Cryptic should add end game content to Neverwinter that by design should NOT be do able. Then if players are able to successfully complete the end game content it would point a huge spotlight on over powered tactics, abilities, class combinations, etc to be nerfed.
Only after no one is able to successfully complete the end game content should they nerf the dungeons to a point that players are able to do it.
Cryptic should add end game content to Neverwinter that by design should NOT be do able. Then if players are able to successfully complete the end game content it would point a huge spotlight on over powered tactics, abilities, class combinations, etc to be nerfed.
Only after no one is able to successfully complete the end game content should they nerf the dungeons to a point that players are able to do it.
What would this accomplish?
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
Would be ******* hilarious to create content you have to exploit to finish and then just regularly ban everyone and anyone with the achievement for completing it.
Use the <removed exploit lead-in> to interact with the auction vendor.
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nectarprimeMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
It's called having something to aspire to. What's the fun in a game that's easy?
It would enable Cryptic to detect game exploits, imbalances, tactics, etc that would be considered overpowered and nerfed. Once all the gamers agree it is next to impossible they could reduce the difficulty of the end game content so that players could do it.
Cryptic should add end game content to Neverwinter that by design should NOT be do able. Then if players are able to successfully complete the end game content it would point a huge spotlight on over powered tactics, abilities, class combinations, etc to be nerfed.
Only after no one is able to successfully complete the end game content should they nerf the dungeons to a point that players are able to do it.
The IQ of the player base slipping that much?
How about this. Why not create a dungeon where there are no drops at all? Not even off trash mobs? Nothing drops when you kill. It will take three hours to complete and there are no rewards for doing it. No end chest, not even a title. Nothing. Because essentially you are saying that same thing with this stupid idea of an impossible dungeon.
Actually, coming from SWTOR with a rather extensive healing background, I would say from an OPS point of view, this is a fairly good idea. Often in my guild if we dare to 16 man our usual 8 man, putting in newer players... it ends up being 5 hours of challenge and often fail. This is even on Story Mode.
The failures are due to people just not knowing the particular OPS mechanics. VOIP is also a requirement (glad to see it is built in Neverwinter, though im still not up to par on it; but hey 2 days in hehe).
Point is it SHOULD be a challenge without guaranteed happy endings... as well not being guaranteed a happy ending is what dungeoneering is all about! GREEBLE GROBBLE!!!
Would be ******* hilarious to create content you have to exploit to finish and then just regularly ban everyone and anyone with the achievement for completing it.
Blizzard did exactly this when developing Diablo 3. They sent their in-house testers into the game and got the end game content to where they believed it to be balanced then then DOUBLED the difficulty. Then when players successfully completed the end game content even after they believe it impossible to do using standard tactics, etc it pointed a HUGE spotlight on those issues to be addressed, fixed, nerfed, etc.
It was only after players were unable to complete the end game content did they nerf it.
I don't think making the game harder woudl be healthy for the success of the game.
I am ONLY referring to what Cryptic considered the "end game" highest difficulty level game content. I don't suggest making the entire game extremely hard, only the very end most difficult stuff.
How about this. Why not create a dungeon where there are no drops at all? Not even off trash mobs? Nothing drops when you kill. It will take three hours to complete and there are no rewards for doing it. No end chest, not even a title. Nothing. Because essentially you are saying that same thing with this stupid idea of an impossible dungeon.
You can add mini-bosses along the way that drop the best gear currently available such as T2, etc then reserve the best gear that Cryptic does not intend to be available to the end boss such as T3, etc. That way you can encourage players to TRY to do the content and be rewarded along the way without actually intending them to successfully complete the entire dungeon.
Then when you start seeing T3 gear popping up you can review the in-game logs to see how it was accomplished. It would allow players to show Cryptic where it has exploits, game imbalances, etc.
Would be ******* hilarious to create content you have to exploit to finish and then just regularly ban everyone and anyone with the achievement for completing it.
It would be up to Cryptic to determine if it was accomplished using an exploit, unintended tactics, etc but ya pretty much... Blizzard did this in WoW with the first people to achieve different character achievement they did not think possible or done much earlier then intended.
