All MMOs have one thing in common, new content always promises new loot and most importantly new gear. Each mod that comes out in this game brings with it new gear with better stats and often with better set bonuses. The challenge in MMOs is keeping the power creep in line so that new content is doable and old content isn't a joke. However because Neverwinter's content revolves around a boon system of advancement rather than a level increase with each new mod it presents some unique challenges.
Typically when a new level comes out in most MMOs new gear is designed for those levels and is unusable to lower level characters. So that each new release of content has new gear that you gain and use as you level up through the new level cap. In Neverwinter 70 is the cap, and has been for mods and mods now. The issue becomes such that each new mod releases new gear that makes the last gear set obsolete.
Think of it this way, each mod has an associated zone and gear that is gained in that zone. For example IWD has Black Ice Armor that was BIS when it was released, this gear set was made obsolete by the gear from Tyranny of Dragons. Thus, as soon as the new mod is released the old mod is ONLY used for achieving those boons. The work the mods used in creating the gear sets and the entire black ice/ black ice empowerment system that likely took quite a bit of development hours is completely unused and useless. The zones associated are all but completely abandoned.
In other MMOs it would be more like when Icewindale was released it would be also increase the level cap by 10 levels making Black Ice gear relevant and BIS for those 10 levels for anyone coming up. Those levels would also take some time to complete so the gear would be worth farming.
The issue becomes even worse when entire mods of content are made completely useless altogether. I.E. Guantylgrim and Stronghold siege. GG is as difficult as SH siege was to get to pop a couple mods ago and Siege is dead, completely. Think of the resources and man hours wasted on developing completely different styles of PVP play with lush maps and associated mechanics only to see them sit dormant. If I was a developer this would grate on me tbh.
So the question that is begged is why? Why create content that you know will be obsolete in a couple months? I think there are several ways to solve this issue. I will offer one here, and anyone else can feel free to chime in with other potential suggestions. The solution I propose would be a large change to gameplay so it would be interesting to see what the opinions of the players are, however this is aimed at solving content obsolescence as the overarching goal so keep the primary reason in mind and offer better solutions if you have them.
Gear could be bound to boons as though they are the new level cap in most MMOs. What this means is that there would be requirements added to each successive set of gear that you complete the prior boon campaign quests. So that in order to get the Black Ice gear set you must first complete Sharandar and the Dread ring series of boons. Now, you could take it a step further to maintain a more linear gameplay like most MMOs do which is force players to complete the boon sets in order. Thus for each boon cap the gear would be relevant until that campaign was completed keeping the gear, the content, and the zone relevant. This would be potentially controversial, however, as it is a rather large change to current gameplay. One caveat to this suggestion is the difficulty of level 70 dungeons and the stats that older gear from older mods offers. This would have to be examined and addressed. Also PVP may be something that would be exempt thus allowing you to wear the tarmalune gear set, however another suggestion I have made before would be to remove tenacity from gear and give everyone the same base tenacity then change PVP gear sets to reflect Bonuses that are primarily beneficial in PVP to make sure they remain relevant. Give sets from each PVP area (i.e. SH siege/ToB/Tarmalune gear the same number of stats with differing stat distributions and mix and match set bonuses to make all PVP gear relevant and worth attaining. The same could be applied to PVE in that gear sets from different zones have similar total stats but different stat distributions and differing set bonuses that can be mixed and matched.
Ultimately it boils down to keeping content relevant by making rewards worthwhile and the gear useful for the amount of time involved in attaining it. This is a huge problem in PVE as who would want to farm BI Gear and power it up with BI when you can bust out a few tarmalune bars or get some guild marks and get some blue gear?
Simply put I think the devs need to take time when creating new content and new gear/rewards. There are a number of ways to make rewards worthwhile to keep older content playable, interesting, and relevant. By doing so you increase the amount of replayability which allows the game to stay robust rather than creating an ever increasing number of ghost towns and dead zones while only the newest zone is active. When zones are tied to rewards and gear you must create a demand for the gear associated, this will get you the most bang for your develper hour buck.
Thanks for your time.
On ambush rings: "How would you like PVE if all the mobs were invisible?"
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This kept ppl occupied for ages and I went into dungeons, that were irrelevant even before I started playing.
The problem is, that they would have to scale up old content. Seems not to be their strong suit.
Having new sets with the same overall power level but different allocations is a good idea and hearkens back to mods 1 and 2 but ultimately Cryptic seems to br fixated on short term Smoke And Mirrors gimmicks to get players to run new content.
