Description and Goal : Allow each boon structure in Strongholds contribute to 25% of each boon, with 4 boon structures giving 100% of all boons.
Area of Impact: This will allow members to choose a guild based on the community instead of being driven apart by the boons available to them for their desired style of play (ie pvp vs pve) build (ie hit points vs defense) and potential changes to boons made by Dev team (ie. damage formula Power vs Crit Sev or incoming healing). Players should be able to stay in the guild of their choice and not be penalized for remaining in one Guild versus another based on the boons they have paid for (labor or money).
Risks and Concerns: Destroying boon structures does allow guilds to be able to use resources to gain guild marks in situations where all guilds are level 20, switching to the system I have proposed would mean all level 20 guilds will have no differentiator other than the people and personalities in it. The illusion of choice created by limiting how many boons the guild would have would be eliminated.
7
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited July 2020
Idea #8 Make progress less dependent on RNG
I am absolutely fine with aggressive RNG for non-essential stuff....like a 0.05% chance of a legendary mount drop from a lockbox - in that case, you have an alternative, you can grind for AD, (a slow process, but with clear progression) and buy one.
What I am *NOT* fine with (and at the moment I am almost at the point where I give up on this game because of it), is placing "essential" progression items behind a wall of low RNG ... even multiple layers of RNG.
Examples:
The dented metal rod from Alyssa's boxes. Players have to spend 30-50 minutes per day on fighting Bel, in order to be able go get 3-4 boxes and hope for the rod to drop. The only worthwhile part of the Rage of Bel is that box, and having to continue to farm for that rod instead of doing more interesting stuff is not progress and most certainly not fun.
The treasure maps in Avernus have an abysmally low drop rate, You may have to spend an hour or two farming mobs, only to be rewarded with a map which eventually gives you just an aquamarine gem or some other junk. No sense of progress, not rewarding, not fun.
So, the QoL aspect of this is that feeling forced to grind boring content with no sense of progression does not feel rewarding.....and bored players are likely to leave for another game that feels more rewarding...more fun.
Mor fun means a higher Quality of Life, as far as the game is concerned.
So, the proposal in short: DO NOT hide "essential" items behind multiple layers of RNG - if you are forcing players to grind, make sure there is a sense of progress.
-have a apply to all characters button when selecting the set up of your chat boxes on your main toon -have a button when you select a item from your inventory on the trade house to pull up all of the same items already posted on the trade house -when switching loadouts automaticly slotting enchants if in your inventory that were last equiped to your toon and have a button on your load out screen that you have to hold down like high level gear to deslot all enchants insignias and runstones into your inventory. this may not be worth the work put in to implemant vs the amount of quality of life it helps especially since i see alot of great ideas already listed
Description of Goal: Sgt Knox should list quest areas in increasing order of minimal level and *not* in alphabetical order (as they are now). The alphabetical listing is highly confusing to new players who just want to know what is the 'next' area in level sequence and cannot determine that from the current list (this was changed a mod 16 when the list of areas, in order, was removed from the journal)
Current quest panel for a level 38 character that has just finished Neverdeath Graveyard https://imgur.com/FvvDmLi
Also note that Stg Knox's response to the prompt "Where should I go to be most effective?: is to Ebon Downs and *not* Helm's Hold totally skipping the next quest area in the sequence. The response should be based on what has been completed and not on the characters level or Item Level.
Area of Impact: Ease of Use, visuals (text panel)
Risks & Concerns Although this has been submitted previously as a 'bug', it was deemed of low priority. Current development team appears to be focused on the end game and providing more ways of skipping content to get there.
Description of Goal: Correct quest-giving NPCs to 1) Clearly have a quest diamond over their head if they have a quest for you (with an explanation point in it) 2) Have the quest title listed on the first panel of text displayed after NPC is engaged in conversation.
Examples: Elminster in WoD: When he is engaged in conversation the first panel displays a dialog that says 'Continue', requiring the player to *click again* to reveal the "Reclaiming the Hoard" quest Quroun in The Chasm did not have a diamond when he had a quest One of the Dwarves in the ice field near the Giants (the camp) in Icespire Peak does not have a quest diamond over his head.
Area of Impact: Ease of Use, Visuals/Graphics
Risks and Concerns: Low level areas not the focus of development team.
Description of Goal: In dungeons/lairs, the 'breadcrumb trail' should always lead to the exit portal after the last boss is killed.
Examples such as Blackdagger Ruins' Hidden Cave, the Thayan lair in WoD, and several Maze Engine episodes have trails that lead back to the entrance instead of the nearby (but somewhat obscured) exit portal.
Description and Goal: Easier use of emotes Making an options in the UI to have the emotes always pinned in the UI To use it now you must open the emote window and toggle the pin there. And change it so you have an option to have it always added to your hud everytime you start the game (and idealiter also a option to chance the size of that window) Area of Impact: UI and options/settings menu
Risks & Concerns: possibility of emote overuse
Play for fun, Work to get rich, These two are not compatible!
Description and Goal: (re)learning basic skills/powers etc of a class Being able to do the basic what do this powers/class mechanic quest again, when for example you are revitalizing an alt that you haven't played for years, totally forgot how those class mechanics work and want a refresher. This can also be used for players to get en visual guide when classes get their mechanics changed with re-ballanced or re-worked.
Area of Impact: quest mechanics/quest replayability
Risks & Concerns: if there are no safeguards in place their could be an option of getting valuable quest rewards again.
Play for fun, Work to get rich, These two are not compatible!
Description of Goal: Notify users if Patch will reset character configurations 3 days prior to deployment of said patch.
