Add to your zen store Item engraving tools as well as weapon name imbuers.
Example: Take a +1 Orc Bane mace. Imbue it with the name of "Orc Smasher" Then use an engraving tool to add some subtext like. "1000 Orc skulls crushed, and counting!"
I keep seeing people requesting the ability to make their own named items. This is a middle ground that will make people spend cash. It is a 100% vanity item and will make you extra cash. So do it!
Btw don't just comment on my idea alone. Give cryptic some more ideas how to make some cash with none P2W(Pay to Win) store purchases.
The more money these silly people spend on stuff like that. The less likely P2W items will be added to the store. Yes I must think of other ideas like this...
Da kitties don't speak for me, deez kitties speak fur us all!
[SIGPIC][/SIGPIC]
I'll Keep this up till beta goes live. I'll improve it soon.
mastrshadowMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited January 2013
I'm less bothered by the weapons than the helms and shoulders you see in some games. When your shoulder armor requires more polys than your characters chest armor... there's something wrong.
0
bitterwinterMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited January 2013
Agreed with the post. The idea I had would be to add weapon skins as well which would compliment what you said.
0
xearrikMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 323Arc User
edited January 2013
Yes, so that's three purchases just to make an item seem better to you and others who may see it, with no additional power added. This can also be applied to other items as well.
Da kitties don't speak for me, deez kitties speak fur us all!
[SIGPIC][/SIGPIC]
I'll Keep this up till beta goes live. I'll improve it soon.
0
quorforgedMember, Neverwinter Beta UsersPosts: 0Arc User
edited January 2013
Yeah, this is exactly the sort of thing they should be selling. Just say no to selling power.
They could also sell custom titles of nobility for the character. Maybe it tweaks dialog a bit, but nothing to provide actual gameplay benefit.
I'm less bothered by the weapons than the helms and shoulders you see in some games. When your shoulder armor requires more polys than your characters chest armor... there's something wrong.
Actually shoulder pad is very neccessary for "big" fighters. It stops decapitation by deflecting blows aimed at neck.
So to nine hell with chest armor, just give me shoulder pads.
0
xearrikMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 323Arc User
And none of them but shoulder pads will work against a great weapon fighter for only shuolder pads deflect the blow and not just mitigate it. Broken neck and decapitated neck - both mean death.
0
mastrshadowMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
And none of them but shoulder pads will work against a great weapon fighter for only shuolder pads deflect the blow and not just mitigate it. Broken neck and decapitated neck - both mean death.
I think you took what I said to an extreme. I meant the WoW style 3 foot griffon head on each shoulder that's 2.5x the size of your own head. I'm well aware that actual shoulder armor serves a real purpose however we started talking about the crazy things some companies do when designing the 'legendary' gear.
Purchase unlocked upon reaching level 60: level 60 character slot. Suggested price tag: 5000 zen. Opens a new character slot. When a character is created in that slot, it receives enough experience to be immediately leveled to the maximum level. Shady third-party companies provide this service for 200 dollars or more, but they have considerably higher marginal costs than Cryptic and I suspect that Cryptic would make more than 4 times the sales by dropping to 1/4 the price of its shady 'competitors'.
Additional cosmetic customization options. Subraces. Hair packs. Auras for magic weapons. Parts packs for the 'unknown humanoid' race I'm really hoping to see. Animation packs. Tattoo packs. Hell, exploit your target audience: sell slider unlocks for additional 20% maximum breast volume. (PS: still waiting on my 'bulge' slider for men, Cryptic.)
Cosmetic customization options for player and guild housing. And I do mean customization, not unchangeable templates like Starship Bridges or vanity items like Starbase Featured Projects in STO.
Item unbinding tokens. How many times have you wished you could transfer an item that you don't need any more to a friend or alt, only to be stopped because it's bound to account, or bound to character? Let Cryptic make a dollar or two each time.