It would be up to Cryptic to determine if it was accomplished using an exploit, unintended tactics, etc but ya pretty much... Blizzard did this in WoW with the first people to achieve different character achievement they did not think possible or done much earlier then intended.
I think it would be very amusing to create an encounter that could not be beat without the normal scope of the game rules. Your reply suggests you thought I was just being sarcastic.
Use the <removed exploit lead-in> to interact with the auction vendor.
Cryptic should add end game content to Neverwinter that by design should NOT be do able. Then if players are able to successfully complete the end game content it would point a huge spotlight on over powered tactics, abilities, class combinations, etc to be nerfed.
Only after no one is able to successfully complete the end game content should they nerf the dungeons to a point that players are able to do it.
Brilliant. I think Pathetic World and their handling of Neverwinter is similar to the government in George Orwell's novel '1984'.
Doublethink is the act of simultaneously accepting two mutually contradictory beliefs as correct, often in distinct social contexts.[1] It is related to, but differs from, hypocrisy and neutrality. Somewhat related is cognitive dissonance, where the two beliefs cause conflict in one's mind.
The word doublethink was coined by George Orwell in his dystopian novel Nineteen Eighty-Four where it is part of Newspeak.
According to the novel, doublethink is:
"To know and not to know, to be conscious of complete truthfulness while telling carefully constructed lies, to hold simultaneously two opinions which cancelled out, knowing them to be contradictory and believing in both of them, to use logic against logic, to repudiate morality while laying claim to it, to believe that democracy was impossible and that the Party was the guardian of democracy, to forget, whatever it was necessary to forget, then to draw it back into memory again at the moment when it was needed, and then promptly to forget it again, and above all, to apply the same process to the process itself – that was the ultimate subtlety; consciously to induce unconsciousness, and then, once again, to become unconscious of the act of hypnosis you had just performed. Even to understand the word 'doublethink' involved the use of doublethink."[2]
"The power of holding two contradictory beliefs in one's mind simultaneously, and accepting both of them... To tell deliberate lies while genuinely believing in them, to forget any fact that has become inconvenient, and then, when it becomes necessary again, to draw it back from oblivion for just as long as it is needed, to deny the existence of objective reality and all the while to take account of the reality which one denies – all this is indispensably necessary. Even in using the word doublethink it is necessary to exercise doublethink. For by using the word one admits that one is tampering with reality; by a fresh act of doublethink one erases this knowledge; and so on indefinitely, with the lie always one leap ahead of the truth."[2]
Doublethink is the act of simultaneously accepting two mutually contradictory beliefs as correct, often in distinct social contexts.[1] It is related to, but differs from, hypocrisy and neutrality. Somewhat related is cognitive dissonance, where the two beliefs cause conflict in one's mind.
The word doublethink was coined by George Orwell in his dystopian novel Nineteen Eighty-Four where it is part of Newspeak.
According to the novel, doublethink is:
"To know and not to know, to be conscious of complete truthfulness while telling carefully constructed lies, to hold simultaneously two opinions which cancelled out, knowing them to be contradictory and believing in both of them, to use logic against logic, to repudiate morality while laying claim to it, to believe that democracy was impossible and that the Party was the guardian of democracy, to forget, whatever it was necessary to forget, then to draw it back into memory again at the moment when it was needed, and then promptly to forget it again, and above all, to apply the same process to the process itself – that was the ultimate subtlety; consciously to induce unconsciousness, and then, once again, to become unconscious of the act of hypnosis you had just performed. Even to understand the word 'doublethink' involved the use of doublethink."[2]
"The power of holding two contradictory beliefs in one's mind simultaneously, and accepting both of them... To tell deliberate lies while genuinely believing in them, to forget any fact that has become inconvenient, and then, when it becomes necessary again, to draw it back from oblivion for just as long as it is needed, to deny the existence of objective reality and all the while to take account of the reality which one denies – all this is indispensably necessary. Even in using the word doublethink it is necessary to exercise doublethink. For by using the word one admits that one is tampering with reality; by a fresh act of doublethink one erases this knowledge; and so on indefinitely, with the lie always one leap ahead of the truth."[2]
Ummm sure I think... You create end game high level content with the intent of making it impossible by normal/standard/routine gaming standards. A good approach for Cryptic could simply be to "balance" the end game content to where they think it should be then double the difficulty.
