While I really like this program, and how much attention it is getting and I am also very concerned that yet again, we have a new mod release, only a mere 3 weeks away, we have multiple Dev created feedback threads for mod 18, and still, its the same old same old, little to no interaction to feedback. You have promised better communication, and except for this CDP program, which is just a concept, it is not actually a reality yet, we are yet to really see that.
There are some very valid concerns about Mod18 in the various sections, and with only 3 weeks left and no real communication happening, are we to assume that, Mod18 is going to be released pretty much as it is on preview right now?
I know its the holiday period, and I know Chris and other new members of the team need time to implement real lasting change, but two of the things that was promised moving forward, was better build releases and better communication and I believe this should be applied to Mod18 release, not just future projects
> @tempus86#1158 said: > While I really like this program, and how much attention it is getting and I am also very concerned that yet again, we have a new mod release, only a mere 3 weeks away, we have multiple Dev created feedback threads for mod 18, and still, its the same old same old, little to no interaction to feedback. > You have promised better communication, and except for this CDP program, which is just a concept, it is not actually a reality yet, we are yet to really see that. > > There are some very valid concerns about Mod18 in the various sections, and with only 3 weeks left and no real communication happening, are we to assume that, Mod18 is going to be released pretty much as it is on preview right now? > > I know its the holiday period, and I know Chris and other new members of the team need time to implement real lasting change, but two of the things that was promised moving forward, was better build releases and better communication and I believe this should be applied to Mod18 release, not just future projects
Hi Tempus,
Whilst I understand and appreciate your concern and frustration driven by your passion for the game/community this post is off topic and a little disruptive to the CDP flow. Your points are well made however.
This said we have been discussing mod 18 feedback frequently before the holiday and when I return I will check on our communication around feedback and I will (time willing) do my best to support the community and team in regard to communication around iteration for mod 18. I know for example that there has been iteration based on feedback but unsure whether or not it has been communicated out yet or what the previous protocol was in regard to communication around iteration.
Moving forward as you know it is our goal to be as transparent as possible but meaningful communication takes time and this is something I need to support the team and the community on in respect to all areas of the game.
I would really appreciate it if we can stay on topic moving forward.
Thanks Tempus,
Chris
8
kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
Feedback Overview I would like to propose having a “barracks” of shared companions available on an account for both existing and future characters.
Feedback goal I believe this will reduce redundancy of companions across an account and open the possibility of quickly being able to slot any companion from the shared barracks. If a new or existing player decided they had not found the right class for them during levelling, any companions they had acquired from any source would be available for another character on that account.
Feedback Functionality Using the existing UI, a player would be able to choose any companion to assign to the appropriate slot type available on that class from the shared barracks. Companions would still be able to be upgraded in the same fashion and those companions would be accessible on the account.
Risks & Concerns As a consumer of the product none, in fact – I think I would probably look to upgrade other companions.
History I recently had in it mind to create a fighter as I actually enjoy tanking and wanted to see how it felt using another class. It quickly became apparent that I would need to be levelling up another set of companions. This felt a little bit disheartening as I already have several legendary companions on my Paladin. Of course, then I realised why I wouldn’t be using the Paladin for anything other than a tank as I am already in the process of upgrading outgoing healing companions for my Warlock!
Thanks Black
Cool idea Blackmagid.
Chris
they should do the same thing for mounts i have mounts on a charecter i ddo not play anymore that i whould hate to lose
and then completely remove the need for keys and lockboxes and RNG rewards for mounts .and will screw up / devalue the economy just like if it were implemented with companions being an account wide unlock just like @thefiresidecat said before we dont often agree but on that point we are of similar minds : D
what rewards/ reason are there to strive for to open lockboxes if the economy is flooded with cheap orange mounts and companions that are account wide /shared pool ... answer ...none unless the entire lockbox structure reward is changed to give something else worth while teal/aqua mythical level mounts : D and then the cycle starts again ..
and at the same time then the ..mount insignias would have to be account wide too .. where does the madness end also crashing the insignia market
why not just make one character that can change into any class they want (retaining all mounts all boons etc class specific gear would have to be changed tho anyways ) if we want to take this to the next degree of unlikely insanity .. people have asked for class change tokens since forever ...
then watch and see how the least favored class populations drops to next none (warlocks come to mind) they can instantly become a better dps or healer by Simpy changing classes..and then there is less insensitive for the devs to fix or balance those under performing classes..and anyone can change to the broken flavor of the month then ,..
and then completely remove the need for keys and lockboxes and RNG rewards for mounts .and will screw up / devalue the economy just like if it were implemented with companions being an account wide unlock just like @thefiresidecat said before we dont often agree but on that point we are of similar minds : D
what rewards/ reason are there to strive for to open lockboxes if the economy is flooded with cheap orange mounts and companions... answer ...none unless the entire lockbox structure reward is changed to give something else worth while teal/aqua mythical level mounts : D and then the cycle starts again ..
I agree with both of you. In theory the idea sounds great....for newer players or players that don't run multiple toons.
To some of us other players that have heavily invested in legendary mounts for multiple toons it's a slap in the face.
For example, I have 3 leg swarms on different characters. If you switched to a stable account wide option now, I'm basically eating 2 of those swarms. And that's just the swarms. I run the other mounts on multiple toons too.
Same goes for companions. I have 3 healers. All run legendary versions of the same companions. Switching to a stable because now the devs decided "oh this was a HAMSTER poor system" is another slap in the face of vets that run multiple toons.
I can see the value of the idea but how do you sell it to vets that have supported these systems that had heavy costs?
So for the next and final stage prior to the CDP Accessibility proposal is to list what you feel are the ’top three ideas’ that have been raised so far in thread (They can be high level and micro ideas for example High Level: Multiple Types of the same dungeon or Micro: An option that allows you to change 'Telegraph' FX colours palette). Feel free to add your thoughts around them as well. We will let this run for a few days and then I will put a proposal forward on behalf of the CDP that you can all critique before it is handed of to the team.
Thanks again for taking the time to share your thoughts.
Chris
2
kalina311Member, NW M9 PlaytestPosts: 2,082Arc User
edited December 2019
Chris my top 3 from gleamed this thread
1. better more meaningful participation rewards for Pve + Pvp(fairer more equalized gear matches ) (rare items with random stats to encourage farming items that needs assembly and components from multiple dungeons etc ) so not everyone is a cookie cutter with same items same exact gear .. and there is reason to run content over again
2. better guidance for new players and not being limited from chatting at low levels to seek help ..meaning better handing of actually gms monitoring gold farmers/ spammers in open chat..and following the money trial of thier accounts and banning .. and not punishing new players ..(which was the reason they are prevented from talking in the first place.. they are guilty/ muted until prove Innocent ..instead of the reverse ....which leads to my other point the dev should capitalize on updating the tips on the loading screens where you have more players attention to read and absorb materials /guides and tips for thier class etc .instead of skipping text .(cause they cant cause its loading :P ) the loading screen tips are way way out of date and not numerous enough ..maybe have thread for suggested loading screen helpfull tips : D
3. scalable content / endless dungeons
6
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
My top three, in no particular order: 1. Less punishing scaling (but still scaled)/endless dungeons 2. More defined progression path for new players-Let's make sure we also address this with each content addition so that we don't find ourselves in a position of needing another major rework. 3. The idea that each mod should have content for multiple types of players (solo, group, hard-core, casual, crafters, etc)-Not necessarily all at once, on module release, but having more stuff open up via events or time progression as stated by Chris earlier, but make sure each module has something for everyone (or the groups with a sizable population) before moving to the next one.