Cosmetic pets or pet reskins & re-animations. When the ranger class gets released, it'll probably have an animal companion. If it has an animal companion, it'll probably be a wolf. I want a tiger. I really want a tiger. Some people will want a bear, a lion, a dire squirrel, whatever. It can have the same stats as the wolf. In fact, it should have the same stats as the wolf.
0
xearrikMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 323Arc User
Purchase unlocked upon reaching level 60: level 60 character slot. Suggested price tag: 5000 zen. Opens a new character slot. When a character is created in that slot, it receives enough experience to be immediately leveled to the maximum level. Shady third-party companies provide this service for 200 dollars or more, but they have considerably higher marginal costs than Cryptic and I suspect that Cryptic would make more than 4 times the sales by dropping to 1/4 the price of its shady 'competitors'.
This is the biggest P2W idea I've ever seen or heard of. Level skip in an mmo *facepalm* It's bad enough when Its in a solo game, but in an mmo absolutely not.
Da kitties don't speak for me, deez kitties speak fur us all!
[SIGPIC][/SIGPIC]
I'll Keep this up till beta goes live. I'll improve it soon.
The leveling process in an MMO is a storyline and a tutorial rolled into one. Storylines are only interesting once, and tutorials are only useful once. Why should a game make players play them more than once?
0
xearrikMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 323Arc User
The leveling process in an MMO is a storyline and a tutorial rolled into one. Storylines are only interesting once, and tutorials are only useful once. Why should a game make players play them more than once?
If this is the way you feel why do you play anything more then once? Once you have got a character to 60 you should quit, if that's the way you feel. Instant levels is the biggest pay to win purchase that could be made besides invincibility or one hit kills. If they add such a item to the store I would quit the game the same day.
Da kitties don't speak for me, deez kitties speak fur us all!
[SIGPIC][/SIGPIC]
I'll Keep this up till beta goes live. I'll improve it soon.
0
nebuchadnezzar7Member, Neverwinter Beta UsersPosts: 0Arc User
The leveling process in an MMO is a storyline and a tutorial rolled into one. Storylines are only interesting once, and tutorials are only useful once. Why should a game make players play them more than once?
Uhm, because people want more than one character and different characters with different classes tend to make game play a little different.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited January 2013
I really love the idea of engraving. This is one of those small things in UO I have always missed in 3d MMOS. You could engrave things when you crafted them and scored a critical success. They also implemented this in LotRO too for their critical success crafting. I really like it.
And none of them but shoulder pads will work against a great weapon fighter for only shuolder pads deflect the blow and not just mitigate it. Broken neck and decapitated neck - both mean death.
You mean like deflecting the blow up to your head?
Da kitties don't speak for me, deez kitties speak fur us all!
[SIGPIC][/SIGPIC]
I'll Keep this up till beta goes live. I'll improve it soon.
The leveling process in an MMO is a storyline and a tutorial rolled into one. Storylines are only interesting once, and tutorials are only useful once. Why should a game make players play them more than once?
The Foundry? Shouldn't this solve your redundancy argument?
You mean like deflecting the blow up to your head?
When you hit the neck, pressure of whole strike is delivered to the neck. Therefore it breaks.
Shoulderpads are used for deflection. When you get hit at the shoulder, it bends your body and delivers the momentum in a very convenient fashion. All you need to do is let your body loose, the sword or greatclub will just slip through issing your head entirely. The stronger the blow, the more your body ill tilt due to impact making it safer for the neck.
You are safe from passing out too.
Neck armor if chainmail - are only used to avoid cuts at the neck or are a protection from arrows. They are not very good when facing forceful blows unless you are in full plater knight like armor (in which case you are in danger of getting unconscious more(due to stronger plate armor) with to the blow - something quite obvious during jousting).
0
shiaikaMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
The more money these silly people spend on stuff like that.
