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Speculation about Mod 12-B

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  • kemnimtarkaskemnimtarkas Member Posts: 838 Arc User
    adinosii said:

    Yes, yes - mod 12 was only released yesterday, and here I am already talking about 12-B.

    I am going to assume we will get a mod 12-B, maybe around the beginning of October.

    I expect this module to add some minor content - possibly a short storyline leading to new location in Chult (there is certainly room on the map), but the main focus will be on QoL improvements.

    Now, 12-B is probably already designed, and parts of it might even be in Internal Alpha testing already, so it might be too late to change anything, but that does not mean I cannot say what I would like to see.

    So, what other (realistic) QoL ideas are on your wishlist?

    As others have noted - biggest impact would be a new class and/or race.

    If in fact it is PVP focused - it will depend on what the change(s) are. My most likely response would be a big yawn, as it's not my reason for playing the game.

    Other than that - maybe give some updates to forgotten / underutilized weapon and armor enchants that have fallen out of favor, like flaming or bilethorn or bloodtheft.
  • qexoticqexotic Member, NW M9 Playtest Posts: 841 Arc User
    If Mod 12-B really is mainly PVP focussed then it will give the majority of players time to complete existing content since this will be of pretty much no interest to them B)
  • rjc9000rjc9000 Member, NW M9 Playtest Posts: 2,405 Arc User
    *tinfoil hats*

    -New weapon set coming.

    That chult map is suspiciously empty... betcha we have an expansion for it, although I would actually think it would be pretty funny if the devs left the blank space on the map as a red herring. Seems perfect to introduce another quest area or two and tie it to a new raid.

    From what I recall reading, the devs considered artifact weapons to be on a one year life-cycle.

    Didn't Sea of Moving Ice launch in December/November, which SoMI brought the Relic weapons.

    The Relic weapons superceded the Twisted weapons of Underdark, the latter of which came out in Novemberish (I think, too lazy to search).

    From what I noticed, the 0.5 patches usually come about two to three months after the "main" patch. Mod 12 launched in late August, so we can reasonably expect 12.5 will come anywhere from late October through early december... which conincides with the one year cycle for new weapons.

    *untinfoilhats

  • tripsofthrymrtripsofthrymr Member, Neverwinter Moderator, NW M9 Playtest Posts: 1,624 Community Moderator
    qexotic said:

    If Mod 12-B really is mainly PVP focussed then it will give the majority of players time to complete existing content since this will be of pretty much no interest to them B)

    PVP won't be for everyone, but a much larger portion of the player population participated in PVP back when it was more reasonably balanced. The hope, I'm sure, is to rework PVP mechanics so that PVP competitions are fun for more people again.

    I have no idea about the scope of 12.5 other than the few words mentioned in the livestream. Hopefully, we'll see other interesting features and QoL improvements, too. At least, if @noworries#8859 ever gets that TPS report properly formatted. I mean, how hard can it be? B)
    Caritas Guild Founder (Greycloak Alliance)

    Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
  • tripsofthrymrtripsofthrymr Member, Neverwinter Moderator, NW M9 Playtest Posts: 1,624 Community Moderator
    kreatyve said:

    Just delegate that task to someone in the mail room.

    For the love of Sune, just don't take his stapler.






    Caritas Guild Founder (Greycloak Alliance)

    Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
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  • wintersmokewintersmoke Member Posts: 1,641 Arc User

    On the topic of story lines, I am hoping that one will see more of the city of Nyanzaru, there are all these buildings in background and I really want to see whats there.
    Also:

    I hope thatSpoilerAlert.

    I want this as a companion! Also, a zombie Wilfred companion!!
  • wintersmokewintersmoke Member Posts: 1,641 Arc User

    No rest for us developers I see. Within moments of M12 launch, the whip cracks again. ;)

    Aww... c'mon. You like the whips & chains, don't lie!

  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User

    A new boon plot in the stronghold that requires currencies from Underdark through River District. This would help all guilds without giving max guilds a huge advantage.

    been saying for awhile that we need a new boon building (and ideally new boon plot). Some of the recent and upcoming changes don't jive with my idea though because I wanted a boon structure that could help newer players complete their campaigns. Specifically i thought a everfrost resist boon structure would be helpful (until they gave it to us for free), tenacity booster (but they are removing tenacity from the game, but would have been a nice way to get new players enough tenacity to at least make pvp competitive), and demonic stun resist (Whatever its called from the underdark campaign). This of course would require balancing on the amounts. You would want to make them helpful, but not enough to replace BIS for that content demanding the specialized gear.

