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Game Continuity?

mercedesmanmercedesman Member Posts: 200 Arc User
While trying to find a way to ease the mind numbing pain that this game has evolved to, some discussion was had about the structure of the game and how dysfunctional it has become. I came onto the NW scene late mod 5 and just settled into the game at the birth of mod 6. At that time I was running with a guild that loved to do dungeons and in leveling my toon, I needed the Elven Armor. We would grind eCC to get a chance at the pieces I needed and eventually I got all of them.. but not all through drops, I had seals that I could redeem for pieces that I didn't get as drops.

Fast forward to Underdark and we still had that basic system in play, If you grind eDemo you might get a twisted weapon drop but if you got silver or gold, you got the Twisted and demonic Ichor needed to get the weapons from the vendtor. You see, you had the RNG gods to play with but a back door just in case they didn't favor you. Also from that mod we got the underdark rings. The +5 rings were very illusive (still are) but they were/are BTA so if you got one on your paly that would be best on your GWF.. no problem.

Now fast forward to SKT, now we have a campaign that takes an eternity to unlock the key dungeon and skirmish. The relic armor from FBI drops about as often as snow does in Hawaii and the beauty of it is that after grinding 50+ runs at 40-60 min each you still may not get anything.. and there is no back door to get these items.. no seals to trade, nothing. The legendary rings from mSVA and FBI are BTC not BTA like their underdark cousins.. so you are SOL if you get one your paly that might be best on your GWF.

My point here is that the game structure on loot and how it can be obtained/swapped has changed and for the worse. I have researched to posts for complaints that the +5 underdark rings SHOULD be BTC and NOT BTA and have found none. I can likewise find no praise for the BTC properties of the SKT legendary rings. Why the difference in looting structure? A comment was made in the conversation we were having that new developers came in and that was possibly the reason.. I doubt this, I write software for a living and we have a system that has a set look, feel and operation that my users have come to know. If I changed the way in which a system operated outside of that schema, my users would go ballistic. There was a precedent in which to follow in the way the game transacts with players and loot and they changed it mid stream.

The single item that has stayed constant through all of this is the constant aggravation and complaining of the grind that this game has become. For fun I started a new toon to level through the system. Used to be I looked forward to lvl70, the gateway to awesomeness, now it is the gateway to 4+ hours/day of grinding for boons and unlocking key components of campaigns. I have existing BIS toons that I play so I am covered if I decide not to progess any further with this new one and just play... but what about the new guy, the person that they are just starting their toon and wants to play spellplague or mSVA.. that is months away for them.. even if they dump tons of cash into the game, there are areas that cannot be mitigated with money.


TLDR;
A huge QOL improvement would be to align the means in which items can be obtained and shared, while not an answer to the grind, it might just keep some people from jumping to other things.

Comments

  • samaka#2511 samaka Member Posts: 568 Arc User

    Fast forward to Underdark and we still had that basic system in play, If you grind eDemo you might get a twisted weapon drop but if you got silver or gold, you got the Twisted and demonic Ichor needed to get the weapons from the vendtor. You see, you had the RNG gods to play with but a back door just in case they didn't favor you. Also from that mod we got the underdark rings. The +5 rings were very illusive (still are) but they were/are BTA so if you got one on your paly that would be best on your GWF.. no problem.

    Huh, I had no idea a twisted weapon could just drop, I thought you had to farm the Ichor and buy it off the vendor... good to know, but the chances of a direct drop is probably pretty rare I'd guess.

    Also, "elusive", not "illusive"... the former means something that is difficult to achieve, the latter means deceptive or illusory! :)

    Now fast forward to SKT, now we have a campaign that takes an eternity to unlock the key dungeon and skirmish. The relic armor from FBI drops about as often as snow does in Hawaii and the beauty of it is that after grinding 50+ runs at 40-60 min each you still may not get anything.. and there is no back door to get these items.. no seals to trade, nothing. The legendary rings from mSVA and FBI are BTC not BTA like their underdark cousins.. so you are SOL if you get one your paly that might be best on your GWF.

    Actually, apparently it snows in Hawaii every year, multiple times even according to weather.com... but I get your point! ;)

    Sadly, the state of BtC vs BtA really seems to depend on the developers who created the content. Some are very alt-friendly with items, others seem to hate alts! :(

    My point here is that the game structure on loot and how it can be obtained/swapped has changed and for the worse. I have researched to posts for complaints that the +5 underdark rings SHOULD be BTC and NOT BTA and have found none. I can likewise find no praise for the BTC properties of the SKT legendary rings. Why the difference in looting structure? A comment was made in the conversation we were having that new developers came in and that was possibly the reason.. I doubt this, I write software for a living and we have a system that has a set look, feel and operation that my users have come to know. If I changed the way in which a system operated outside of that schema, my users would go ballistic. There was a precedent in which to follow in the way the game transacts with players and loot and they changed it mid stream.

