I know you guys are hard at work on MOD 18 so here is a suggestion on how to make the game better in my IMO. A lot of players left because of the changes in MOD 16 and 17, I think with these changes it will bring a lot of players back.
The biggest problem with the previous MOD 16 was the scaling, then it was the revamping of the combat system or lack there of. I am not going to focus on combat in this post but I am going to touch on a few topics: New players leveling, mid and end game players.
First leveling in this game is too easy this is the first game I have played where players are not required to get at least 3 million experience minimum to reach max level. To reach max level in Neverwinter is just a little over 1,500,000 exp points. That change was made with the new players in mind. When I 1st played the game from 69 to 70 850K. Do I think it needs to be changed no I was just bring up the leveling is way to easy.
But I do think that leveling players should not be worrying about gear score or item level. They should just be thinking about leveling up. The gear itself should just have a level, if a player is in a level 18- 23 zone the gear that drops should drop a that level 18 to 23 with no item level attached. The stats should be based on the level of the gear. Item level should not be factor until the player reaches level 80.
So how does a player queue for dungeons? They queue for dungeon based on their level. The Cloak Tower is a level 14 dungeon so a level 14 player or higher can queue for it in the random queue without worrying about item level. Leveling players can queue for dungeons and skirmishes based on their level not item level. This way leveling players will only queue with other leveling players. Once a player reaches max level gear drops with an IL.
This is where the end game comes in for mid game and end game players. Once a player reaches max level the gear drops with IL. Once a player reaches max level all adventures zones are level 80. Then the game introduces tiers. Tiers have an IL level requirement; and to get to the next tier the player must meet IL requirements. There are 5 tiers with Tier 1 having an IL of 0 – 12k, Tier 2 12K – 16k, Tier 3 16K – 20k, Tier 4 20K – 24K, and Tier 5 24K and up. The number for IL for the tiers would be up to the Developers. Gear drops in the tier to help players reach the tier. Enemies are scaled somewhere in the middle of each tier more closer to the end. This gives players a reason to grind for gear to get to tier 5 where the best gear drops.
There are a few game out there that use this system and it works fairly well. If Neverwinter implemented this type of system it makes grinding worthwhile. Due to the fact gear would drop more frequently almost like a looter because players would be looking for gear to drop with better stats. This also means that gear would have to drop with random stats not static stats, there goes the looter aspect. And to further enhance the grinding experience the vendors would rotate inventory every week. Yes every week the venders have new gear with different stats. Players would be looking for that “god rolled” piece of gear.
With this type of system dungeons will be scaled on the tier’s so players still retain their stats they worked so hard for instead of being scaled down lower than their actual IL. Some way say this is separating players but it is not, it’s actually giving players something to grind for.
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