    If anything, giving us a new boon plot we could use resources on would be helpful and give us more flexibility in our construction.

    As far as Underdark-River District currencies (black ice would be nice also and could breath some new life into BID), I'd rather see a trader where we could put these into a generic guild currency and donate them into any category. This would help guilds still leveling complete their guild buildup and in some interesting ways. Imagine choosing between using these generic currencies for a resource like food so you can afford the recruiter at lower levels to help with influence or donate directly to influence at a smaller exchange rate. Or your a pve guild having challenges with conq shards. Maybe your guild has a small interest in pvp, and now you could supplement what that small interest collects in glory with other currencies to unlock pvp guild boons.

  • edited August 2017
    This content has been removed.
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,467 Arc User

    On the topic of story lines, I am hoping that one will see more of the city of Nyanzaru, there are all these buildings in background and I really want to see whats there.
    Also:

    I hope thatSpoilerAlert.

    I want this as a companion! Also, a zombie Wilfred companion!!
    I've wanted a Redcap Thorn companion for my HR in the worst way for ages. That way we could BOTH use Thorn Strike on an enemy! :smiley:
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
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  • peregr1nusperegr1nus Member Posts: 160 Arc User
    When we are at the fashion, what about some option to store used transmutes? Having fallen dragon weapons,cape of catastrophe, profound weps etc. and cannot transmute to them, only under a 4M RP fine seems really awkward.
  • putzboy78putzboy78 Member, NW M9 Playtest Posts: 1,950 Arc User

    putzboy78 said:

    A new boon plot in the stronghold that requires currencies from Underdark through River District. This would help all guilds without giving max guilds a huge advantage.

    been saying for awhile that we need a new boon building (and ideally new boon plot). Some of the recent and upcoming changes don't jive with my idea though because I wanted a boon structure that could help newer players complete their campaigns. Specifically i thought a everfrost resist boon structure would be helpful (until they gave it to us for free), tenacity booster (but they are removing tenacity from the game, but would have been a nice way to get new players enough tenacity to at least make pvp competitive), and demonic stun resist (Whatever its called from the underdark campaign). This of course would require balancing on the amounts. You would want to make them helpful, but not enough to replace BIS for that content demanding the specialized gear.

    If anything, giving us a new boon plot we could use resources on would be helpful and give us more flexibility in our construction.

    As far as Underdark-River District currencies (black ice would be nice also and could breath some new life into BID), I'd rather see a trader where we could put these into a generic guild currency and donate them into any category. This would help guilds still leveling complete their guild buildup and in some interesting ways. Imagine choosing between using these generic currencies for a resource like food so you can afford the recruiter at lower levels to help with influence or donate directly to influence at a smaller exchange rate. Or your a pve guild having challenges with conq shards. Maybe your guild has a small interest in pvp, and now you could supplement what that small interest collects in glory with other currencies to unlock pvp guild boons.

    Well, the point of using the newer currencies would be to cause a delay in the new boon building build time. Right now, if one was added, the large guilds could build it in less than a day after it was patched in. There needs to be some fairness in it, there has to be some new effort/grind put into it.
    I understand that and have had similar ideas should new buildings be added, but that adds other complications like what boons would you incorporate and whether or not large guilds would burn through it quickly would make zero difference to small guilds who could use additional resources to get to GH20. I see the approach I outlined as being a method to keep it simple (until resources can be commited to identify non-game breaking but valuable boons). A way to spend some saved up resources and increase guild flexibility through more available options with boons. It benefits small guilds because they have more ways to acquire resources (I'm sure the addition of gemcutter and recruiter are helpful but the need for more food, wood, metal, stone could be a challenge for those guilds that are probably already strained on those resources). Also since you need. Another advantage to those guilds playing catch up is the last rank 9 structure can be a boon structure instead of a support structure. Basically they can bypass one area of development that GH20s had to already invest in.
    etelgrin said:

    hustin1 said:

    On the topic of story lines, I am hoping that one will see more of the city of Nyanzaru, there are all these buildings in background and I really want to see whats there.
    Also:

    I hope thatSpoilerAlert.

