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For Cryptic - A way to Help Build the Player Base, Not Alienate it

rlee1979rlee1979 Member Posts: 6 Arc User
edited March 2017 in Player Feedback (PC)
MMO games are understood that they will be grindy and require time to get into content/play content. There is an understanding that there will be possible gated content or even a way to slow down progression by making the drop rate low. But something that needs to be truly understood from a business standpoint...MMO games are a dime a dozen at this point. Neverwinter is an aging MMO. There is a lot that is going for it but at the same time there is not a lot going for it when it comes down to some of the more tedious endgame content e.g. farming relic weapons or new weapons from the River District.

People like the idea of creating incentives. And people will grind to their hearts content as long as there is an end to it. No, this is nothing like we are wanting to be given something for free but moreso given something for our efforts. Many times in Neverwinter, there is a obvious grind for gear and content. It's going to happen because that is part of the content in the game. But the level of seeming randomness is obscene at time. Running 100+ or more of runs to get a special item is completely ridiculous. It does help content and it doesn't give any incentive for people to run the content again on another character.

Yes, it was absolutely awesome that there were special items that are placed in older content to run e.g. Zulkir's armor, Bloodstained shirt, etc. But the big problem is that the drop rate is the same which can be one or two runs for a pull for one person or 100+ runs for another. People are spending more time grinding and less time truly progressing through content at times. Even now, there are tons of people in the River District that are grinding and hoping to get the new weapons but arcanic focuses and other rarer materials are not dropping. Again create incentives versus attrition through old concepts of using RNG.

My proposal on all content in this game in regards to gear is to take the "entice with honey" approach versus the "let's make the content only suitable after you have grinded your 1000th item." So what does this mean? I mean that grinding is part of the fundamental process in MMOs. It's understood that it will happen but create/update the loot system. Allow the RNG to be like it is maybe fine. But allow like the 20th or 30th run to be able to pick an item that is unique to the dungeon so people will be eventually able to get the gear they are looking for. This in addition, will allow the game to grow as players will continue to run content not just on their main characters but also their alternate characters. This will also directly change situations regarding the auction because prices will be lower and drop to a degree that creates accessibility for more people to enjoy the fruits that the game has to offer.

The current situation with this game is that they aren't punishing players but they are stifling the player from allowing them access and progress through all the content. Again reward the player for their hard work and not alienate them by making them run content day in and out with no progress at all. In a business perspective, this will help people and grow the community instead of shunning them and forcing them to leave the game. This will also at a business standpoint allow growth and more people will be more inclined to stay if there is an incentive system in place that awards people for playing their 20th or 30th epic dungeon. Just something to think about because players will start leaving if they haven't already due to the state of the game being so grindy vs the wonderful MMO it initially was. I can see it and it can still redeem itself but the loot system needs to be tweaked to help not just the older players but the new players as well.

I know my thoughts are all over the place but anyhow, take care and have fun.

Rlee1979
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