    I, too, am a coder, however, in your example as to why you doubt the new developers being a problem you have one flaw. You aren't changing, so your initial vision for your software stays the same. The developers of Neverwinter have changed, a number of times, and with the change comes new ideas and new visions. This is why in nearly every MMO I have played things change when the developers change. Sadly, over time, this leads to the main issue you are talking about, inconsistencies with the basic rules of the game itself.

    The single item that has stayed constant through all of this is the constant aggravation and complaining of the grind that this game has become. For fun I started a new toon to level through the system. Used to be I looked forward to lvl70, the gateway to awesomeness, now it is the gateway to 4+ hours/day of grinding for boons and unlocking key components of campaigns. I have existing BIS toons that I play so I am covered if I decide not to progess any further with this new one and just play... but what about the new guy, the person that they are just starting their toon and wants to play spellplague or mSVA.. that is months away for them.. even if they dump tons of cash into the game, there are areas that cannot be mitigated with money.

    Every single game I have ever played online seems to have two diametrically opposing groups: those who love the game and think the devs can do no wrong, and those who hate the game and think all the devs suck... everyone else is somewhere in between! ;)

    I'm not sure what your complaint about the new dungeon is, however... do you expect to start a new game and be able to do everything in it right away? Most games require you to have some sort of progression, to unlock some features or areas, it is one way of measuring your progress in the world.

    I have been playing Neverwinter for nearly a year now... the levelling from 1-60 is obscenely fast, to the point where you actually outlevel the content and everything becomes trivial. As for level 60-70+ being a grind... it's been that way since I started playing, and everything I've read pretty much indicates this has been true for quite some time.

    What was this "gateway to awesomeness" you are talking about where there was no grinding? ;)

    A huge QOL improvement would be to align the means in which items can be obtained and shared, while not an answer to the grind, it might just keep some people from jumping to other things.

    With the "new player" experience changed a while back, where you have to complete 3 entire quest-lines before being allowed to socialise with other players, I wonder how the new player retention rates are doing. Otherwise, making the game more alt-friendly would be nice, as would allowing some sort of system to mitigate the severity of the grind... however, unless some more devs come along with different visions for the game, I don't think anything will be changing any time soon! :)
    @samaka#2511
  • callumf#9018 callumf Member Posts: 1,710 Arc User
    As a relatively new player myself [9months?] I can tell you that the early days are lots of fun. Really good for a free to play. Probably best free to play I have tried for some time. And the lack of social didn't bother me. As stated above all MMOs require time and effort to progress and all involve some sort of grind. I think the key is grind vs reward vs fun vs time invested. If you balance all that out you get a successful game. But yes I do think a backup way of purchasing items should be built in.
  • therealprotextherealprotex Member, NW M9 Playtest Posts: 526 Arc User

    Also, "elusive", not "illusive"... the former means something that is difficult to achieve, the latter means deceptive or illusory! :)

    Actually, "elusive" and "illusive" can be used synonymously for a direct twisted weapon drop. ;-)

  • pitshadepitshade Member Posts: 5,665 Arc User
    Everything old is new again, unfortunately. As said above the dev team has changed over time and the current person in charge was active in the game previously through mod 3. Mods 10+ and 11 follow much of the progression we had in Mods 3 and 4. The intial release of SKT was pretty much a straight up rehash of Mod 3 Curse of Icewind Dale, except that they doubled down on the RMG. (in mod 3 you crafted 3/4 of the armor and got the glove IIRC in an HE) But still that was where a lot of the time gating of group content started. MC and VT from the earlier releases took a 20 hour unlock that could be started Day 1 and the skirmishes unlocked by starting the campaigns.

    BtA was a huge improvement I noted upon returning to the game last August, but it has fallen by the wayside to a degree. I can send unneeded SVA marks to my alts, but not the rings or the reclaimed runes. Changing this would be a huge QoL improvement, as would doing the same for Arcanic Focii. Additionally, making the group content unlocks account wide... there is no good reason to time gate this stuff on every character. Time Gates are probably necessary, but only the first time around. Getting BtC rewards on a character or class that doesn't need them is discouraging.

    Alt Friendly is good for the longevity of the game.
    "We have always been at war with Dread Vault" ~ Little Brother
  • samaka#2511 samaka Member Posts: 568 Arc User

    Also, "elusive", not "illusive"... the former means something that is difficult to achieve, the latter means deceptive or illusory! :)

    Actually, "elusive" and "illusive" can be used synonymously for a direct twisted weapon drop. ;-)
    LOL, the devs also seem to think "effect" and "affect" can be used interchangeably as well! ;)
    @samaka#2511
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