Area of Impact: Ease of Use/Settings
RIsk & Concerns: Notification needs to be made several days prior to deployment to allow players in all time zones to document their settings and prepare for the changes. Notification should be in Forums and not Twitter or other channel. Recent deployment of mod 19 gave adequate warning to prepare, subsequent patches did not.
4
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited July 2020
Idea #9: Standardize daily resets.
Most "daily" stuff in the game resets at the same time, at 10:00 UTC. There is a handful of exceptions, though. There is no good reason for those, and I propose changing them to reset at the same time as everything else, in order to reduce confusion.
The mini-lairs in the Dread Ring are the best-known examples of this issue - they seem to "reset" (as far as the special daily rewards are concerned) 8 or 9 hours later than the rest - maybe someone set them to 10AM PST instead ?
Description and Goal: Include important formulas in in-game documentation. Examples : Healing and threat generation formulas.
Area of Impact: Ease of use.
Risks & Concerns: None
2.
Description and Goal: Update tank power tooltips to include numbers for threat generated, not just damage dealt in “magnitude”. Have these numbers scale with tank +threat buffs like the +120% from fighters Tide of Iron. Hiding the threat formula behind sentences like “increased threat” is not very informative.
Area of Impact: Players in tank roles will easily understand what powers to utilize and when to do so, eliminating most threat generation issues for “uniformed” players.
#1a) Separate the Progression Campaigns from all other campaigns, make them mandatory, and provide clear guidance through Sergeant Knox. - According to their in-game descriptions, the following campaigns: - Elemental Evil is used for levels (60 - 70), Undermountain is used for levels (70 - 80)
These campaigns provides players with enough experience gain for reaching the levels mentioned above. The amount of quests given at level 60 and 70 is overwhelming as stated in previous suggestions. This is just a suggestion to pull out these campaigns mentioned above, that are important for progression, and readjust the quest given once a player reaches level 60 and 70.
Description and Goal: The goal is to clearly define the road of progression for new players of neverwinter. - Once a player has completed both of these campaigns on one toon, then buyout is available for additional toons.
Area of Impact: - New players should not have an option to buy out these campaigns. - Veteran players should be grandfathered in as they have already completed these campaigns several times. - Recruiters can easily assist new players as the number of campaigns neccessary to reach end game is dramatically decreased.
#1b) Remove all boon points from Non-Progressive Campaigns and redistribute them evenly as rewards throughout the Progression Campaigns. - Considering this suggestion will allow for the removal of campaigns for newer campaigns without players losing earned boon points.
Description and Goal: The goal is to streamline how and where boon points are earned.
Area of Impact: - All players will be impacted, however the value of Non-Progressive Campaigns will change. - No longer would Tyranny of Dragons or Acquisitions Incorporated need to be such a low level or recommended at such a low level.
#1c) Raise the Non-Progressive Campaigns and their associated dungeons to the max level cap (I only suggest this change if boons are redistributed to progressive campaigns) - Considering this suggestion will streamline current epic dungeons with end gamers and remove the need to scale players based on new player item levels in those zones and dungeons. - In order to do any Non-Progressive Campaign, players will have to be max level 80 with a recommended item level of 20,000. - It will totally be optional as the boons are suggested to be redistributed.
Description and Goal: The goal is to streamline campaigns as end game activities or options for max level players.
Area of Impact: - All players will be impacted, however the challenge will be adding value back to Non-Progressive Campaigns.
Mitigation: - Host NEW ""Astral Diamond Events"" that require players to adventure into those zones and complete daily or weekly objectives as well as killing enemies in heroic encounters. - Use Sybella Artis shop to offer exclusive or limited time items for completing "Legacy Campaign quests" (Non-Progressive Campaigns) * Mount of Month, New Appearance of the Month, Weapon Transmute Pack of the Month, etc. - Allow ALL quests in legacy campaigns to count towards completing Sybella Artis's weekly quests. - Doing Non-Progression Campaigns zones should reward players with NEW exclusive items, transmutes, and mounts. - Doing Non-Progression Campaigns dungeons should reward players with revamped artifacts, revamped neck/waist gear sets, and exclusive consumables.
Mission and quest providing NPCs are swarmed by players, finding the "sweet spot" is difficult even for special items in the open.
Area of impact: Streamlining mission flow in a zone.
Suggestion: Use an area bubble around the player when questioning the interaction. If more than one NPC or interaction item is available, present a list of nearby interactions to select from. Example: Player wants to talk to Harper Boward in Protector's Enclave but is swarmed with 4 other players. When the interaction button is pressed the player is given an interaction menu; 1. Harper Boward (default) 2. Percetor Theraclast 3. Player [name] 4. Player [name] 5. Player [name] 6. Player [name]
Otherwise if there are no interactions or only 1 inside the bubble, it should conclude the obvious.
Risk: Null
6
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
Mission and quest providing NPCs are swarmed by players, finding the "sweet spot" is difficult even for special items in the open.
Area of impact: Streamlining mission flow in a zone.
Suggestion: Use an area bubble around the player when questioning the interaction. If more than one NPC or interaction item is available, present a list of nearby interactions to select from. Example: Player wants to talk to Harper Boward in Protector's Enclave but is swarmed with 4 other players. When the interaction button is pressed the player is given an interaction menu; 1. Harper Boward (default) 2. Percetor Theraclast 3. Player [name] 4. Player [name] 5. Player [name] 6. Player [name]
Otherwise if there are no interactions or only 1 inside the bubble, it should conclude the obvious.
Risk: Null
If I got 1ad for everytime I spoke to Preceptor Theraclast when I wanted to talk to Harper Boward I could buy the Alpha Compy I'm missing. Fully agree with this comment. By the way it is also true for interactions with portals, not only with NPCs. When somebody with a large mount is standing in front of the main portal in Manthol Derith it is very difficult to interact with the portal itself unless you look at the sky, which is kind of awkward
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
Make inventory scrolling easier/faster on console.