I'd say drop the grind time by 50-75% and give RP or power points or AD rewards from collecting.
Was a BiS for using the purified set? Nope.
Could I do all content with my set? Yes. In fact, by using this set I think I boosted a pug's group success rate.
Probably could have done the same using HV, but there were so many different and fun combinations to choose from prior to Mod 6. I honestly think that is one of the aspects this game had but is now missing. What I mean is that you didn't need to have the BiS set, with the BiS spec, to be viable in all the game has to offer. You just worked on your playstyle while doing dungeon delves and such.....
Ahhhhh, the good ole days.
As for the OP's idea, I think making gear only available when you get certain boon is not good. I'm of the opinion that boons like there HE's are just getting old and boring. Look at how much time the new player now has to invest just to get the boons. Do you need them all? No, probably not, well maybe except FBI where it could mean the difference between a 45 minute run or a 2 hour run.....
No more silly boons, a different system is needed. Some thing that incorporates more dungeons than we have now currently avialable. Maybe a system that used different tier dungeons that can be unlocked within the campaign. The tier get progressively harder to beat but the loot gets better and better. Something like this.... IMHO
i felt happy with the BROAD POSSIBILITIES all those zones offer to choose from.
with the freedom to take the dailies i feel like.
it's opulence! a feast!
i would not like linear game play.
it is always required in the most recent mod anyway (SKT right now)
and i "have to do" that with several chars... (the ones i really play currently)
on the other side the experience of levelling a new char these weeks
also made me think about actualizing parts of this rich older content a bit.
it's tricky, and OP saw that well.
thank you, @tolkienbuff for bringing it up and reflecting about it!
and as we are here: i would like to thank cryptic for the great improvements of elemental evil.
i did that one 4 times in the last few months and it is so much better than it used to be!
(yes, it used to be hell :-)) ).
I think it's important to distinct between PVE and PVP here. I couldn't agree more for PVP. The original Gauntlgrym, Open World PVP in Mod 3, Strongholds in Mod 7 all were instant fails or lost relevance over time. You need to find ways to keep them intact and imho the only way to do it is to detach them from the grind. You need a purpose after grinding content for gear to stay with it. Strongholds PVP has no competitive system attached to it, so players are leaving it as soon as they have the gear. And why not, there's nothing more to strive for... The same is largely true for most PVP content. The game lacks a true competitive system that becomes compelling AFTER you have acquired the best possible gear. Otherwise the endgame effectively ends with the grind and leads to empty zones.
I'm not too sure about PVE however. Your system leads to a more structured endgame progression, but it's not like players currently need more barriers thrown their way. I agree it's a bit wild, because you can largely skip old sets and just turn to Underdark / Seals / Trade Bars and then slowly work your way through SKT, but I don't think that's the main issue of PVE right now. Just like PVP most systems and dungeons are just part of the grind and player lack the greater endgame challenge after that. Plus it's actually necessary to cut down old zone relevance because the amount of daily tasks has blown up too much.
This is the issue I'm trying to address. It's the idea that they are shooting themselves in the foot by continuing to do this without somehow making this gear/content relevant beyond the grind for boons (or purchasing them if you want to p2w with zen).
Thanks for your time.
thus each single boon would be equivalent to 1 new enchant slot with a rank 10 enchantment.
and that's what i go for when i level a new char through those campaigns.
it's fun too, and especially it is fun to do this with freedom of choice, without pressure and without linear guidance.
choosing my dailies from a broad menue, and sometimes don't do any at all.
I understand your preference for a non-linear environment and that's why I was suggesting some other ways of keeping the gear relevant as well as the zones for replay-ability. If you have a suggestion along those lines I'd be glad to hear it.
Thanks for your reply.
The fact people put the gear on to enter FBI then take it off again when through the door should tell the devs everything they need to know. They'd keep the gear on if it didn't need hours worth of effort just to make up for 1 run.
The real sticking point is that everyone knows the gear will not be needed in 3 months, making all that effort a total waste - personally I'm sticking with my previous gear and waiting it out. Which of course goes back to the main point made in the OP.
Personally I'd like to see a system that offers upgrades to existing gear rather than farming out a whole new set every few months. An additive system rather than total replacement. Complete new sets should be more like every 12 months with in-between mods offering enhancements such as Black Ice refining to Elemental.
SKT offering an upgrade for EF resistance to my current gear (that didn't need topping up) would've been a much better idea. Complete the campaign board, open the 'enhancement' ability and make a one time purchase for EF resistance armor enhancement kit (per piece) from the campaign trader.
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
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