    I want this as a companion! Also, a zombie Wilfred companion!!
    I've wanted a Redcap Thorn companion for my HR in the worst way for ages. That way we could BOTH use Thorn Strike on an enemy! :smiley:
    WTB Hamster companion and mount! Its so Crypticoulous thematic.
    Well they did give us one for potion slots, https://neverwinter.gamepedia.com/The_Miniature_Giant_Space_Hamster
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Now that the console release date for 12 has been announced, they'll be able to start previewing 12b (say within a few weeks). Such is the natural order of things.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • nitocris83nitocris83 Member, Cryptic Developer, Administrator Posts: 4,498 Cryptic Developer

    Now that the console release date for 12 has been announced, they'll be able to start previewing 12b (say within a few weeks). Such is the natural order of things.

    And why this morning I said, during the team meeting "Your favorite JIRAs are going to start coming in!" in reference to me putting in tickets for Dev Blogs :P
  • strathkinstrathkin Member Posts: 1,798 Arc User
    While PvP would be a welcome change as this community has been far too dead for far too long. Many would like to see win's/loss simply be a record of your trials that don't influence your rankings as that's solely up to you based on how well you perform in the given match.

    I think the biggest issue why many avoid it is cause of high gear score premade's so many have suggested not allowing players who q together be guaranteed they will be on the same team. Gear score's for the team's not players should be announced at the start so the other team knows of the challenge they face - but teams would be far more balanced - and if one had a threshold about the other new conditions present for opportunities to catch up.

    Like a +2000 gear score advantage for Team 1 allows Team 2 to find randomly spawning Flag and attempt to return them to a defended mark before being killed.

    I've heard some talk of 3v3 PvP possibly for Mod 12-B still I think the problem is the mechanic not the number of players and the reason why so many in guilds are doing Naked PvP these days with guildies or those from alliance.
  • wintersmokewintersmoke Member Posts: 1,641 Arc User

    Now that the console release date for 12 has been announced, they'll be able to start previewing 12b (say within a few weeks). Such is the natural order of things.

    And why this morning I said, during the team meeting "Your favorite JIRAs are going to start coming in!" in reference to me putting in tickets for Dev Blogs :P
    That sounds even MOAR fun than TPS reports! Time to go fishing!

  • litaaerslitaaers Member, NW M9 Playtest Posts: 871 Arc User
    jmiller84 said:


    Collect/Restart button to automatically reset that particular task with the same assets/tools

    THIS is the most likely, and easiest, option for this feature. Restarting one is easy. Those asking for a 'collect/restart all' option will likely never see it.

    This one will make life easier for Professionalists by a factor of 2.

  • litaaerslitaaers Member, NW M9 Playtest Posts: 871 Arc User
    edited August 2017

    jmiller84 said:


    Refinement:
    The option to auto-refine at the projected odds of successful upgrade. 10% chance would cost 10 Preservation Wards, 5% would cost 20, 3% would cost 33. Can still take your shot at beating RNG, but this option would allow players to buy exactly the number of wards they'll need.

    If the devs plan to be worshipped as Gods, they should implement exactly this. ;-)
    This is already implemented. Its called a Coalescent Ward. No snark here, just the facts. One is a guarantee, one is a chance but preserves your reagents.

    If they were going to introduce something else, it would likely be a new item (it never pays to mess with written code.... too many things can go wrong). This new item could be something like 'pieces of Coalescent Ward' that could be refined into a whole BtA Coalescent Ward (say, via Alchemy), and the pieces could drop from content (Dungeons, Skirmishes, maybe even open-land combat).




    EDIT: Also, if the problem with Coalescent Wards is cost, please realize that ANY new option, if unbound, will automatically price itself in alignment with current costs, adding in sudden availability (so, if 10 of something will guarantee success, then they will likely come in at 10% of a Coalescent Ward, which does not solve the cost issue. The idea I mentioned above *will* solve it, as you can earn them. However, that may nip at Zen Store/Zen Exchange sales.
  • arcanjo86arcanjo86 Member, NW M9 Playtest Posts: 1,093 Arc User
    strathkin said:

    While PvP would be a welcome change as this community has been far too dead for far too long. Many would like to see win's/loss simply be a record of your trials that don't influence your rankings as that's solely up to you based on how well you perform in the given match.