Cryptic then makes a big announcement that new end game content has been added with an entirely new tier of gear rewards. This is the bait portion of your development strategy where you challenge all of your players to beat your new content. If some players succeed you review the in-game logs to determine how this was accomplished and decide what course of action should be taken:
Was it an exploit? Then correct the exploit. Was it an over powered ability/spell/power? Then nerf said abilities. You balance the game around the fact that no one should be winning.
You can segment the end game dungeon into multiple phases such that the first couple mini-bosses are difficult verses impossible and drop loot comparable to the best loot in the game, while reserving the latest and greatest tiered loot only for the content that should be impossible to complete. This way you don't completely road block players from playing your new end game content.
Once all of the game exploits, overpowered abilities, tactics, etc are fixed, corrected and/or nerfed you reduce the difficulty of the dungeon and repeat the cycle with the next end game content.
The big problem is that in many games the difference in skill level between players is so huge that it is nearly impossible to determine what is "impossible" without it being utterly impossible (u get 1-shot by everything as soon as you aggro it).
e.g. currently in Neverwinter, many people complain that the difficulty of doing a full Castle Never run (with no exploits, and only 1 cleric), is insanely high. Yet some people (myself included) have finished it with 4 people without many issues. There are certainly groups who farm it with 3 people, because 5 seems too easy.
I think I would rather they just notice the patterns in the dungeons already there which are being exploited or abused to Hell and back:
- CW mass-mob throwing
- Invisible cracks in the world which can help you bypass content
They did get double-AS, hopefully they will get more...
I think if they notice these and other things, they can design a new encounter which has such elements blocked out and see how players react to it. Not "harder" in the sense that mobs would have more HP and do more dmg, but in the sense that classic "kite and throw" or "drop through the world" strategies would be removed completely leaving players with only basic gameplay.
Comments
What would this accomplish?
Character is what a man is in the dark
Solo heal CN and then talk about the game being easy , thanks .
It would enable Cryptic to detect game exploits, imbalances, tactics, etc that would be considered overpowered and nerfed. Once all the gamers agree it is next to impossible they could reduce the difficulty of the end game content so that players could do it.
The IQ of the player base slipping that much?
How about this. Why not create a dungeon where there are no drops at all? Not even off trash mobs? Nothing drops when you kill. It will take three hours to complete and there are no rewards for doing it. No end chest, not even a title. Nothing. Because essentially you are saying that same thing with this stupid idea of an impossible dungeon.
The failures are due to people just not knowing the particular OPS mechanics. VOIP is also a requirement (glad to see it is built in Neverwinter, though im still not up to par on it; but hey 2 days in hehe).
Point is it SHOULD be a challenge without guaranteed happy endings... as well not being guaranteed a happy ending is what dungeoneering is all about! GREEBLE GROBBLE!!!
Done it with 4 people.
Not gonna say the game is easy, but I would like it to be harder, mostly because I like wiping. Addiction to challenge.
I don't think making the game harder woudl be healthy for the success of the game.
Blizzard did exactly this when developing Diablo 3. They sent their in-house testers into the game and got the end game content to where they believed it to be balanced then then DOUBLED the difficulty. Then when players successfully completed the end game content even after they believe it impossible to do using standard tactics, etc it pointed a HUGE spotlight on those issues to be addressed, fixed, nerfed, etc.
It was only after players were unable to complete the end game content did they nerf it.
I am ONLY referring to what Cryptic considered the "end game" highest difficulty level game content. I don't suggest making the entire game extremely hard, only the very end most difficult stuff.
You can add mini-bosses along the way that drop the best gear currently available such as T2, etc then reserve the best gear that Cryptic does not intend to be available to the end boss such as T3, etc. That way you can encourage players to TRY to do the content and be rewarded along the way without actually intending them to successfully complete the entire dungeon.
Then when you start seeing T3 gear popping up you can review the in-game logs to see how it was accomplished. It would allow players to show Cryptic where it has exploits, game imbalances, etc.