1) Scaling, it does really effect every aspect of the game and should be a high(est?) priority IMO. This alone will make or break the game for many players, as if it is too easy it becomes no fun, much the same as it does if made too difficult. It is a fine line as all the classes play quite differently, but Rome was not built in a day and here you have the power of the preview server to aid you.
2) Rewards for every level, as these along with making the scaling more realistic and fun defines the experience for the players in many ways. I may not remember the 55th million time I ran X dungeon, but I still remember the time I got the Remorhaz out of the end chest of the Master of the Hunt skirmish!
3) Multiple dungeon/skirmishes runs for all skill types. These could be divided into training runs/beginner and expert so as to accommodate the entire population and would make learning all the dungeons/skirmishes much more fun. Although this could arguably be the most work, it could also bear considerable fruit if the other two points I mentioned are also implemented.
Thanks for reading.
6
rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
My 3 topics are:
1. Dungeons being able to be accessed by all types of players, thus everyone is able to finish all the stories. So even those that only play solo can enjoy the dungeons.
2. Making the early game make more sense to new players/ better game pacing 3. And better rewards overall in the game
I apologize if this is not the correct place, but given that this CDP is about dungeon accessibility and some of the sentiment I am seeing about story telling, I thought it seemed appropriate.
Feedback Overview
A proposal for the return of the Foundry and surrounding mechanics
Feedback Goal
My goal with this feedback is to emphasize the importance of the Foundry in regards to player creativity and community engagement, the importance of story telling, and market differentiation as it applies to Neverwinter
Feedback Functionality
I propose the re-implementation of the Foundry system into Neverwinter. I returned to Neverwinter recently after last playing in 2015. The Foundry system is one of the first things I looked for after my return. I have fond memories of some of the custom maps I played and think it should be returned.
1. Market Differentiation - I watched Chris' livestream today and to paraphrase he stated that the connection to D&D and storytelling is one of the things that makes Neverwinter special. (Chris please correct me if I am wrong) One of the unique parts of campaigns in D&D is the creativity afforded to the DM and players. The Foundry is a reflection of that. It allows players and DMs to interact in the game world in a way that is truly their own. Player written stories and dungeons can bring to life memorable characters and locations we would not otherwise have a way to experience. I know of no other MMO that offers a feature this unique and adaptable and don't see a reason this couldn't be part of Neverwinter's claim to fame.
2. Community Engagement and Creativity - The Foundry sees players enjoying content made by other players, a mechanic that allows and encourages social interaction. I distinctly remember a tipping feature for excellent content and think its rather special that if I enjoy something I can send the creator an in-game message to let them know. One of the biggest complaints about WoW's dungeon finder feature is that it obviates old methods of community interaction. The Foundry can do the opposite. The Foundry's toolset also encourages player creativity and risk taking with stories and scenarios. Cryptic's content will naturally be aimed at the widest audience possible, but Foundry adventures can be narrowly tailored to the specific interests of certain player subcategories.
3. Story telling as a core component - Story telling is a critical aspect of every MMO I can think of. The Foundry increases the number of unique stories available to players. I think this adds to Neverwinter's value, freshness, and replayability.
Risks & Concerns
Re-implementing the Foundry will naturally cost development time. I would counter that spending time on the Foundry results in a huge return on investment in the form of new player-created content.
The Foundry was just retired in 2019, so I don't think too much updating will be necessary. Hopefully previous custom creations (some referenced in forum signatures in this very thread) have been preserved.
To alleviate any concerns about AD farming I propose that Foundry usage not be rewarded with AD but with selectable legacy campaign currency. Rather than go farm another boss I can play a custom scenario and get my choice of currency for equipment I missed out on.
Reporting and review will also be a concern. In order to police adult and/or objectionable content a review system will be needed. Games such as LoL and CS:GO have used such systems with volunteers so I think this is do-able.
A proposal for the return of the Foundry and surrounding mechanics
Feedback Goal
My goal with this feedback is to emphasize the importance of the Foundry in regards to player creativity and community engagement, the importance of story telling, and market differentiation as it applies to Neverwinter
Feedback Functionality
I propose the re-implementation of the Foundry system into Neverwinter. I returned to Neverwinter recently after last playing in 2015. The Foundry system is one of the first things I looked for after my return. I have fond memories of some of the custom maps I played and think it should be returned.
1. Market Differentiation - I watched Chris' livestream today and to paraphrase he stated that the connection to D&D and storytelling is one of the things that makes Neverwinter special. (Chris please correct me if I am wrong) One of the unique parts of campaigns in D&D is the creativity afforded to the DM and players. The Foundry is a reflection of that. It allows players and DMs to interact in the game world in a way that is truly their own. Player written stories and dungeons can bring to life memorable characters and locations we would not otherwise have a way to experience. I know of no other MMO that offers a feature this unique and adaptable and don't see a reason this couldn't be part of Neverwinter's claim to fame.
2. Community Engagement and Creativity - The Foundry sees players enjoying content made by other players, a mechanic that allows and encourages social interaction. I distinctly remember a tipping feature for excellent content and think its rather special that if I enjoy something I can send the creator an in-game message to let them know. One of the biggest complaints about WoW's dungeon finder feature is that it obviates old methods of community interaction. The Foundry can do the opposite. The Foundry's toolset also encourages player creativity and risk taking with stories and scenarios. Cryptic's content will naturally be aimed at the widest audience possible, but Foundry adventures can be narrowly tailored to the specific interests of certain player subcategories.
3. Story telling as a core component - Story telling is a critical aspect of every MMO I can think of. The Foundry increases the number of unique stories available to players. I think this adds to Neverwinter's value, freshness, and replayability.
Risks & Concerns
Re-implementing the Foundry will naturally cost development time. I would counter that spending time on the Foundry results in a huge return on investment in the form of new player-created content.
The Foundry was just retired in 2019, so I don't think too much updating will be necessary. Hopefully previous custom creations (some referenced in forum signatures in this very thread) have been preserved.
To alleviate any concerns about AD farming I propose that Foundry usage not be rewarded with AD but with selectable legacy campaign currency. Rather than go farm another boss I can play a custom scenario and get my choice of currency for equipment I missed out on.
Reporting and review will also be a concern. In order to police adult and/or objectionable content a review system will be needed. Games such as LoL and CS:GO have used such systems with volunteers so I think this is do-able.
If Foundry were to come back, I'd actually like its toolset expanded beyond just "make quests with stories," I'd like to see Foundry being the equivalent of mod tools to create whatever scenario we could dream of.
Like, the ability to make custom bossfights and enemies.
Or the ability to make custom PvE or PvP maps.
The ability to add custom fight music, quest ending cinematics/graphics, and more narrative related tools.
The ability to create a custom characters for a specific foundry scenario (ie, a separate "template" character in the event that the author wants to force certain race/class/story/powers/etc. for the story).
A way to add in quest triggers that requires players to make an ability score check (such as a Diplomacy roll asking for a CHA check), with roll's chance to succeed varying with actions done in game.
Or, if players wanted the ability to have "continuity" between various quests, allow custom achievements (worth 0 Gamerscore) or some other system that allowed players to "import" their progress from other Foundry quests.
Create custom transmutes, hairstyles, and other cosmetics.
Ability to make custom powers, paragon paths, and even classes?
And more tools that would be really useful but I can't think of at the moment.
Though as much as I'd love Foundry back, I can't see it coming back.