Area of Impact: UI and options/settings menu
When trying to attach items to a mail or donate to the guild coffer, the scrolling often becomes a nightmare, especially if your professions materials bag is pretty full. This problem is most noticeable when interacting with the mimic coffer but also when attaching items to mails or during a trade with another player. Selecting one item at a time is painful.
I would like the scrolling up/down to be fast and smooth, and also add these options: -Toggle for skipping lines (3/5/10) so a click on dpad moves several rows at a time -multi select: let me click in the left stick, for example, to activate this mode and then select multiple items for donation/attachment
#2a) Create Stronghold NPCs in campaign zones that will take that campaign currencies and exchange them for Purple Stronghold Vouchers (YES PURPLES).
- This change would greatly help those players still leveling guilds/alliances to farm zones instead of Dragonflights. - This change could potentially help guilds recruit or just find help with getting vouchers and bring a new outlook on what it means to be an "Active" as a community. - This change will take less stress off of guilds and alliance that do not or cannot run Dragonflights or other Stronghold activities due to low numbers or lower level members.
Description and Goal: The goal is to streamline how and where Stronghold Treasures vouchers are earned.
Area of Impact: - All players will be impacted, especially guilds that are still trying to reach guild hall 20.
#2b) Increase gains of all shards of power by Double or Triple with VIP (Heroic, Dungeoneer, Adventurer, and Conqueror), and please increase the base gain value to like 25, 30, or 50.
Description and Goal: The goal is to make it easier to gain shards of power while adding value to VIP.
Area of Impact: - All players in a guild that is not fully maxed will be impacted.
#2c) Remove stats off of all Stronghold Gear sold by the Outfitter, lower the costs to obtain these items, and remove the extra barriers like Banner of the Fallen and Fang of Dragonflight.
Description and Goal: The purpose behind this suggestion is rework the stronghold outfitter store items with the current state of the game. The stronghold is not a level progression area as any new player has to be level 80 to hold their own in fighting any of the stronghold monsters. Therefore, the goal is to make the items sold by the outfitter easier to obtain for transmuting purposes.
Area of Impact: - All players in a guild will be impacted. No one should be devastated by this suggestion. Hopefully.... lol
Description and Goal: Extend the current scoreboard available in dungeons / trials with more information. Firstly, display all players in the scoreboard. Scoreboard currently only shows top 5 players, but 10 players are required in trials, so you can't see them all. The easiest way to do this would be to add scrolling to the current list.
Another improvement is to show information specific to the player in a given category (e.g. The Paingiver). In the initial version it can simply show statistics for ourselves grouped by source of damage, e.g. encounter 1 - 50000 encounter 2 - 30000 at-will 1 - 5000 ----------- Total dmg: 85000
You can then extend it by displaying more information, such as % critical hits, % flank hits, max dmg hit, etc. Area of Impact: scoreboard, UI, dungeons / trials Risks & Concerns: possible impact on performance
Hey folks! Thanks for all the posts so far - as a heads up, tomorrow I will be promoting the CDP on social media and, depending on how much more traffic the thread gets, either close down the thread temporarily while we move to Phase 2 (lower traffic) or keep it open a bit longer for Phase 1 (higher traffic).
Most "daily" stuff in the game resets at the same time, at 10:00 UTC. There is a handful of exceptions, though. There is no good reason for those, and I propose changing them to reset at the same time as everything else, in order to reduce confusion.
The mini-lairs in the Dread Ring are the best-known examples of this issue - they seem to "reset" (as far as the special daily rewards are concerned) 8 or 9 hours later than the rest - maybe someone set them to 10AM PST instead ?
Benefit: Less confusion.
Risks: None that I can see.
Dread Ring is a known issue. They broke the clock several mods back.
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
I'm not sure this qualify as QoL suggestion, but anyway:
Issue: Dragonborns' passives are more powerful than the passives of other races.
Solution 1: Let us choose the passives of a race of the account while having the skin of another race (EG: I have the look of a Half-orc but the stats of a Dragonborn) Downside: It might be complicated from a programming point of view.
Solution 2: When you unlock the Dragonborn, part of its passives are added to all the race of your account so you can choose the one you like the most Downside: The combination of the Dragonborn's passives with other racial passives might be unbalanced.
Area of Impact: In hard contents like ToMM and Zariel not being a dragonborn is hindering, so not having to choose between looks and performance would be nice (especially for those who enjoy roleplaying too)
Risks & Concerns: People might feel forced to buy a dragonborn to feel competitive in endgame (although the normal dragonborn is not that expensive, and people already feel that the dragonborn is a must have for endgame).
Most "daily" stuff in the game resets at the same time, at 10:00 UTC. There is a handful of exceptions, though. There is no good reason for those, and I propose changing them to reset at the same time as everything else, in order to reduce confusion.
The mini-lairs in the Dread Ring are the best-known examples of this issue - they seem to "reset" (as far as the special daily rewards are concerned) 8 or 9 hours later than the rest - maybe someone set them to 10AM PST instead ?
Benefit: Less confusion.
Risks: None that I can see.