    I think the biggest issue why many avoid it is cause of high gear score premade's so many have suggested not allowing players who q together be guaranteed they will be on the same team. Gear score's for the team's not players should be announced at the start so the other team knows of the challenge they face - but teams would be far more balanced - and if one had a threshold about the other new conditions present for opportunities to catch up.

    Like a +2000 gear score advantage for Team 1 allows Team 2 to find randomly spawning Flag and attempt to return them to a defended mark before being killed.

    I've heard some talk of 3v3 PvP possibly for Mod 12-B still I think the problem is the mechanic not the number of players and the reason why so many in guilds are doing Naked PvP these days with guildies or those from alliance.

    they should make pvp queue single queue only and queue system doesnt ask if player wants to join that match, it automaticaly add the player to that match, also balance il on opposing teams like [...] 10k-12k, 12001-13k, 13001-14k, 14001-15k and 15001-16k+
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    I hope to see something other than just PvP-related changes in Mod 12B, as PvP is essentially of zero interest to me, but I guess we will find out at some point next month.
    Hoping for improvements...
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Most modules are strongly skewed towards PvE, but the B modules aren't content-heavy anyway, and whatever QoL improvements they manage to put out potentially affect all of us.

    I stand by my original list:

    These are items that have been teased or promised* as in the works:
    Better fashion management
    Continuing to make PvP improvements
    Making deflection procs work more logically (there's already a thread in the preview section to gather info)
    TR balancing
    They might actually manage to release that new class they were working on (druid seems the strongest possible candidate)

    That's already a lot of stuff to base a B module on, particularly if it includes a one-shot story update like Shroud of Souls too.
    ....

    *Insofar as they can ever promise us anything.

    Apparently some more tweaks to the journal UI are also in the works.

    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • artifleurartifleur Member Posts: 642 Arc User
    Here's the one quality of life change I'd like to see : the removal of "bound to character"

    "bound to character" clutters both inventories and database for very little practical reason. In most cases it doesn't make any sense (a class-specific item bound to account won't be of any use to your other characters anyway), and even when it does make sense it simply makes playing more than one character even less viable than it would be without it.
  • w00trandomsnoobiw00trandomsnoobi Member, NW M9 Playtest Posts: 387 Arc User
    artifleur said:

    Here's the one quality of life change I'd like to see : the removal of "bound to character"

    "bound to character" clutters both inventories and database for very little practical reason. In most cases it doesn't make any sense (a class-specific item bound to account won't be of any use to your other characters anyway), and even when it does make sense it simply makes playing more than one character even less viable than it would be without it.

    At the very least it should be removed from refining items. Character-bound lesser marks, ugh.

  • hawkeyelhawkeyel Member Posts: 389 Arc User
    qexotic said:

    If Mod 12-B really is mainly PVP focussed then it will give the majority of players time to complete existing content since this will be of pretty much no interest to them B)

    Being this does seem to be a PVP focus I would like to see them do something like they have in the Vellosk Zone . Add The Pit to the SH and allow player to fight one another inside the SH when they enter the pit. This would give novice people a place to go and learn from the more skilled players and perhaps build a little more interest toward some wanting to do PVP.

  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited September 2017
    Well, it seems my speculation about Mod 12-B was way, way off.
    • We are getting one new skirmish, set in Chult. "The Merchant Prince’s Folly" - sounds good.
    • We are getting an "Identify all" button. Much appreciated.
    • We are getting streamlining of the refining system - refinement stones converted to Refinement points, no matching R7/R8/R9 enchants needed any more and so on. Reaction to this is somewhat mixed, as some of the details are not yet available (like how Leadership tasks will change), but generally positive.
    • We are getting new enchant/runestone ranks - R13 and R14. This is generally seen as a cash grab to force people to spend Zen on wards. Again, reaction is mixed. We expected this would be coming at some point so it's no big surprise, and it does give BiS players something to aim for....but it means even more work and expenses for those still leveling up, and makes the game even less alt-friendly than before.
    • We are getting one unpopular change - a massive "nerf" to how bonding runestones work. They did back down from the initial proposal (which we suspect was the plan all along), but there is still a big reduction.
    • We are getting random queues, which are like PUGs on steroids - not only do you not know who you will be running with - you don't know what you will be running. And yes, you will only get the daily AD bonus if you go through the random queues - not if you queue up for the content you actually want to run.
    Post edited by adinosii on
    Hoping for improvements...
  • btairbornebtairborne Member Posts: 352 Arc User
    Random queues what???
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