Aside from content issues and possible legal issues with protected properties, the main problem I can see with the Foundry is that it's mostly a "sunk" cost and won't be profitable enough to justify bringing it back.
At the end of the day, PWE/Cryptic is a business existing to make a profit. Unless PWE/Cryptic found some way to monetize the Foundry system (please don't do an equivalent of Besthesda's Creation Club), the server space/toolkits/dev time to make the kits available are just costs with no revenue associated with them. I don't know what Cryptic's/PWE's financial situation is, but I can't see some managers justifying the costs of Foundry with no possible of return on investment.
lordaeolosMember, NW M9 PlaytestPosts: 167Arc User
There have been a lot of great suggestions in this CDP topic that would help with content accessibility... and while I would like to see more work done in game to help those with disabilities (hearing impairment / color blindness etc), I'm going to steal the top 3 from @oremonger#9999 as they did a great job succinctly narrowing down to 3 points that would have, what I think are the biggest impacts to the game:
1.) Master/Epic along with Story/Normal versions of dungeons while also revamping the dungeon/quest rewards to be relevant and worth the time/effort.
To me this is about getting more people learning content sooner, as well as insuring that veteran players have a reason to stay, but I also recognize that this would need to be balanced very delicately in order to not wreck the game economy.
2.) Improving documentation throughout the game to include tooltips and elaborate on damage formulas to make the information accurate, understandable and useful to everyone.
This would be a big help for newer players especially, as many of the tool tips in game are at best "foggy", and some are misleading. Also outside of extensive player testing we don't have an ability to compare gear, items, feats or powers... but this needs to go hand in hand with fixing a number of broken items (feats, powers, gear, etc). For example Smolder (if not using the feat directed flames) adds a DOT effect, however this DOT does not stack, it's only refreshed... this is not at all clear to anyone that hasn't tested, and may lead to a player having a substantially sub par experience with that class, there are also cases where smolder is not applied when it should be...
3.) Revisiting Scaling to insure both Veteran and New player concerns are met with regards to progression, access and time/effort -vs- reward.
If we are being honest as a community, one of the single most hated changes that occurred in game in 2019 was scaling. While many of us recognize the reasons behind it, it was still a dumpster fire, and it continues to smolder. If we include the very clear bot problem in random "baby" dungeons, this point adds up to a very serious impact on player experience, as well as the economy
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
One. Make the journey from noob to L80 easier to navigate. Focusing on gradually introducing the main things a player needs to know before going for End Game. Streamline the levelling campaigns and maybe drop a couple so that it feels less of a grind and more of a stepping stone process. Maybe give each class a proper "Mentor" quest line that runs through the process rather than the odd nominal fetch quest. This would introduce players to basic elements such as the roles of DPS/Tank/Heal and offer advice on builds for each role. For example; since most new players will spend their first days or weeks playing PvE, which will obviously necessitate the best DPS loadout, how about a repeatable quest or series of quests that puts a Healer in a group with 4 NPCs and the job is to keep them alive on a mini dungeon. Or a similar quest that puts a Tank through their paces at managing Aggro and Hit Points.
Two. Refresh and reinvigorate Guilds/Strongholds. (And don't just add more stuff to already maxed Guilds, think about the struggling low and mid level folks as well.) When Strongholds first arrived, it was impossible to simply "Join a level 20" Guild and get all the benefits. Everyone who wanted that level of benefits had to contribute toward a guild hitting those levels. Now a new player needs do nothing more than post in PE "LF Guild must have all boons" and within 5 minutes they have everything that took other people a lot of time and effort to achieve. Consequently, it is next to impossible to establish and keep a large enough number of people to run a new guild to level 20. Most people will lose interest long before and jump ship to simply join a ready made L20. If the big overhaul for Strongholds merely ups the available stuff for those already at L20, while that will be great for them, those of us who run middling level low quota guilds will only see a wider gap in available "stuff" and even more reasons for folk to ignore us and go straight to the top end guilds. There are lots of ways to add QoL and exciting content to Guilds AND Alliances, the scope for giving players a fun experience within the Guild/Alliance structure, and should that arrive on the CDP I'd love to offer my two shillings worth. Small guilds offer nice little communities for the players who aren't as comfortable in big groups. I like my little guild and within our comfy little Alliance we have lots of fun but never have issues with player politics and general aggro. But because of how much it costs to improve the Stronghold, I'm unlikely to ever get it near to 20, let alone any further expansions. As a result I'll never, ever, have a truly "Best in Slot" character no matter how much I grind the main content...
Three. A genuine focus on such as Andre's suggestions regarding the Able Gamers' Foundation. I admit to having little to no experience or expertise in this area, so can offer nothing by way of advice, but I see it as an essential part of gaming in the 21st century. I am sure there are many resources you can look to for advancing this part of the game.
Three. A genuine focus on such as Andre's suggestions regarding the Able Gamers' Foundation. I admit to having little to no experience or expertise in this area, so can offer nothing by way of advice, but I see it as an essential part of gaming in the 21st century. I am sure there are many resources you can look to for advancing this part of the game.
Thank you so much for highlighting this Mordekai. (I agree with your entire post, but just to streamline for Chris...)
The best way to do this Chris is to give them a seat at the table for one of your meetings. Alternatively a conference call. I may be of assistance with a RL contact if needed.
> @mordekai#1901 said: > One. > Make the journey from noob to L80 easier to navigate. > Focusing on gradually introducing the main things a player needs to know before going for End Game. Streamline the levelling campaigns and maybe drop a couple so that it feels less of a grind and more of a stepping stone process. Maybe give each class a proper "Mentor" quest line that runs through the process rather than the odd nominal fetch quest. > This would introduce players to basic elements such as the roles of DPS/Tank/Heal and offer advice on builds for each role. > For example; since most new players will spend their first days or weeks playing PvE, which will obviously necessitate the best DPS loadout, how about a repeatable quest or series of quests that puts a Healer in a group with 4 NPCs and the job is to keep them alive on a mini dungeon. Or a similar quest that puts a Tank through their paces at managing Aggro and Hit Points. > > Two. > Refresh and reinvigorate Guilds/Strongholds. (And don't just add more stuff to already maxed Guilds, think about the struggling low and mid level folks as well.) > When Strongholds first arrived, it was impossible to simply "Join a level 20" Guild and get all the benefits. Everyone who wanted that level of benefits had to contribute toward a guild hitting those levels. Now a new player needs do nothing more than post in PE "LF Guild must have all boons" and within 5 minutes they have everything that took other people a lot of time and effort to achieve. Consequently, it is next to impossible to establish and keep a large enough number of people to run a new guild to level 20. Most people will lose interest long before and jump ship to simply join a ready made L20. > If the big overhaul for Strongholds merely ups the available stuff for those already at L20, while that will be great for them, those of us who run middling level low quota guilds will only see a wider gap in available "stuff" and even more reasons for folk to ignore us and go straight to the top end guilds. > There are lots of ways to add QoL and exciting content to Guilds AND Alliances, the scope for giving players a fun experience within the Guild/Alliance structure, and should that arrive on the CDP I'd love to offer my two shillings worth. > Small guilds offer nice little communities for the players who aren't as comfortable in big groups. I like my little guild and within our comfy little Alliance we have lots of fun but never have issues with player politics and general aggro. But because of how much it costs to improve the Stronghold, I'm unlikely to ever get it near to 20, let alone any further expansions. As a result I'll never, ever, have a truly "Best in Slot" character no matter how much I grind the main content... > > Three. > A genuine focus on such as Andre's suggestions regarding the Able Gamers' Foundation. > I admit to having little to no experience or expertise in this area, so can offer nothing by way of advice, but I see it as an essential part of gaming in the 21st century. I am sure there are many resources you can look to for advancing this part of the game.