This idea would have huge negative impacts on all players. As of now all events start and end at the same time as Dread Ring Liars reset, making it easy for players to know when they reset. By changing the time, all players would have less time to grind those Dread Ring Liars during 2x RP events. This would make those Rank 5 stone more expensive and thus be a negative for everyone. Keeping things the way they are does not create confusion, constantly changing things makes things confusing. 99% of players are used to the fact that the Dread Ring Liars reset when events reset, a change would confuse them. Changing something because less than 1% of players get confused will ultimately lead to the vast majority of players becoming confused. Currently there are multiple sources available in-game which relay the information of what Lair is actively giving out a chance at Rank 5 stones. On the screen in the upper right hand corner the game tells you what Liar is active, in the campaign menu under Dread Ring it also tells you what Liar is active. Also when you go to Sgt. Knox he has a timer that let's you know when you can pick up the quest again. Those 3 sources of information inform all players who want to know the information, but 1% of players want someone else to hold their hand and tell them everything instead of taking the time to look where the information is, even if it's right in front of their face on the very screen they are looking at. Those same players will still be confused and spam chat asking when does this or that happen, and how to do this or that, which has already been explained to them but they clicked past all the information as fast as they could and instead ask the players who take the time to listen and read.
#1a) Separate the Progression Campaigns from all other campaigns, make them mandatory, and provide clear guidance through Sergeant Knox. - According to their in-game descriptions, the following campaigns: - Elemental Evil is used for levels (60 - 70), Undermountain is used for levels (70 - 80)
These campaigns provides players with enough experience gain for reaching the levels mentioned above. The amount of quests given at level 60 and 70 is overwhelming as stated in previous suggestions. This is just a suggestion to pull out these campaigns mentioned above, that are important for progression, and readjust the quest given once a player reaches level 60 and 70.
Description and Goal: The goal is to clearly define the road of progression for new players of neverwinter. - Once a player has completed both of these campaigns on one toon, then buyout is available for additional toons.
Area of Impact: - New players should not have an option to buy out these campaigns. - Veteran players should be grandfathered in as they have already completed these campaigns several times. - Recruiters can easily assist new players as the number of campaigns neccessary to reach end game is dramatically decreased.
#1b) Remove all boon points from Non-Progressive Campaigns and redistribute them evenly as rewards throughout the Progression Campaigns. - Considering this suggestion will allow for the removal of campaigns for newer campaigns without players losing earned boon points.
Description and Goal: The goal is to streamline how and where boon points are earned.
Area of Impact: - All players will be impacted, however the value of Non-Progressive Campaigns will change. - No longer would Tyranny of Dragons or Acquisitions Incorporated need to be such a low level or recommended at such a low level.
#1c) Raise the Non-Progressive Campaigns and their associated dungeons to the max level cap (I only suggest this change if boons are redistributed to progressive campaigns) - Considering this suggestion will streamline current epic dungeons with end gamers and remove the need to scale players based on new player item levels in those zones and dungeons. - In order to do any Non-Progressive Campaign, players will have to be max level 80 with a recommended item level of 20,000. - It will totally be optional as the boons are suggested to be redistributed.
Description and Goal: The goal is to streamline campaigns as end game activities or options for max level players.
Area of Impact: - All players will be impacted, however the challenge will be adding value back to Non-Progressive Campaigns.
Mitigation: - Host NEW ""Astral Diamond Events"" that require players to adventure into those zones and complete daily or weekly objectives as well as killing enemies in heroic encounters. - Use Sybella Artis shop to offer exclusive or limited time items for completing "Legacy Campaign quests" (Non-Progressive Campaigns) * Mount of Month, New Appearance of the Month, Weapon Transmute Pack of the Month, etc. - Allow ALL quests in legacy campaigns to count towards completing Sybella Artis's weekly quests. - Doing Non-Progression Campaigns zones should reward players with NEW exclusive items, transmutes, and mounts. - Doing Non-Progression Campaigns dungeons should reward players with revamped artifacts, revamped neck/waist gear sets, and exclusive consumables.
i like this idea except I think the evil campaign should just be off to the side and the core, sharandar, icewind dale dread ring and tyranny of dragons should be the core campaign for 40-70. I think ttyranny should be streamlined and the boons kept in place. elemental evil is a terrible experience. not fun compared to the 4 I mentioned. right now a lot of new people seem lost. there needs to be a clear structure for them to follow. especially getting to undermountain. the new 80's even have a very hard time finding undermountain and an even harder time making it thru undermountain. the celeste quest forget the name of it needs to be nerfed. one guy who joined my guild just gave up there and quit undermountain. I've been trying to get him to finish that quest with my help but he seems scarred by it.
Most "daily" stuff in the game resets at the same time, at 10:00 UTC. There is a handful of exceptions, though. There is no good reason for those, and I propose changing them to reset at the same time as everything else, in order to reduce confusion.
The mini-lairs in the Dread Ring are the best-known examples of this issue - they seem to "reset" (as far as the special daily rewards are concerned) 8 or 9 hours later than the rest - maybe someone set them to 10AM PST instead ?
Benefit: Less confusion.
Risks: None that I can see.
This idea would have huge negative impacts on all players. As of now all events start and end at the same time as Dread Ring Liars reset, making it easy for players to know when they reset. By changing the time, all players would have less time to grind those Dread Ring Liars during 2x RP events. This would make those Rank 5 stone more expensive and thus be a negative for everyone. Keeping things the way they are does not create confusion, constantly changing things makes things confusing. 99% of players are used to the fact that the Dread Ring Liars reset when events reset, a change would confuse them. Changing something because less than 1% of players get confused will ultimately lead to the vast majority of players becoming confused. Currently there are multiple sources available in-game which relay the information of what Lair is actively giving out a chance at Rank 5 stones. On the screen in the upper right hand corner the game tells you what Liar is active, in the campaign menu under Dread Ring it also tells you what Liar is active. Also when you go to Sgt. Knox he has a timer that let's you know when you can pick up the quest again. Those 3 sources of information inform all players who want to know the information, but 1% of players want someone else to hold their hand and tell them everything instead of taking the time to look where the information is, even if it's right in front of their face on the very screen they are looking at. Those same players will still be confused and spam chat asking when does this or that happen, and how to do this or that, which has already been explained to them but they clicked past all the information as fast as they could and instead ask the players who take the time to listen and read.
the expensiveness of that stone has nothing to do with grinding this lair. and I agree everything should have the same reset.