The game is F2P, not charity, so those "silly" people are what keep the game alive. Throngs of players running around the server and truly enjoying the game but never spending a single *insert local currency here* in the game? Leeches.:p
I'd prefer the ability to name items (and/or a description) to be a standard to the game and not something that you must purchase on the shop. I'd prefer it that way. But no big deal if it requires shop, as it's not big deal to have to buy tokens to rename characters, change gender, class or change the colour of the hair (despite me thinking that it'd suck to have to pay for changing the colours of the character's skin/hair/eyes/nails/innards/...).
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xearrikMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 323Arc User
When you hit the neck, pressure of whole strike is delivered to the neck. Therefore it breaks.
Shoulderpads are used for deflection. When you get hit at the shoulder, it bends your body and delivers the momentum in a very convenient fashion. All you need to do is let your body loose, the sword or greatclub will just slip through issing your head entirely. The stronger the blow, the more your body ill tilt due to impact making it safer for the neck.
Your are safe from passing out too.
Neck armor if chainmail - are only used to avoid cuts at the neck or are a protection from arrows. They are not very good when facing forceful blows unless you are in full plater knight like armor (in which case you are in danger of getting unconscious more(due to stronger plate armor) with to the blow - something quite obvious during jousting).
Your idea of how blows to armor works, and what how shoulder pads work is odd. First off, almost all armor doesn't have shoulder pads in the way I think you mean. I think your confusing football pads with medieval armor. There are two basic types of shoulder armor, spaulders and pauldrons. Almost all shoulder armor is related to these two types of arm armor. There are even a few more modern forms of this armor such as the deltoid axillary protector, worn by our troops over seas. Their purpose was to protect the upper arm and shoulder area. Such armor always left the neck open to attack unless additional armor was worn, such as the neck armor I mentioned, or longer helms.
Da kitties don't speak for me, deez kitties speak fur us all!
[SIGPIC][/SIGPIC]
I'll Keep this up till beta goes live. I'll improve it soon.
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited January 2013
Something I'll add that will probably get me to buy it from the cash shop is to include ridiculously cheap and one-time-use armor and apparel dyes. Making them too expensive though will force me to suffer without them. The cheaper they are, the more I will buy and the more apt I will be to buy them to use on gear I'll end up tossing out as I out-level it.
If they're too expensive, I'll end up waiting until I am comfortable that I won't be getting rid of my gear and then only buy very few. Small, disposable things should remain cheap to reflect that. The cheaper they are, the more that will sell and be used. The more expensive they are, the less they will be used as players progress in the game.
vagrantzeroMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited January 2013
No thanks. LOTRO has this feature (for free) and people abuse it left and right. I inspected a hobbit guardian yesterday to find his 1h club was named Full Sized Replica of my Junk.
0
xearrikMember, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 323Arc User
No thanks. LOTRO has this feature (for free) and people abuse it left and right. I inspected a hobbit guardian yesterday to find his 1h club was named Full Sized Replica of my Junk.
It's easy to avoid exploiting like this. You just make it easy for people to tell its been renamed.
Da kitties don't speak for me, deez kitties speak fur us all!
[SIGPIC][/SIGPIC]
I'll Keep this up till beta goes live. I'll improve it soon.
0
bitterwinterMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 0Arc User
edited January 2013
As to lvl skipping if you're doing it with a new class good luck on figuring out what to play with. I think Gill is trolling us:D
0
zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
No thanks. LOTRO has this feature (for free) and people abuse it left and right. I inspected a hobbit guardian yesterday to find his 1h club was named Full Sized Replica of my Junk.
This is where the Community and Game Staff come in to report and handle such violations. To not implement something because it "may be abused" is not a notion that sits well with me, for on that note, all MMOs and everything in Real Life should be removed from existence, for everything has the potential for abuse.
You idea of how blows to armor works, and what how shoulder pads work is odd. First off, almost all armor doesn't have shoulder pads in the way I think you mean. I think your confusing football pads with medieval armor. ...
Which is not point as there are no ogres and trolls in real life wielding clubs. Anyways.