Happy New Year All. Looking forward to our journey in 2020 as a collaborative team!
Chris
7
blackmagidMember, NW M9 PlaytestPosts: 111Arc User
My top three are:
Scaling: I used to enjoy running through dungeons with new guildies to show them the dungeon in a leisurely fashion. Not able to do that now - with scaling Malabogs Castle feels harder than Tong and for me that feels wrong.
Progression: Lets be totally honest -the storyline quests are the best bit of the game (level 1 - 60) doesn't matter how many times you run it - after that, it is just grind. The crunch point comes at around 70 when there are so many quests to grab .. so many new players have asked what they are supposed to do at that point - I would suggest the flow needs to be addressed in that area.
Documentation/Tool Tips: Already some very valid points made.
I have not followed up on my suggestion reference a companion barracks, I honestly would really like to see it happen though. I didn't post about a mounts stable as for the most part, you can get blue mounts that will satisfy most insignia bonuses. It just seems to be to be a total waste of AD/time ranking up the same companions on a different character. If a character is subsequently "adjusted" into the ground - I would like the option to pick up a different character and continue playing the game that I have invested my time and energy into without having all progression negated. I can easily move insignia's, runestones & enchantments around for instance.
Thanks Black
4
darthpotaterMember, NW M9 PlaytestPosts: 1,261Arc User
Another idea that came to mind to make new players experience less confusing, is to simplify old campaigns: Sharandar, dread ring, icewind dale, and everything up to mod 15 at least making few quest to know the story and then give the campaign completion.
Boons are the only reason to "grind this campaigns" and boons can be changed to be gained "grinding" the campaign dungeon or skimirsh X times instead of repeating boring quest day by day.
Just an idea to make live easier for new players and less confusing.
> @blackmagid said: I can easily move insignia's, runestones & enchantments around for instance. > > Thanks > Black
Having a "stable" for all the insignias, runestones and enchants you own would imho make more players choose to level up alts. The extremely boring process of unslotting/slotting enchants/insignias from main to alt is what is currently holding me back from leveling up more toons, as it feels like 110% wasted gametime.
Having this + companion stable would absolutely make me create more alts.
The company would suffer could see a slight decline in Zen sale for ad conversion tho, but I think more alts + happier players would more than make up for this. It could even have "premium" slots for the expensive to level up armor/weapon enchants sold in the Zen market. Shared companion slots should work like the shared bank, where you buy additional slots.
Mounts however I think should be limited to max rare quality plus epics bought from Zen market. Legendary mounts should stay ultra-rare and BtC, to ensure company income from VIP / Key sales.
Currency needs to be revamped / reorganized, with a better explanation of how players use it.
Goal
Make it easier for new players to see what currencies they have, and of what type (i.e. Campaign, bounty, event, 'cash', etc), and easier for veteran players to find information on their currency levels quickly.
Functionality
Primarily, this would involve reorganizing the Riches tab on the players inventory. While it's nice to currently have a 'Campaign Currencies' section, there is no rhyme or reason to how the currencies are sorted. Looking at a toon right now, I see AI currencies listed first, then Chult, ME, Ravenloft, SKT, then UM, DR, IWD..... if I want to see what I have / need for a particular campaign on this screen, I'm on a hunt. Giving each campaign it's own sub-heading would go a long way to resolving this.
Next, add in bounty currencies in the same way that campaign currencies are seen, with each sub-heading being the zone they are used in.
Event currencies are currently split between their own section, and the 'other currencies'. Again - move everything to its own sub-heading, so I can see right away that I have X Lights and Y Stars of Fortune for WinterFest.
Risks & Concerns
No real risk, here, honestly. It's simply presenting the information that is already there in a more readable format.
I can easily move insignia's, runestones & enchantments around for instance.
>
> Thanks
> Black
Having a "stable" for all the insignias, runestones and enchants you own would imho make more players choose to level up alts. The extremely boring process of unslotting/slotting enchants/insignias from main to alt is what is currently holding me back from leveling up more toons, as it feels like 110% wasted gametime.
Having this + companion stable would absolutely make me create more alts.
The company would suffer could see a slight decline in Zen sale for ad conversion tho, but I think more alts + happier players would more than make up for this. It could even have "premium" slots for the expensive to level up armor/weapon enchants sold in the Zen market. Shared companion slots should work like the shared bank, where you buy additional slots.
Mounts however I think should be limited to max rare quality plus epics bought from Zen market. Legendary mounts should stay ultra-rare and BtC, to ensure company income from VIP / Key sales.
this would be SO bad. you'd KILL all of the economy this way. I'd be happy enough if they took gold off the enchants. but making it a little difficult keeps at least a little value on the enchants. it is a pia.. but they've already been devalued so thorougly and insignias they're losing value already. just take em off and put em in the bank. if you want to change them.
So for the next and final stage prior to the CDP Accessibility proposal is to list what you feel are the ’top three ideas’ that have been raised so far in thread (They can be high level and micro ideas for example High Level: Multiple Types of the same dungeon or Micro: An option that allows you to change 'Telegraph' FX colours palette). Feel free to add your thoughts around them as well. We will let this run for a few days and then I will put a proposal forward on behalf of the CDP that you can all critique before it is handed of to the team.
Thanks again for taking the time to share your thoughts.
Chris
We really need to try and stick to the task at hand and give Chris what he is asking for in the quote above.
I think we all know that there are many many areas of this game that need attention but unfortunately they all do not fit within the scope of this CDP. We need to try to stick to the plan if we want our feedback for this CDP to make a difference. The quicker we can get this one wrapped up the quicker we can get on to other topics.
My .02 cents
I'm no saint myself, even this post is off topic. Maybe @nitocris83 or @kreatyve can create an off topic thread and move the off topic Feedback there so that it can be referred to when the CDP covering those topics is introduced? As it is, it is getting difficult to go back and read all of the feedback to form an opinion and narrow it down to three topics when there are so many "off topic" posts mixed in.
Feedback Overview: A small guide or event order to make the story consistent.
Feedback Goal: I would like to propose a small tab or list of the order of events in certain story chains. Upon reaching max level, all kinds of campaigns and content becomes available and can be taken out of order. Sometimes this can be jarring. I am introduced to Makos in Maze Engine, i take a break from maze engine when it gets a little grindy and check out chult only for me to learn Makos died, was mourned in River district only to bee back again in chult. I kinda would have liked to know the stoory order so i could have done them for a proper Narritivee experience.
Feedback Functionality: Impact would be minimal as it could be nothing more than a page with Narrative strings laid out like: Maze Engine-> River District-> Jungles of chult. Since many adventures are rather self contained they can be left off or labled as such, but if there is a running plot thread or one campaign is meant to occurred narritivally after another, it would be marked as such and the order given but in an optional tab in your journal.
Risks & Concerns: Some May compelled too do it in prescribed order, but a text box or voice over can makee it clear that following this order is entirely optional.
I am going to comeback and expand on this. As well as Narrative order, and when characters are introduced, information like difficulty, suggested item level, can be added to avoid "choice Paralysis" as Chris put is in the stream. That way we can have a clear path for progression that does not diminish the choices already in the game. It will also help refresh long term players of who is who and when the became involved. Because before Celeste was put in the intro, she appeared in a story line and acted like she already knew me and i was like "wait what?"