I'm not sure this qualify as QoL suggestion, but anyway:
Issue: Dragonborns' passives are more powerful than the passives of other races.
Solution 1: Let us choose the passives of a race of the account while having the skin of another race (EG: I have the look of a Half-orc but the stats of a Dragonborn) Downside: It might be complicated from a programming point of view.
Solution 2: When you unlock the Dragonborn, part of its passives are added to all the race of your account so you can choose the one you like the most Downside: The combination of the Dragonborn's passives with other racial passives might be unbalanced.
Area of Impact: In hard contents like ToMM and Zariel not being a dragonborn is hindering, so not having to choose between looks and performance would be nice (especially for those who enjoy roleplaying too)
Risks & Concerns: People might feel forced to buy a dragonborn to feel competitive in endgame (although the normal dragonborn is not that expensive, and people already feel that the dragonborn is a must have for endgame).
the solution to this is you choose which passives you take and you choose which looks you take. you don't get both passives
Description and Goal: Increase number of visible party members in 10 player content to show all 10 players. This will allow both healers to see all players that need healing/resurrecting, allow both tanks to see who currently has aggro, and allow all players to see disconnects, etc. Area of Impact: Graphics/visuals Risks & Concerns: This could clutter the HUD more, but that could be mitigated by making the party section (not including self) smaller.
Description and Goal: Add a visual indicator by the character name (in upper left part of screen) to show which player currently has your healer’s mark visible to healer only. This will allow healers to make sure they have the correct player marked. Healers often lose the visuals on their marks due to other graphics interfering. Area of Impact: Graphics/visuals Risks & Concerns: This could clutter the HUD more, but that could be mitigated by making the party section (not including self) smaller.
Description and Goal: Add a visual indicator for healers, similar to tanks, to show their current divinity/soulweave level. This will allow other players to realize when their healers are unable to utilize their healing abilities so they know to rely on potions/stones. Area of Impact: Graphics/visuals Risks & Concerns: This could clutter the HUD more, but that could be mitigated by making the party section (not including self) smaller.
Description and Goal: Standardize companion power slots, 1 offense, 1 defense, 1 utility, 2 user selectable. Currently pure DPS and DPS/Healer characters have 3 offense, 1 defense, and 1 utility. Tank/Healer and Tank/DPS characters have 3 defense, 1 offense, and 1 utility. Making this standard to the above will allow people who play 2 different roles to better utilize available companion powers. (Does it really make sense for a DPS to have only 1 offense available and Healers to have only 1 defense available?) Area of Impact: Character setup Risks & Concerns: May be a significant coding effort.
Description and Goal: Decouple enchantments from equipment and tie them to slots instead. Number and type of enchantments could be dependent on character level instead of item. This would allow for easier switching of gear for different roles and/or content. Area of Impact: Character setup Risks & Concerns: May be a significant coding effort.
Description and Goal: Add RP to the shared bank. This would allow more ease in upgrading items on main characters when someone has more than one character. Area of Impact: Character management Risks & Concerns: None.
Description and Goal: Ability to “bank” VIP rewards (potions/enchanted keys/re-roll tokens) for a time frame, i.e. 7 – 14 days, to accommodate people who go on vacation. Area of Impact: Account management Risks & Concerns: None.
Description and Goal: When resetting a character, the reset button will first offer you to use a global character reset, and then a per-area character reset. (Feats, ability scores, boons)
This is very annoying, as in most cases you only want to do reset of one specific area. Having to use the full character reset when you only want to do minor changes to one area is a lot of extra and annoying work.
My suggestion is: All character resets should be a per-area reset. If Cryptic want to offer a full character reset, just give out one free reset in each area.
And while you are at it, display in the button tooltip how many resets you have available.
Area of Impact: Ease of use Risks & Concerns: Limited, extension of existing character reset mechanism.
Description and Goal: Reduce number of currencies needed to upgrade Stronghold structures and/or increase the coffer gains for all coffer donations. Area of Impact: Stronghold Upgrades Risks & Concerns: None.
Current | Proposed 100 Dragon Hoard coins = 500 Coffer Gain | 100 Dragon Hoard coins = 3000 Coffer Gain 100 Konig Coins = 1500 Coffer Gain | 100 Konig Coins = 3000 Coffer Gain 100 Feywild Sparks = 1000 Coffer Gain | 100 Feywild Sparks = 3000 Coffer Gain 100 Thayan Scrolls = 2500 Coffer Gain | 100 Thayan Scrolls = 3000 Coffer Gain
10 Adventurer’s Shards of Power = 10 Coffer Gain | 10 Adventurer’s Shards of Power = 1000 Coffer Gain 10 Dungeoneer’s Shards of Power = 10 Coffer Gain | 10 Dungeoneer’s Shards of Power = 1000 Coffer Gain 10 Heroic Shards of Power = 10 Coffer Gain | 10 Heroic Shards of Power = 1000 Coffer Gain
Comments
Area of Impact: This will allow members to choose a guild based on the community instead of being driven apart by the boons available to them for their desired style of play (ie pvp vs pve) build (ie hit points vs defense) and potential changes to boons made by Dev team (ie. damage formula Power vs Crit Sev or incoming healing). Players should be able to stay in the guild of their choice and not be penalized for remaining in one Guild versus another based on the boons they have paid for (labor or money).