It would be up to Cryptic to determine if it was accomplished using an exploit, unintended tactics, etc but ya pretty much... Blizzard did this in WoW with the first people to achieve different character achievement they did not think possible or done much earlier then intended.
I think it would be very amusing to create an encounter that could not be beat without the normal scope of the game rules. Your reply suggests you thought I was just being sarcastic.
I agree 100%
be ashamed
Brilliant. I think Pathetic World and their handling of Neverwinter is similar to the government in George Orwell's novel '1984'.
from http://en.wikipedia.org/wiki/Doublethink
Doublethink is the act of simultaneously accepting two mutually contradictory beliefs as correct, often in distinct social contexts.[1] It is related to, but differs from, hypocrisy and neutrality. Somewhat related is cognitive dissonance, where the two beliefs cause conflict in one's mind.
The word doublethink was coined by George Orwell in his dystopian novel Nineteen Eighty-Four where it is part of Newspeak.
According to the novel, doublethink is:
"To know and not to know, to be conscious of complete truthfulness while telling carefully constructed lies, to hold simultaneously two opinions which cancelled out, knowing them to be contradictory and believing in both of them, to use logic against logic, to repudiate morality while laying claim to it, to believe that democracy was impossible and that the Party was the guardian of democracy, to forget, whatever it was necessary to forget, then to draw it back into memory again at the moment when it was needed, and then promptly to forget it again, and above all, to apply the same process to the process itself – that was the ultimate subtlety; consciously to induce unconsciousness, and then, once again, to become unconscious of the act of hypnosis you had just performed. Even to understand the word 'doublethink' involved the use of doublethink."[2]
"The power of holding two contradictory beliefs in one's mind simultaneously, and accepting both of them... To tell deliberate lies while genuinely believing in them, to forget any fact that has become inconvenient, and then, when it becomes necessary again, to draw it back from oblivion for just as long as it is needed, to deny the existence of objective reality and all the while to take account of the reality which one denies – all this is indispensably necessary. Even in using the word doublethink it is necessary to exercise doublethink. For by using the word one admits that one is tampering with reality; by a fresh act of doublethink one erases this knowledge; and so on indefinitely, with the lie always one leap ahead of the truth."[2]
Ummm sure I think... You create end game high level content with the intent of making it impossible by normal/standard/routine gaming standards. A good approach for Cryptic could simply be to "balance" the end game content to where they think it should be then double the difficulty.
Cryptic then makes a big announcement that new end game content has been added with an entirely new tier of gear rewards. This is the bait portion of your development strategy where you challenge all of your players to beat your new content. If some players succeed you review the in-game logs to determine how this was accomplished and decide what course of action should be taken:
Was it an exploit? Then correct the exploit. Was it an over powered ability/spell/power? Then nerf said abilities. You balance the game around the fact that no one should be winning.
You can segment the end game dungeon into multiple phases such that the first couple mini-bosses are difficult verses impossible and drop loot comparable to the best loot in the game, while reserving the latest and greatest tiered loot only for the content that should be impossible to complete. This way you don't completely road block players from playing your new end game content.
Once all of the game exploits, overpowered abilities, tactics, etc are fixed, corrected and/or nerfed you reduce the difficulty of the dungeon and repeat the cycle with the next end game content.
Why is it an awful idea?
e.g. currently in Neverwinter, many people complain that the difficulty of doing a full Castle Never run (with no exploits, and only 1 cleric), is insanely high. Yet some people (myself included) have finished it with 4 people without many issues. There are certainly groups who farm it with 3 people, because 5 seems too easy.
I think I would rather they just notice the patterns in the dungeons already there which are being exploited or abused to Hell and back:
- CW mass-mob throwing
- Invisible cracks in the world which can help you bypass content
They did get double-AS, hopefully they will get more...
I think if they notice these and other things, they can design a new encounter which has such elements blocked out and see how players react to it. Not "harder" in the sense that mobs would have more HP and do more dmg, but in the sense that classic "kite and throw" or "drop through the world" strategies would be removed completely leaving players with only basic gameplay.
I'd go for something like that...