Ego etiam cupo recrari et amari diu post mortem meam I too wish to be recreated, and to be loved long after my death.
Although many have made these suggestions before, together, and apart I would like to add my two cents as well. They are not in any particular order of importance.
1. Scaling - many have said it but to me it encompasses a larger framework than others have suggested and includes more. Scaling in my mind refers to difficulty, which encompasses rewards. Higher difficulty more reward, lesser difficulty less reward. This applies to all, campaign zones, events, dungeons, skirmishes, and trials (even pvp). How a customer is scaled not only a key for enjoyment and satisfaction from playing, it is for progression and retaining that customer knowing that both what they work for in game or purchase retains value. I am not saying that it needs to go, but it has to be done correctly and enable access to content for the majority of the players, but at the same time variable difficulty.
2. Another hot topic is the "New" player journey, it should really be just the "Player" journey. The storyline from going from 1-60 is great, it does get bamboozeled by bugs, and volume of content. The progression from 1-60 used to be longer and allowed players to learn their class, it doesnt anymore. However, the same can be said for players that manage to reach 80. The storyline which led us through the early leveling is non-existent, and many are faced with campaign overload and a lack of direction on how to get to endgame (except maybe from helpful guildies). The journey is gone after level 60 and we should bring that back for all.
3. Simplifiying how damage and healing systems work and interact with other systems in the game. Scarcity and difficult content should be the barriers to getting BIS, not an understanding of higher mathematics. The "recommended" that pops up for gear and such should actually be the "recommended". I am not trying to devalue the incredible testing and publishing that is done by some in the community, but the answer to many who ask the question "what is BIS" should be what is your build and what are u trying to accomplish, and the answer should not be the same for everyone.
Anyway thanks for the CDP, looking forward to the next. GreyHastur
1) Scaling - we spent years / money making our toons powerful. We should not be punished because of it. 2 ) Lack of fresh content - outdated meaningless rewards, stale events, dungeons. Herioc encounters are a poor replacement for this. 3) No useful professions / mastercrafting - ever since mod 15 professions have become useless.
1 - Scaling rework that makes sense for newbies and vets and everything in between 2 - Master/Normal versions of content with rewards appropriate for each version 3 - Endless dungeon that increases in difficulty as you descend so it's accessible to all types of players
To clarify, my #3 would actually be my number #1 desire for this game. The other 2 are fixes that I feel would overall benefit the entire community and are a higher overall priority to appease players.
5
lordaeolosMember, NW M9 PlaytestPosts: 167Arc User
3. Simplifying how damage and healing systems work and interact with other systems in the game. Scarcity and difficult content should be the barriers to getting BIS, not an understanding of higher mathematics. The "recommended" that pops up for gear and such should actually be the "recommended". I am not trying to devalue the incredible testing and publishing that is done by some in the community, but the answer to many who ask the question "what is BIS" should be what is your build and what are u trying to accomplish, and the answer should not be the same for everyone.
This is a great call-out... I like to count myself as one of the "Math Whisperers" in the game, and end up helping a lot of people understand why some pieces of gear/ feats are better than others. There are even a number of end-gamers who heavily lean on the "Math Experts" in the player community (Janne and Sharp do a lot here) to tell them what their best gear would be. This does cause a lot of content accessibility problems for a number of players. Granted there is no easy fix for this with Ranged/Melee/Physical/Magic damage types, no tool-tips to define what the type of damage is in some cases, and the only way to determine being extensive testing.
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
I'm only going to list a single, two-part top suggestion.
PvP is really the only reason I still play this game - the combat is fun, and although most character customization doesn't exist anymore - it can still be enjoyable.
1. PvP accessibility - I see this too often; people WANT to play PvP but have no idea what to expect or how to play. New players are often a complete liability due to not having gear and not knowing how to play - it's essentially making a team play a man down. This means they are kicked, especially during seasons where veteran players are fighting for leaderboard position. This does nothing to grow the community.
Solution: you could call it a PvP training Q; which offers very minimal glory rewards only, and is not ranked. This Q should couple with some type of limiting factors though to keep trolls from playing - gear score limitations would be ineffective at this. Something like participating in the training Q disqualifies you from participating in that season of ranked play; or puts a cooldown timer on participating in ranked play. Or a set of accomplishments such as a number of Wins before a player no longer has access to the Q. This would push players out into ranked, and limit exploitation.
Secondarily it would benefit the Ranked portion to have a minimum item level, similar to epic dungeons - treat PvP as end-game level content. Putting the minimum at 20,000-21,000 would mean a player queuing into ranked at least has the chance to contribute instead of getting insta-one-shot by any encounter power regardless of a healers presence.
I appreciate your consideration on these accessibility and community improvement suggestions.
Improve game flow and character progression. Find a way for all players to want engage in all queued content. Fix chat. Not just for lower level players. But for everyone (I hate having to repeat everything in alliance chat).
I'm sure there are tons of other things, such as the PVP post above (I like where it's going), professions, etc. but those would be apt for anther CDP.
Froger - Barbarian - Original Main - The Freak Core - Xbone Jade - Cleric - Healer Main - The Freak Core - Xbone Magnus - Fighter - Tank for queues - The Freak Core - Xbone Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Comments
You have promised better communication, and except for this CDP program, which is just a concept, it is not actually a reality yet, we are yet to really see that.
There are some very valid concerns about Mod18 in the various sections, and with only 3 weeks left and no real communication happening, are we to assume that, Mod18 is going to be released pretty much as it is on preview right now?
I know its the holiday period, and I know Chris and other new members of the team need time to implement real lasting change, but two of the things that was promised moving forward, was better build releases and better communication and I believe this should be applied to Mod18 release, not just future projects
> While I really like this program, and how much attention it is getting and I am also very concerned that yet again, we have a new mod release, only a mere 3 weeks away, we have multiple Dev created feedback threads for mod 18, and still, its the same old same old, little to no interaction to feedback.
> You have promised better communication, and except for this CDP program, which is just a concept, it is not actually a reality yet, we are yet to really see that.
>
> There are some very valid concerns about Mod18 in the various sections, and with only 3 weeks left and no real communication happening, are we to assume that, Mod18 is going to be released pretty much as it is on preview right now?
>
> I know its the holiday period, and I know Chris and other new members of the team need time to implement real lasting change, but two of the things that was promised moving forward, was better build releases and better communication and I believe this should be applied to Mod18 release, not just future projects
Hi Tempus,
Whilst I understand and appreciate your concern and frustration driven by your passion for the game/community this post is off topic and a little disruptive to the CDP flow. Your points are well made however.
This said we have been discussing mod 18 feedback frequently before the holiday and when I return I will check on our communication around feedback and I will (time willing) do my best to support the community and team in regard to communication around iteration for mod 18. I know for example that there has been iteration based on feedback but unsure whether or not it has been communicated out yet or what the previous protocol was in regard to communication around iteration.
Moving forward as you know it is our goal to be as transparent as possible but meaningful communication takes time and this is something I need to support the team and the community on in respect to all areas of the game.
I would really appreciate it if we can stay on topic moving forward.