Risks and Concerns: Destroying boon structures does allow guilds to be able to use resources to gain guild marks in situations where all guilds are level 20, switching to the system I have proposed would mean all level 20 guilds will have no differentiator other than the people and personalities in it. The illusion of choice created by limiting how many boons the guild would have would be eliminated.
Idea #8 Make progress less dependent on RNG
I am absolutely fine with aggressive RNG for non-essential stuff....like a 0.05% chance of a legendary mount drop from a lockbox - in that case, you have an alternative, you can grind for AD, (a slow process, but with clear progression) and buy one.What I am *NOT* fine with (and at the moment I am almost at the point where I give up on this game because of it), is placing "essential" progression items behind a wall of low RNG ... even multiple layers of RNG.
Examples:
- The dented metal rod from Alyssa's boxes. Players have to spend 30-50 minutes per day on fighting Bel, in order to be able go get 3-4 boxes and hope for the rod to drop. The only worthwhile part of the Rage of Bel is that box, and having to continue to farm for that rod instead of doing more interesting stuff is not progress and most certainly not fun.
- The treasure maps in Avernus have an abysmally low drop rate, You may have to spend an hour or two farming mobs, only to be rewarded with a map which eventually gives you just an aquamarine gem or some other junk. No sense of progress, not rewarding, not fun.
So, the QoL aspect of this is that feeling forced to grind boring content with no sense of progression does not feel rewarding.....and bored players are likely to leave for another game that feels more rewarding...more fun.Mor fun means a higher Quality of Life, as far as the game is concerned.
So, the proposal in short: DO NOT hide "essential" items behind multiple layers of RNG - if you are forcing players to grind, make sure there is a sense of progress.
Area of Impact: Game Design.
-have a button when you select a item from your inventory on the trade house to pull up all of the same items already posted on the trade house
-when switching loadouts automaticly slotting enchants if in your inventory that were last equiped to your toon and have a button on your load out screen that you have to hold down like high level gear to deslot all enchants insignias and runstones into your inventory. this may not be worth the work put in to implemant vs the amount of quality of life it helps especially since i see alot of great ideas already listed
Sgt Knox should list quest areas in increasing order of minimal level and *not* in alphabetical order (as they are now). The alphabetical listing is highly confusing to new players who just want to know what is the 'next' area in level sequence and cannot determine that from the current list (this was changed a mod 16 when the list of areas, in order, was removed from the journal)
Current quest panel for a level 38 character that has just finished Neverdeath Graveyard
https://imgur.com/FvvDmLi
The Goal would be for the panel to appear like this:
https://imgur.com/mD0dYHw
Also note that Stg Knox's response to the prompt "Where should I go to be most effective?: is to Ebon Downs and *not* Helm's Hold totally skipping the next quest area in the sequence. The response should be based on what has been completed and not on the characters level or Item Level.
Area of Impact:
Ease of Use, visuals (text panel)
Risks & Concerns
Although this has been submitted previously as a 'bug', it was deemed of low priority. Current development team appears to be focused on the end game and providing more ways of skipping content to get there.
Correct quest-giving NPCs to 1) Clearly have a quest diamond over their head if they have a quest for you (with an explanation point in it) 2) Have the quest title listed on the first panel of text displayed after NPC is engaged in conversation.
Elminster in WoD: When he is engaged in conversation the first panel displays a dialog that says 'Continue', requiring the player to *click again* to reveal the "Reclaiming the Hoard" quest
Quroun in The Chasm did not have a diamond when he had a quest
One of the Dwarves in the ice field near the Giants (the camp) in Icespire Peak does not have a quest diamond over his head.
Area of Impact:
Ease of Use, Visuals/Graphics
Risks and Concerns:
Low level areas not the focus of development team.
In dungeons/lairs, the 'breadcrumb trail' should always lead to the exit portal after the last boss is killed.
Examples such as Blackdagger Ruins' Hidden Cave, the Thayan lair in WoD, and several Maze Engine episodes have trails that lead back to the entrance instead of the nearby (but somewhat obscured) exit portal.
Area of Impact:
Visuals, Graphics
Risks & Concerns:
none
Making an options in the UI to have the emotes always pinned in the UI
To use it now you must open the emote window and toggle the pin there. And change it so you have an option to have it always added to your hud everytime you start the game
(and idealiter also a option to chance the size of that window)
Area of Impact: UI and options/settings menu
Risks & Concerns: possibility of emote overuse
Being able to do the basic what do this powers/class mechanic quest again, when for example you are revitalizing an alt that you haven't played for years, totally forgot how those class mechanics work and want a refresher. This can also be used for players to get en visual guide when classes get their mechanics changed with re-ballanced or re-worked.
Area of Impact: quest mechanics/quest replayability
Risks & Concerns: if there are no safeguards in place their could be an option of getting valuable quest rewards again.
Notify users if Patch will reset character configurations 3 days prior to deployment of said patch.
Area of Impact:
Ease of Use/Settings
RIsk & Concerns:
Notification needs to be made several days prior to deployment to allow players in all time zones to document their settings and prepare for the changes. Notification should be in Forums and not Twitter or other channel. Recent deployment of mod 19 gave adequate warning to prepare, subsequent patches did not.
Idea #9: Standardize daily resets.
Most "daily" stuff in the game resets at the same time, at 10:00 UTC. There is a handful of exceptions, though. There is no good reason for those, and I propose changing them to reset at the same time as everything else, in order to reduce confusion.The mini-lairs in the Dread Ring are the best-known examples of this issue - they seem to "reset" (as far as the special daily rewards are concerned) 8 or 9 hours later than the rest - maybe someone set them to 10AM PST instead ?
Benefit: Less confusion.