~~~~
When you give a blow to armor - which is basically of two types - either chainmail or plate - they work very differently. Wearing a plate armor is akin to having stone skin. It does not uses malleability but its purpose is to act like a wall. This is the reason that knights preferred weapons like flails and mace when fighting armored opponents rather than swords, even when swords are more glorified. The plate armor does not block the impact at all. Infact it increases it. This is because the impact depends on how much the distance traveled when anything comes to stop - which in turn means how much energy is delivered (change in accelaration x mass x distance in time). Plate armor will not bend itslef hence this impact is very high. This makes plate armor a no no to blocking impact. However, the bones are not crushed as the impact is delivered over a large area of body. But this leads to loss of consciousness due to knockdown.
Chainmail works more like Kevlar today. Its main aim is to avoid penetration. When an arrow hits it, the chainmail hits the skin and delivers the impact to body tissue. The body is comparatively softer, hence it moves when hit by an arrow/missile etc. This reduces the total impact as distance traveled is higher. The bones might get crushed, but you may probably avoid any penetration. Also you will not fall unconscious.
The armor pads of knights are designed in many ways. Sometimes, when the helmet is smooth and round, the armor pads have to be designed with a slant outwards as the sword will hit the head, slip due to deflection, and then hit the shoulder - slip again downwards. But that defense does not work against mace or flail, just the HAMSTER swords and the likes.
A collar on neck was usually worn more because of defense against assassination than battle. However, with the advent of crossbows, the chainmail became less effective as it could be pierced, and when crosbow pierced the chainmail, peices of iron of chainmail were embedded in the body causing infection - as there were no antibiotics. So even the wounds which may not be lethal now were lethal...
however I am going off-topic. Suffice to say, the armor pads are designed and should be designed in game according to its enemies and not blatantly copied from elsewhere without any thought given to its usability.
Add to your zen store Item engraving tools as well as weapon name imbuers.
Example: Take a +1 Orc Bane mace. Imbue it with the name of "Orc Smasher" Then use an engraving tool to add some subtext like. "1000 Orc skulls crushed, and counting!"
I keep seeing people requesting the ability to make their own named items. This is a middle ground that will make people spend cash. It is a 100% vanity item and will make you extra cash. So do it!
Btw don't just comment on my idea alone. Give cryptic some more ideas how to make some cash with none P2W(Pay to Win) store purchases.
The more money these silly people spend on stuff like that. The less likely P2W items will be added to the store. Yes I must think of other ideas like this...
My knee-jerk reaction was to say "not enough people would pay for this to make up for the abuse it will lead to", but then I remembered:
The very first time I got a magic sword in a pen and paper D&D campaign in the '70s, I immediately renamed it. That renaming lead to some very enjoyable role-playing later on. I can see me spending money on this.
If this is the way you feel why do you play anything more then once? Once you have got a character to 60 you should quit, if that's the way you feel. Instant levels is the biggest pay to win purchase that could be made besides invincibility or one hit kills. If they add such a item to the store I would quit the game the same day.
I played a game once where they allowed players (after they achieved max) to buy max level character slots like they're talking about.
Actually, it worked well enough that normal players like me never noticed. The maxed characters just blended in with the other max characters. Plus, just because you have a max char doesn't mean that you have gear worth anything - or cash. Power leveling is a double-edged sword. Saw one time a character who had bought and power leveled his way to a high level literally begging for money and armor. The mobs his level were eating him alive.
In this game, however, I am looking forward to playing the Foundry missions with an alt. Cleric and Rogue are the two classes I'm interested in. Because of the Foundry, I shouldn't have to repeat much. So I would never buy something like that.
However, I have no problem with them selling experience or levels. As long as the power-leveled max characters are just as deadly as, and no more deadly than, the traditionally leveled chars.
"Truth is absolute, so if you truly seek it, you can find only one answer."