Thanks Tempus,
Chris
if it were implemented with companions being an account wide unlock just like @thefiresidecat said before
we dont often agree but on that point we are of similar minds : D
what rewards/ reason are there to strive for to open lockboxes if the economy is flooded with cheap orange mounts and companions that are account wide /shared pool ... answer ...none unless the entire lockbox structure reward is changed to give something else worth while teal/aqua mythical level mounts : D and then the cycle starts again ..
and at the same time then the ..mount insignias would have to be account wide too .. where does the madness end
also crashing the insignia market
why not just make one character that can change into any class they want (retaining all mounts all boons etc class specific gear would have to be changed tho anyways ) if we want to take this to the next degree of unlikely insanity .. people have asked for class change tokens since forever ...
then watch and see how the least favored class populations drops to next none (warlocks come to mind)
they can instantly become a better dps or healer by Simpy changing classes..and then there is less insensitive for the devs to fix or balance those under performing classes..and anyone can change to the broken flavor of the month then ,..
To some of us other players that have heavily invested in legendary mounts for multiple toons it's a slap in the face.
For example, I have 3 leg swarms on different characters. If you switched to a stable account wide option now, I'm basically eating 2 of those swarms. And that's just the swarms. I run the other mounts on multiple toons too.
Same goes for companions. I have 3 healers. All run legendary versions of the same companions. Switching to a stable because now the devs decided "oh this was a HAMSTER poor system" is another slap in the face of vets that run multiple toons.
I can see the value of the idea but how do you sell it to vets that have supported these systems that had heavy costs?
So for the next and final stage prior to the CDP Accessibility proposal is to list what you feel are the ’top three ideas’ that have been raised so far in thread (They can be high level and micro ideas for example High Level: Multiple Types of the same dungeon or Micro: An option that allows you to change 'Telegraph' FX colours palette). Feel free to add your thoughts around them as well. We will let this run for a few days and then I will put a proposal forward on behalf of the CDP that you can all critique before it is handed of to the team.
Thanks again for taking the time to share your thoughts.
Chris
1. better more meaningful participation rewards for Pve + Pvp(fairer more equalized gear matches ) (rare items with random stats to encourage farming items that needs assembly and components from multiple dungeons etc ) so not everyone is a cookie cutter with same items same exact gear .. and there is reason to run content over again
2. better guidance for new players
and not being limited from chatting at low levels to seek help ..meaning better handing of actually gms monitoring gold farmers/ spammers in open chat..and following the money trial of thier accounts and banning .. and not punishing new players ..(which was the reason they are prevented from talking in the first place.. they are guilty/ muted until prove Innocent ..instead of the reverse ....which leads to my other point the dev should capitalize on updating the tips on the loading screens where you have more players attention to read and absorb materials /guides and tips for thier class etc .instead of skipping text .(cause they cant cause its loading :P ) the loading screen tips are way way out of date and not numerous enough ..maybe have thread for suggested loading screen helpfull tips : D
3. scalable content / endless dungeons
1. Less punishing scaling (but still scaled)/endless dungeons
2. More defined progression path for new players-Let's make sure we also address this with each content addition so that we don't find ourselves in a position of needing another major rework.
3. The idea that each mod should have content for multiple types of players (solo, group, hard-core, casual, crafters, etc)-Not necessarily all at once, on module release, but having more stuff open up via events or time progression as stated by Chris earlier, but make sure each module has something for everyone (or the groups with a sizable population) before moving to the next one.
1) Scaling, it does really effect every aspect of the game and should be a high(est?) priority IMO. This alone will make or break the game for many players, as if it is too easy it becomes no fun, much the same as it does if made too difficult. It is a fine line as all the classes play quite differently, but Rome was not built in a day and here you have the power of the preview server to aid you.
2) Rewards for every level, as these along with making the scaling more realistic and fun defines the experience for the players in many ways. I may not remember the 55th million time I ran X dungeon, but I still remember the time I got the Remorhaz out of the end chest of the Master of the Hunt skirmish!
3) Multiple dungeon/skirmishes runs for all skill types. These could be divided into training runs/beginner and expert so as to accommodate the entire population and would make learning all the dungeons/skirmishes much more fun. Although this could arguably be the most work, it could also bear considerable fruit if the other two points I mentioned are also implemented.
Thanks for reading.
1. Dungeons being able to be accessed by all types of players, thus everyone is able to finish all the stories. So even those that only play solo can enjoy the dungeons.
2. Making the early game make more sense to new players/ better game pacing
3. And better rewards overall in the game
Feedback Overview
A proposal for the return of the Foundry and surrounding mechanics
Feedback Goal
My goal with this feedback is to emphasize the importance of the Foundry in regards to player creativity and community engagement, the importance of story telling, and market differentiation as it applies to Neverwinter
Feedback Functionality
I propose the re-implementation of the Foundry system into Neverwinter. I returned to Neverwinter recently after last playing in 2015. The Foundry system is one of the first things I looked for after my return. I have fond memories of some of the custom maps I played and think it should be returned.
1. Market Differentiation - I watched Chris' livestream today and to paraphrase he stated that the connection to D&D and storytelling is one of the things that makes Neverwinter special. (Chris please correct me if I am wrong) One of the unique parts of campaigns in D&D is the creativity afforded to the DM and players. The Foundry is a reflection of that. It allows players and DMs to interact in the game world in a way that is truly their own. Player written stories and dungeons can bring to life memorable characters and locations we would not otherwise have a way to experience. I know of no other MMO that offers a feature this unique and adaptable and don't see a reason this couldn't be part of Neverwinter's claim to fame.
2. Community Engagement and Creativity - The Foundry sees players enjoying content made by other players, a mechanic that allows and encourages social interaction. I distinctly remember a tipping feature for excellent content and think its rather special that if I enjoy something I can send the creator an in-game message to let them know. One of the biggest complaints about WoW's dungeon finder feature is that it obviates old methods of community interaction. The Foundry can do the opposite. The Foundry's toolset also encourages player creativity and risk taking with stories and scenarios. Cryptic's content will naturally be aimed at the widest audience possible, but Foundry adventures can be narrowly tailored to the specific interests of certain player subcategories.
3. Story telling as a core component - Story telling is a critical aspect of every MMO I can think of. The Foundry increases the number of unique stories available to players. I think this adds to Neverwinter's value, freshness, and replayability.
Risks & Concerns
Re-implementing the Foundry will naturally cost development time. I would counter that spending time on the Foundry results in a huge return on investment in the form of new player-created content.
The Foundry was just retired in 2019, so I don't think too much updating will be necessary. Hopefully previous custom creations (some referenced in forum signatures in this very thread) have been preserved.
To alleviate any concerns about AD farming I propose that Foundry usage not be rewarded with AD but with selectable legacy campaign currency. Rather than go farm another boss I can play a custom scenario and get my choice of currency for equipment I missed out on.
Reporting and review will also be a concern. In order to police adult and/or objectionable content a review system will be needed. Games such as LoL and CS:GO have used such systems with volunteers so I think this is do-able.
- Like, the ability to make custom bossfights and enemies.
- Or the ability to make custom PvE or PvP maps.
- The ability to add custom fight music, quest ending cinematics/graphics, and more narrative related tools.
- The ability to create a custom characters for a specific foundry scenario (ie, a separate "template" character in the event that the author wants to force certain race/class/story/powers/etc. for the story).
- A way to add in quest triggers that requires players to make an ability score check (such as a Diplomacy roll asking for a CHA check), with roll's chance to succeed varying with actions done in game.
- Or, if players wanted the ability to have "continuity" between various quests, allow custom achievements (worth 0 Gamerscore) or some other system that allowed players to "import" their progress from other Foundry quests.
- Create custom transmutes, hairstyles, and other cosmetics.
- Ability to make custom powers, paragon paths, and even classes?
- And more tools that would be really useful but I can't think of at the moment.