Risks: None that I can see.
Description and Goal: Include important formulas in in-game documentation. Examples : Healing and threat generation formulas.
Area of Impact: Ease of use.
Risks & Concerns: None
2.
Description and Goal: Update tank power tooltips to include numbers for threat generated, not just damage dealt in “magnitude”. Have these numbers scale with tank +threat buffs like the +120% from fighters Tide of Iron. Hiding the threat formula behind sentences like “increased threat” is not very informative.
Area of Impact: Players in tank roles will easily understand what powers to utilize and when to do so, eliminating most threat generation issues for “uniformed” players.
Risks & Concerns: None.
- According to their in-game descriptions, the following campaigns:
- Elemental Evil is used for levels (60 - 70), Undermountain is used for levels (70 - 80)
The amount of quests given at level 60 and 70 is overwhelming as stated in previous suggestions.
This is just a suggestion to pull out these campaigns mentioned above, that are important for progression, and readjust the quest given once a player reaches level 60 and 70.
Description and Goal: The goal is to clearly define the road of progression for new players of neverwinter.
- Once a player has completed both of these campaigns on one toon, then buyout is available for additional toons.
Area of Impact:
- New players should not have an option to buy out these campaigns.
- Veteran players should be grandfathered in as they have already completed these campaigns several times.
- Recruiters can easily assist new players as the number of campaigns neccessary to reach end game is dramatically decreased.
#1b) Remove all boon points from Non-Progressive Campaigns and redistribute them evenly as rewards throughout the Progression Campaigns.
- Considering this suggestion will allow for the removal of campaigns for newer campaigns without players losing earned boon points.
Area of Impact:
- All players will be impacted, however the value of Non-Progressive Campaigns will change.
- No longer would Tyranny of Dragons or Acquisitions Incorporated need to be such a low level or recommended at such a low level.
#1c) Raise the Non-Progressive Campaigns and their associated dungeons to the max level cap (I only suggest this change if boons are redistributed to progressive campaigns)
- Considering this suggestion will streamline current epic dungeons with end gamers and remove the need to scale players based on new player item levels in those zones and dungeons.
- In order to do any Non-Progressive Campaign, players will have to be max level 80 with a recommended item level of 20,000.
- It will totally be optional as the boons are suggested to be redistributed.
Area of Impact:
- All players will be impacted, however the challenge will be adding value back to Non-Progressive Campaigns.
Mitigation:
- Host NEW ""Astral Diamond Events"" that require players to adventure into those zones and complete daily or weekly objectives as well as killing enemies in heroic encounters.
- Use Sybella Artis shop to offer exclusive or limited time items for completing "Legacy Campaign quests" (Non-Progressive Campaigns)
* Mount of Month, New Appearance of the Month, Weapon Transmute Pack of the Month, etc.
- Allow ALL quests in legacy campaigns to count towards completing Sybella Artis's weekly quests.
- Doing Non-Progression Campaigns zones should reward players with NEW exclusive items, transmutes, and mounts.
- Doing Non-Progression Campaigns dungeons should reward players with revamped artifacts, revamped neck/waist gear sets, and exclusive consumables.
Make Interactions Easier.
Mission and quest providing NPCs are swarmed by players, finding the "sweet spot" is difficult even for special items in the open.Area of impact: Streamlining mission flow in a zone.
Suggestion: Use an area bubble around the player when questioning the interaction. If more than one NPC or interaction item is available, present a list of nearby interactions to select from.
Example: Player wants to talk to Harper Boward in Protector's Enclave but is swarmed with 4 other players. When the interaction button is pressed the player is given an interaction menu;
1. Harper Boward (default)
2. Percetor Theraclast
3. Player [name]
4. Player [name]
5. Player [name]
6. Player [name]
Otherwise if there are no interactions or only 1 inside the bubble, it should conclude the obvious.
Risk: Null
Born of Black Wind: SW Level 80
Area of Impact: UI and options/settings menu
When trying to attach items to a mail or donate to the guild coffer, the scrolling often becomes a nightmare, especially if your professions materials bag is pretty full. This problem is most noticeable when interacting with the mimic coffer but also when attaching items to mails or during a trade with another player. Selecting one item at a time is painful.
I would like the scrolling up/down to be fast and smooth, and also add these options:
-Toggle for skipping lines (3/5/10) so a click on dpad moves several rows at a time
-multi select: let me click in the left stick, for example, to activate this mode and then select multiple items for donation/attachment
Possible risks: bugs, lost/discarded items
- This change could potentially help guilds recruit or just find help with getting vouchers and bring a new outlook on what it means to be an "Active" as a community.
- This change will take less stress off of guilds and alliance that do not or cannot run Dragonflights or other Stronghold activities due to low numbers or lower level members.
Description and Goal: The goal is to streamline how and where Stronghold Treasures vouchers are earned.
Area of Impact:
- All players will be impacted, especially guilds that are still trying to reach guild hall 20.
#2b) Increase gains of all shards of power by Double or Triple with VIP (Heroic, Dungeoneer, Adventurer, and Conqueror), and please increase the base gain value to like 25, 30, or 50.
Area of Impact:
- All players in a guild that is not fully maxed will be impacted.
#2c) Remove stats off of all Stronghold Gear sold by the Outfitter, lower the costs to obtain these items, and remove the extra barriers like Banner of the Fallen and Fang of Dragonflight.
The stronghold is not a level progression area as any new player has to be level 80 to hold their own in fighting any of the stronghold monsters.
Therefore, the goal is to make the items sold by the outfitter easier to obtain for transmuting purposes.
Area of Impact:
- All players in a guild will be impacted. No one should be devastated by this suggestion. Hopefully.... lol
Firstly, display all players in the scoreboard. Scoreboard currently only shows top 5 players, but 10 players are required in trials, so you can't see them all. The easiest way to do this would be to add scrolling to the current list.
Another improvement is to show information specific to the player in a given category (e.g. The Paingiver). In the initial version it can simply show statistics for ourselves grouped by source of damage, e.g.
encounter 1 - 50000
encounter 2 - 30000
at-will 1 - 5000
-----------
Total dmg: 85000
You can then extend it by displaying more information, such as % critical hits, % flank hits, max dmg hit, etc.
Area of Impact: scoreboard, UI, dungeons / trials
Risks & Concerns: possible impact on performance
I have just started catching up on this CDP. Sorry for my delay in engagement.
Chris
Issue: Dragonborns' passives are more powerful than the passives of other races.
Solution 1: Let us choose the passives of a race of the account while having the skin of another race (EG: I have the look of a Half-orc but the stats of a Dragonborn)
Downside: It might be complicated from a programming point of view.
Solution 2: When you unlock the Dragonborn, part of its passives are added to all the race of your account so you can choose the one you like the most
Downside: The combination of the Dragonborn's passives with other racial passives might be unbalanced.
Area of Impact: In hard contents like ToMM and Zariel not being a dragonborn is hindering, so not having to choose between looks and performance would be nice (especially for those who enjoy roleplaying too)
Risks & Concerns: People might feel forced to buy a dragonborn to feel competitive in endgame (although the normal dragonborn is not that expensive, and people already feel that the dragonborn is a must have for endgame).
Keeping things the way they are does not create confusion, constantly changing things makes things confusing. 99% of players are used to the fact that the Dread Ring Liars reset when events reset, a change would confuse them. Changing something because less than 1% of players get confused will ultimately lead to the vast majority of players becoming confused.
Currently there are multiple sources available in-game which relay the information of what Lair is actively giving out a chance at Rank 5 stones. On the screen in the upper right hand corner the game tells you what Liar is active, in the campaign menu under Dread Ring it also tells you what Liar is active. Also when you go to Sgt. Knox he has a timer that let's you know when you can pick up the quest again. Those 3 sources of information inform all players who want to know the information, but 1% of players want someone else to hold their hand and tell them everything instead of taking the time to look where the information is, even if it's right in front of their face on the very screen they are looking at. Those same players will still be confused and spam chat asking when does this or that happen, and how to do this or that, which has already been explained to them but they clicked past all the information as fast as they could and instead ask the players who take the time to listen and read.
Area of Impact: Graphics/visuals
Risks & Concerns: This could clutter the HUD more, but that could be mitigated by making the party section (not including self) smaller.
Description and Goal: Add a visual indicator by the character name (in upper left part of screen) to show which player currently has your healer’s mark visible to healer only. This will allow healers to make sure they have the correct player marked. Healers often lose the visuals on their marks due to other graphics interfering.
Area of Impact: Graphics/visuals
Risks & Concerns: This could clutter the HUD more, but that could be mitigated by making the party section (not including self) smaller.
Description and Goal: Add a visual indicator for healers, similar to tanks, to show their current divinity/soulweave level. This will allow other players to realize when their healers are unable to utilize their healing abilities so they know to rely on potions/stones.
Area of Impact: Graphics/visuals
Risks & Concerns: This could clutter the HUD more, but that could be mitigated by making the party section (not including self) smaller.
Area of Impact: Character setup
Risks & Concerns: May be a significant coding effort.
Description and Goal: Decouple enchantments from equipment and tie them to slots instead. Number and type of enchantments could be dependent on character level instead of item. This would allow for easier switching of gear for different roles and/or content.
Area of Impact: Character setup
Risks & Concerns: May be a significant coding effort.
Description and Goal: Add RP to the shared bank. This would allow more ease in upgrading items on main characters when someone has more than one character.
Area of Impact: Character management
Risks & Concerns: None.
Description and Goal: Ability to “bank” VIP rewards (potions/enchanted keys/re-roll tokens) for a time frame, i.e. 7 – 14 days, to accommodate people who go on vacation.
Area of Impact: Account management
Risks & Concerns: None.
When resetting a character, the reset button will first offer you to use a global character reset, and then a per-area character reset. (Feats, ability scores, boons)
This is very annoying, as in most cases you only want to do reset of one specific area. Having to use the full character reset when you only want to do minor changes to one area is a lot of extra and annoying work.
My suggestion is:
All character resets should be a per-area reset. If Cryptic want to offer a full character reset, just give out one free reset in each area.
And while you are at it, display in the button tooltip how many resets you have available.
Area of Impact: Ease of use
Risks & Concerns: Limited, extension of existing character reset mechanism.
Area of Impact: Stronghold Upgrades
Risks & Concerns: None.
Current | Proposed
100 Dragon Hoard coins = 500 Coffer Gain | 100 Dragon Hoard coins = 3000 Coffer Gain
100 Konig Coins = 1500 Coffer Gain | 100 Konig Coins = 3000 Coffer Gain
100 Feywild Sparks = 1000 Coffer Gain | 100 Feywild Sparks = 3000 Coffer Gain
100 Thayan Scrolls = 2500 Coffer Gain | 100 Thayan Scrolls = 3000 Coffer Gain
10 Adventurer’s Shards of Power = 10 Coffer Gain | 10 Adventurer’s Shards of Power = 1000 Coffer Gain
10 Dungeoneer’s Shards of Power = 10 Coffer Gain | 10 Dungeoneer’s Shards of Power = 1000 Coffer Gain
10 Heroic Shards of Power = 10 Coffer Gain | 10 Heroic Shards of Power = 1000 Coffer Gain