I just read this on kotaku, but not sure if its worth the money. Only thing i like from the bundle is the 199.99 package just because of the spider mount which I wouldnt pay 199.99 for a mount
0
zeoxzMember, Neverwinter Beta UsersPosts: 0Arc User
edited January 2013
"cosmetics" to change the look of a club
to look like one's holding a kobold ???? lol XD
Comments
They could also sell custom titles of nobility for the character. Maybe it tweaks dialog a bit, but nothing to provide actual gameplay benefit.
Actually shoulder pad is very neccessary for "big" fighters. It stops decapitation by deflecting blows aimed at neck.
So to nine hell with chest armor, just give me shoulder pads.
Or gorgets, bevors, aventails and pixanes.
And none of them but shoulder pads will work against a great weapon fighter for only shuolder pads deflect the blow and not just mitigate it. Broken neck and decapitated neck - both mean death.
I think you took what I said to an extreme. I meant the WoW style 3 foot griffon head on each shoulder that's 2.5x the size of your own head. I'm well aware that actual shoulder armor serves a real purpose however we started talking about the crazy things some companies do when designing the 'legendary' gear.
Additional cosmetic customization options. Subraces. Hair packs. Auras for magic weapons. Parts packs for the 'unknown humanoid' race I'm really hoping to see. Animation packs. Tattoo packs. Hell, exploit your target audience: sell slider unlocks for additional 20% maximum breast volume. (PS: still waiting on my 'bulge' slider for men, Cryptic.)
Cosmetic customization options for player and guild housing. And I do mean customization, not unchangeable templates like Starship Bridges or vanity items like Starbase Featured Projects in STO.
Item unbinding tokens. How many times have you wished you could transfer an item that you don't need any more to a friend or alt, only to be stopped because it's bound to account, or bound to character? Let Cryptic make a dollar or two each time.
Cosmetic pets or pet reskins & re-animations. When the ranger class gets released, it'll probably have an animal companion. If it has an animal companion, it'll probably be a wolf. I want a tiger. I really want a tiger. Some people will want a bear, a lion, a dire squirrel, whatever. It can have the same stats as the wolf. In fact, it should have the same stats as the wolf.
This is the biggest P2W idea I've ever seen or heard of. Level skip in an mmo *facepalm* It's bad enough when Its in a solo game, but in an mmo absolutely not.
If this is the way you feel why do you play anything more then once? Once you have got a character to 60 you should quit, if that's the way you feel. Instant levels is the biggest pay to win purchase that could be made besides invincibility or one hit kills. If they add such a item to the store I would quit the game the same day.
Uhm, because people want more than one character and different characters with different classes tend to make game play a little different.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
You mean like deflecting the blow up to your head?
The Foundry? Shouldn't this solve your redundancy argument?
When you hit the neck, pressure of whole strike is delivered to the neck. Therefore it breaks.
Shoulderpads are used for deflection. When you get hit at the shoulder, it bends your body and delivers the momentum in a very convenient fashion. All you need to do is let your body loose, the sword or greatclub will just slip through issing your head entirely. The stronger the blow, the more your body ill tilt due to impact making it safer for the neck.
You are safe from passing out too.
Neck armor if chainmail - are only used to avoid cuts at the neck or are a protection from arrows. They are not very good when facing forceful blows unless you are in full plater knight like armor (in which case you are in danger of getting unconscious more(due to stronger plate armor) with to the blow - something quite obvious during jousting).
I'd prefer the ability to name items (and/or a description) to be a standard to the game and not something that you must purchase on the shop. I'd prefer it that way. But no big deal if it requires shop, as it's not big deal to have to buy tokens to rename characters, change gender, class or change the colour of the hair (despite me thinking that it'd suck to have to pay for changing the colours of the character's skin/hair/eyes/nails/innards/...).
Your idea of how blows to armor works, and what how shoulder pads work is odd. First off, almost all armor doesn't have shoulder pads in the way I think you mean. I think your confusing football pads with medieval armor. There are two basic types of shoulder armor, spaulders and pauldrons. Almost all shoulder armor is related to these two types of arm armor. There are even a few more modern forms of this armor such as the deltoid axillary protector, worn by our troops over seas. Their purpose was to protect the upper arm and shoulder area. Such armor always left the neck open to attack unless additional armor was worn, such as the neck armor I mentioned, or longer helms.
If they're too expensive, I'll end up waiting until I am comfortable that I won't be getting rid of my gear and then only buy very few. Small, disposable things should remain cheap to reflect that. The cheaper they are, the more that will sell and be used. The more expensive they are, the less they will be used as players progress in the game.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
It's easy to avoid exploiting like this. You just make it easy for people to tell its been renamed.
[ Support Center • Rules & Policies and Guidelines • ARC ToS • Guild Recruitment Guidelines | FR DM Since 1993 ]
Which is not point as there are no ogres and trolls in real life wielding clubs. Anyways.
~~~~
When you give a blow to armor - which is basically of two types - either chainmail or plate - they work very differently. Wearing a plate armor is akin to having stone skin. It does not uses malleability but its purpose is to act like a wall. This is the reason that knights preferred weapons like flails and mace when fighting armored opponents rather than swords, even when swords are more glorified. The plate armor does not block the impact at all. Infact it increases it. This is because the impact depends on how much the distance traveled when anything comes to stop - which in turn means how much energy is delivered (change in accelaration x mass x distance in time). Plate armor will not bend itslef hence this impact is very high. This makes plate armor a no no to blocking impact. However, the bones are not crushed as the impact is delivered over a large area of body. But this leads to loss of consciousness due to knockdown.
Chainmail works more like Kevlar today. Its main aim is to avoid penetration. When an arrow hits it, the chainmail hits the skin and delivers the impact to body tissue. The body is comparatively softer, hence it moves when hit by an arrow/missile etc. This reduces the total impact as distance traveled is higher. The bones might get crushed, but you may probably avoid any penetration. Also you will not fall unconscious.
The armor pads of knights are designed in many ways. Sometimes, when the helmet is smooth and round, the armor pads have to be designed with a slant outwards as the sword will hit the head, slip due to deflection, and then hit the shoulder - slip again downwards. But that defense does not work against mace or flail, just the HAMSTER swords and the likes.
A collar on neck was usually worn more because of defense against assassination than battle. However, with the advent of crossbows, the chainmail became less effective as it could be pierced, and when crosbow pierced the chainmail, peices of iron of chainmail were embedded in the body causing infection - as there were no antibiotics. So even the wounds which may not be lethal now were lethal...
however I am going off-topic. Suffice to say, the armor pads are designed and should be designed in game according to its enemies and not blatantly copied from elsewhere without any thought given to its usability.
Ha, the Foundry is why this might be the one game in which I might actually have more than one serious character.
My knee-jerk reaction was to say "not enough people would pay for this to make up for the abuse it will lead to", but then I remembered:
The very first time I got a magic sword in a pen and paper D&D campaign in the '70s, I immediately renamed it. That renaming lead to some very enjoyable role-playing later on. I can see me spending money on this.
I played a game once where they allowed players (after they achieved max) to buy max level character slots like they're talking about.
Actually, it worked well enough that normal players like me never noticed. The maxed characters just blended in with the other max characters. Plus, just because you have a max char doesn't mean that you have gear worth anything - or cash. Power leveling is a double-edged sword. Saw one time a character who had bought and power leveled his way to a high level literally begging for money and armor. The mobs his level were eating him alive.
In this game, however, I am looking forward to playing the Foundry missions with an alt. Cleric and Rogue are the two classes I'm interested in. Because of the Foundry, I shouldn't have to repeat much. So I would never buy something like that.
However, I have no problem with them selling experience or levels. As long as the power-leveled max characters are just as deadly as, and no more deadly than, the traditionally leveled chars.
to look like one's holding a kobold ???? lol XD