Though as much as I'd love Foundry back, I can't see it coming back.Aside from content issues and possible legal issues with protected properties, the main problem I can see with the Foundry is that it's mostly a "sunk" cost and won't be profitable enough to justify bringing it back.
At the end of the day, PWE/Cryptic is a business existing to make a profit. Unless PWE/Cryptic found some way to monetize the Foundry system (please don't do an equivalent of Besthesda's Creation Club), the server space/toolkits/dev time to make the kits available are just costs with no revenue associated with them. I don't know what Cryptic's/PWE's financial situation is, but I can't see some managers justifying the costs of Foundry with no possible of return on investment.
There have been a lot of great suggestions in this CDP topic that would help with content accessibility... and while I would like to see more work done in game to help those with disabilities (hearing impairment / color blindness etc), I'm going to steal the top 3 from @oremonger#9999 as they did a great job succinctly narrowing down to 3 points that would have, what I think are the biggest impacts to the game: To me this is about getting more people learning content sooner, as well as insuring that veteran players have a reason to stay, but I also recognize that this would need to be balanced very delicately in order to not wreck the game economy.
This would be a big help for newer players especially, as many of the tool tips in game are at best "foggy", and some are misleading. Also outside of extensive player testing we don't have an ability to compare gear, items, feats or powers... but this needs to go hand in hand with fixing a number of broken items (feats, powers, gear, etc). For example Smolder (if not using the feat directed flames) adds a DOT effect, however this DOT does not stack, it's only refreshed... this is not at all clear to anyone that hasn't tested, and may lead to a player having a substantially sub par experience with that class, there are also cases where smolder is not applied when it should be... If we are being honest as a community, one of the single most hated changes that occurred in game in 2019 was scaling. While many of us recognize the reasons behind it, it was still a dumpster fire, and it continues to smolder. If we include the very clear bot problem in random "baby" dungeons, this point adds up to a very serious impact on player experience, as well as the economy
Guild Leader: Mistaken Identity (formerly Midnight Express)
My Twitch Stream
See my Youtube Channel for guides and more
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
Make the journey from noob to L80 easier to navigate.
Focusing on gradually introducing the main things a player needs to know before going for End Game. Streamline the levelling campaigns and maybe drop a couple so that it feels less of a grind and more of a stepping stone process. Maybe give each class a proper "Mentor" quest line that runs through the process rather than the odd nominal fetch quest.
This would introduce players to basic elements such as the roles of DPS/Tank/Heal and offer advice on builds for each role.
For example; since most new players will spend their first days or weeks playing PvE, which will obviously necessitate the best DPS loadout, how about a repeatable quest or series of quests that puts a Healer in a group with 4 NPCs and the job is to keep them alive on a mini dungeon. Or a similar quest that puts a Tank through their paces at managing Aggro and Hit Points.
Two.
Refresh and reinvigorate Guilds/Strongholds. (And don't just add more stuff to already maxed Guilds, think about the struggling low and mid level folks as well.)
When Strongholds first arrived, it was impossible to simply "Join a level 20" Guild and get all the benefits. Everyone who wanted that level of benefits had to contribute toward a guild hitting those levels. Now a new player needs do nothing more than post in PE "LF Guild must have all boons" and within 5 minutes they have everything that took other people a lot of time and effort to achieve. Consequently, it is next to impossible to establish and keep a large enough number of people to run a new guild to level 20. Most people will lose interest long before and jump ship to simply join a ready made L20.
If the big overhaul for Strongholds merely ups the available stuff for those already at L20, while that will be great for them, those of us who run middling level low quota guilds will only see a wider gap in available "stuff" and even more reasons for folk to ignore us and go straight to the top end guilds.
There are lots of ways to add QoL and exciting content to Guilds AND Alliances, the scope for giving players a fun experience within the Guild/Alliance structure, and should that arrive on the CDP I'd love to offer my two shillings worth.
Small guilds offer nice little communities for the players who aren't as comfortable in big groups. I like my little guild and within our comfy little Alliance we have lots of fun but never have issues with player politics and general aggro. But because of how much it costs to improve the Stronghold, I'm unlikely to ever get it near to 20, let alone any further expansions. As a result I'll never, ever, have a truly "Best in Slot" character no matter how much I grind the main content...
Three.
A genuine focus on such as Andre's suggestions regarding the Able Gamers' Foundation.
I admit to having little to no experience or expertise in this area, so can offer nothing by way of advice, but I see it as an essential part of gaming in the 21st century. I am sure there are many resources you can look to for advancing this part of the game.
The best way to do this Chris is to give them a seat at the table for one of your meetings. Alternatively a conference call. I may be of assistance with a RL contact if needed.
TYRS PALADIUM - A Premier Neverwinter Online Guild
No Drama. Camaraderie. TEAM Focus. That's the TYRS way. If that's your style, come join us!
Research our Guild here: Read our official Recruitment thread | Sign up here: Tyrs Guild Website! | NEVERWINTER GUILD LEADERS: Join the Fellowship!
> One.
> Make the journey from noob to L80 easier to navigate.
> Focusing on gradually introducing the main things a player needs to know before going for End Game. Streamline the levelling campaigns and maybe drop a couple so that it feels less of a grind and more of a stepping stone process. Maybe give each class a proper "Mentor" quest line that runs through the process rather than the odd nominal fetch quest.
> This would introduce players to basic elements such as the roles of DPS/Tank/Heal and offer advice on builds for each role.
> For example; since most new players will spend their first days or weeks playing PvE, which will obviously necessitate the best DPS loadout, how about a repeatable quest or series of quests that puts a Healer in a group with 4 NPCs and the job is to keep them alive on a mini dungeon. Or a similar quest that puts a Tank through their paces at managing Aggro and Hit Points.
>
> Two.
> Refresh and reinvigorate Guilds/Strongholds. (And don't just add more stuff to already maxed Guilds, think about the struggling low and mid level folks as well.)
> When Strongholds first arrived, it was impossible to simply "Join a level 20" Guild and get all the benefits. Everyone who wanted that level of benefits had to contribute toward a guild hitting those levels. Now a new player needs do nothing more than post in PE "LF Guild must have all boons" and within 5 minutes they have everything that took other people a lot of time and effort to achieve. Consequently, it is next to impossible to establish and keep a large enough number of people to run a new guild to level 20. Most people will lose interest long before and jump ship to simply join a ready made L20.
> If the big overhaul for Strongholds merely ups the available stuff for those already at L20, while that will be great for them, those of us who run middling level low quota guilds will only see a wider gap in available "stuff" and even more reasons for folk to ignore us and go straight to the top end guilds.
> There are lots of ways to add QoL and exciting content to Guilds AND Alliances, the scope for giving players a fun experience within the Guild/Alliance structure, and should that arrive on the CDP I'd love to offer my two shillings worth.
> Small guilds offer nice little communities for the players who aren't as comfortable in big groups. I like my little guild and within our comfy little Alliance we have lots of fun but never have issues with player politics and general aggro. But because of how much it costs to improve the Stronghold, I'm unlikely to ever get it near to 20, let alone any further expansions. As a result I'll never, ever, have a truly "Best in Slot" character no matter how much I grind the main content...
>
> Three.
> A genuine focus on such as Andre's suggestions regarding the Able Gamers' Foundation.
> I admit to having little to no experience or expertise in this area, so can offer nothing by way of advice, but I see it as an essential part of gaming in the 21st century. I am sure there are many resources you can look to for advancing this part of the game.
100% this.
