad English
Thank you, Ed.
I really liked Mod7
The coming back players I noticed already tried to knock the door of bigger guilds. Since many of them are 2 mod removed [hate mod 6 (hence, did not really play it) and new mod 7], that will keep them to have quiet a few things to catch up. Now, mod 8. They will have even more stuff to catch up. In other words, they should have something to do for a while.
Somehow find a way to balance RP gear better.. so we can play more alts again.
Stuff like that.
I have my own set of concerns, I do find more hope today then I did 4 weeks ago though.. which is why I backed off my hyper negativity and ambivalence. Im settled down to neutral right now.. I hope I can get back to at least semi postive at some point =P.
.. and yes.. dont deceive yourself, we did have a massive mass exodus between April and August time frame.. loosing thousands of players, guilds folding and the such.
I enjoyed some of mod 7.. (dragonflight is and was fun) but constant need of farming to progress in game is a little tiresome, which goes back to balance.. we just need to tweak the amount of RP drops and such a bit higher.
The subject is "Now we see strum and andy answering in forums", you can't deny it, it's a fact. They try to moove things, even if it's slow.
Overall, it seems this mod should narrow the gap if anything.
If a guild has more member, it gets more reward.
I don't see what is wrong with that.
And I am in a small guild.
If you are in a small guild, you accept the fact that reaching a certain level will require time (note, it is not impossible, it takes longer).
Solo players accept the fact that a MMO has to be community oriented and not solo player oriented (for which there are a lot of solo games).
Sorry, but this sounds like a small country complaining because a bigger country is richer..
and by the way, am I the only one happy about one more bag slot??
Lethinath - DC
Fayn Fiddler - HR
Jean Fiddler - OP
Quinn Fiddler - TR
Tre'Davious Flynn - SW
Bogus Skullslicker - GF
Vanhankaupunginselk - CW
Alea - GWF
Noble Misfits