Chris
I have not followed up on my suggestion reference a companion barracks, I honestly would really like to see it happen though. I didn't post about a mounts stable as for the most part, you can get blue mounts that will satisfy most insignia bonuses. It just seems to be to be a total waste of AD/time ranking up the same companions on a different character. If a character is subsequently "adjusted" into the ground - I would like the option to pick up a different character and continue playing the game that I have invested my time and energy into without having all progression negated. I can easily move insignia's, runestones & enchantments around for instance.
Thanks
Black
Boons are the only reason to "grind this campaigns" and boons can be changed to be gained "grinding" the campaign dungeon or skimirsh X times instead of repeating boring quest day by day.
Just an idea to make live easier for new players and less confusing.
Caturday Survivor
Elemental Evil Survivor
Undermontain Survivor
Mod20 Combat rework Survivor
Mod22 Refinement rework Survivor
I can easily move insignia's, runestones & enchantments around for instance.
>
> Thanks
> Black
Having a "stable" for all the insignias, runestones and enchants you own would imho make more players choose to level up alts. The extremely boring process of unslotting/slotting enchants/insignias from main to alt is what is currently holding me back from leveling up more toons, as it feels like 110% wasted gametime.
Having this + companion stable would absolutely make me create more alts.
The company would suffer could see a slight decline in Zen sale for ad conversion tho, but I think more alts + happier players would more than make up for this. It could even have "premium" slots for the expensive to level up armor/weapon enchants sold in the Zen market. Shared companion slots should work like the shared bank, where you buy additional slots.
Mounts however I think should be limited to max rare quality plus epics bought from Zen market. Legendary mounts should stay ultra-rare and BtC, to ensure company income from VIP / Key sales.
Overview
Currency needs to be revamped / reorganized, with a better explanation of how players use it.Goal
Make it easier for new players to see what currencies they have, and of what type (i.e. Campaign, bounty, event, 'cash', etc), and easier for veteran players to find information on their currency levels quickly.Functionality
Primarily, this would involve reorganizing the Riches tab on the players inventory. While it's nice to currently have a 'Campaign Currencies' section, there is no rhyme or reason to how the currencies are sorted. Looking at a toon right now, I see AI currencies listed first, then Chult, ME, Ravenloft, SKT, then UM, DR, IWD..... if I want to see what I have / need for a particular campaign on this screen, I'm on a hunt. Giving each campaign it's own sub-heading would go a long way to resolving this.Next, add in bounty currencies in the same way that campaign currencies are seen, with each sub-heading being the zone they are used in.
Event currencies are currently split between their own section, and the 'other currencies'. Again - move everything to its own sub-heading, so I can see right away that I have X Lights and Y Stars of Fortune for WinterFest.
Risks & Concerns
No real risk, here, honestly. It's simply presenting the information that is already there in a more readable format.We really need to try and stick to the task at hand and give Chris what he is asking for in the quote above.
I think we all know that there are many many areas of this game that need attention but unfortunately they all do not fit within the scope of this CDP. We need to try to stick to the plan if we want our feedback for this CDP to make a difference. The quicker we can get this one wrapped up the quicker we can get on to other topics.
My .02 cents
I'm no saint myself, even this post is off topic. Maybe @nitocris83 or @kreatyve can create an off topic thread and move the off topic Feedback there so that it can be referred to when the CDP covering those topics is introduced? As it is, it is getting difficult to go back and read all of the feedback to form an opinion and narrow it down to three topics when there are so many "off topic" posts mixed in.
As well as Narrative order, and when characters are introduced, information like difficulty, suggested item level, can be added to avoid "choice Paralysis" as Chris put is in the stream. That way we can have a clear path for progression that does not diminish the choices already in the game. It will also help refresh long term players of who is who and when the became involved. Because before Celeste was put in the intro, she appeared in a story line and acted like she already knew me and i was like "wait what?"
I too wish to be recreated, and to be loved long after my death.
1. Scaling - many have said it but to me it encompasses a larger framework than others have suggested and includes more. Scaling in my mind refers to difficulty, which encompasses rewards. Higher difficulty more reward, lesser difficulty less reward. This applies to all, campaign zones, events, dungeons, skirmishes, and trials (even pvp). How a customer is scaled not only a key for enjoyment and satisfaction from playing, it is for progression and retaining that customer knowing that both what they work for in game or purchase retains value. I am not saying that it needs to go, but it has to be done correctly and enable access to content for the majority of the players, but at the same time variable difficulty.
2. Another hot topic is the "New" player journey, it should really be just the "Player" journey. The storyline from going from 1-60 is great, it does get bamboozeled by bugs, and volume of content. The progression from 1-60 used to be longer and allowed players to learn their class, it doesnt anymore. However, the same can be said for players that manage to reach 80. The storyline which led us through the early leveling is non-existent, and many are faced with campaign overload and a lack of direction on how to get to endgame (except maybe from helpful guildies). The journey is gone after level 60 and we should bring that back for all.
3. Simplifiying how damage and healing systems work and interact with other systems in the game. Scarcity and difficult content should be the barriers to getting BIS, not an understanding of higher mathematics. The "recommended" that pops up for gear and such should actually be the "recommended". I am not trying to devalue the incredible testing and publishing that is done by some in the community, but the answer to many who ask the question "what is BIS" should be what is your build and what are u trying to accomplish, and the answer should not be the same for everyone.
Anyway thanks for the CDP, looking forward to the next.
GreyHastur
2 ) Lack of fresh content - outdated meaningless rewards, stale events, dungeons. Herioc encounters are a poor replacement for this.
3) No useful professions / mastercrafting - ever since mod 15 professions have become useless.
2 - Master/Normal versions of content with rewards appropriate for each version
3 - Endless dungeon that increases in difficulty as you descend so it's accessible to all types of players
To clarify, my #3 would actually be my number #1 desire for this game. The other 2 are fixes that I feel would overall benefit the entire community and are a higher overall priority to appease players.
Guild Leader: Mistaken Identity (formerly Midnight Express)
My Twitch Stream
See my Youtube Channel for guides and more
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
PvP is really the only reason I still play this game - the combat is fun, and although most character customization doesn't exist anymore - it can still be enjoyable.
1. PvP accessibility - I see this too often; people WANT to play PvP but have no idea what to expect or how to play. New players are often a complete liability due to not having gear and not knowing how to play - it's essentially making a team play a man down. This means they are kicked, especially during seasons where veteran players are fighting for leaderboard position. This does nothing to grow the community.
Solution: you could call it a PvP training Q; which offers very minimal glory rewards only, and is not ranked. This Q should couple with some type of limiting factors though to keep trolls from playing - gear score limitations would be ineffective at this. Something like participating in the training Q disqualifies you from participating in that season of ranked play; or puts a cooldown timer on participating in ranked play. Or a set of accomplishments such as a number of Wins before a player no longer has access to the Q. This would push players out into ranked, and limit exploitation.
Secondarily it would benefit the Ranked portion to have a minimum item level, similar to epic dungeons - treat PvP as end-game level content. Putting the minimum at 20,000-21,000 would mean a player queuing into ranked at least has the chance to contribute instead of getting insta-one-shot by any encounter power regardless of a healers presence.
I appreciate your consideration on these accessibility and community improvement suggestions.
Improve game flow and character progression.
Find a way for all players to want engage in all queued content.
Fix chat. Not just for lower level players. But for everyone (I hate having to repeat everything in alliance chat).
I'm sure there are tons of other things, such as the PVP post above (I like where it's going), professions, etc. but those would be apt for anther CDP.
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC