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Why Neverwinter is failing.

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    cgta1967cgta1967 Member Posts: 86
    edited August 2013
    and the pvp is meh....

    so "have fun to 60, it'll only take a week or two.... then play something else"

    .
    _______________________
    ---- FIRE EVERYTHING ! ----
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    wildgerwildger Member Posts: 31 Arc User
    edited August 2013
    There is no monthly fee. If you get bored at lvl 60, play something else and come back when there are more content in this game. I see no reason for anyone to bash this game because they cannot afford to play other games.
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    n0fxer#8270 n0fxer Member Posts: 33 Arc User
    edited August 2013
    When I started playing this game, I lowered my expectations, and enjoyed it for what it was; a simple hack-and-slasher, on the rails, which would entice those players who never did try an action combat based game before. And Foundry for those who knew of it's existence lol.. I went through the game at a modest pace, not exactly stopping to sniff the flowers (nothing was that interesting till near the Underdark) but with my experience with action MMOs, including semi-hybrids, caused nothing but frustration when it came to the combat itself.. the movements of the classes were fine, but the pathing for the mobs was atrocious.. let me explain.

    When playing in an action combat game, you are expected to use your skills to either block, parry or hard-stop opponents in an encounter, whereas you can then take things out accordingly. What I mean by terrible AI/pathing is that when I dodge away from a big attack/red ringer, the mob or boss is almost literally *in* my hitbox, and will not stop moving and facing me until I stop to launch it's next attack. It would make sense if the mob/boss in question needed to you know, turn to face me and give me at least a second or two to get distance/placement, but that is impossible in this game. To me, it was a sore weakness, when most of the game is involving combat, and it just gets under my skin. Seems lazy.

    Apart from that, it was fun but I got bored of the on-the-rails aspect to questing.. and I am notorious for altitis. Don't get me started on the Zen prices and sore lack of stuff that you can't get outside the shop. This game will last, and I might pop in every once in a while to see what's new, but till that combat thing gets fixed, this just becomes another game I tried and won't spend any more cash on.

    /shrug
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    krisst0fkrisst0f Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited August 2013
    The game has a few issues to deal with... but I LOVE it. Find a good guild and learn how to do the hardest T2 dungeons like epic CN of DV with them.

    I agree it could be better (and some bugs still annoy me) but it is by far a fun experience.
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    firesoul31firesoul31 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 34
    edited August 2013
    Why is Neverwinter failing?

    1. No end game content.

    2. PvP is terrible and boring.

    3. Lateral progression is also terrible and boring (We want gear progression!).

    I have played all the Neverwinter games and really wanted this game to succeed, and still do. Give the people what they want so you do not have another dead MMO on your hands. tyvm...

    I think the leveling too fast is an issue, but I have been playing a while and taking my time. Doing professions, enjoying storylines, and my guild mates. Getting to end game is about the journey, now how fast it can be done, or should be done. If you want endgame that badly, this close to the game going live, I think you might want to change games to a more mature MMO game, mature as in lots of endgame. Pick your poison in that regard, or enjoy the game for what is is meant to be: a game and not an e-peen contest.

    For me the lore and story make up for being a huge forgotten realms fan, maybe you picked just another MMO to play instead of playing something you are passionate about.

    Just saying.


    edit: cuz i spell goodz
    Playing, paying & Coding - My take on Neverwinter, mods be darned
    Opened up comments, because I would love to hear what everyone says, even the naysayers. :)
    http://goo.gl/TiX1kO
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    fathomfulfathomful Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 207 Bounty Hunter
    edited August 2013
    firesoul31 wrote: »
    I think the leveling too fast is an issue, but I have been playing a while and taking my time. Doing professions, enjoying storylines, and my guild mates. Getting to end game is about the journey, now how fast it can be done, or should be done. If you want endgame that badly, this close to the game going live, I think you might want to change games to a more mature MMO game, mature as in lots of endgame. Pick your poison in that regard, or enjoy the game for what is is meant to be: a game and not an e-peen contest.

    For me the lore and story make up for being a huge forgotten realms fan, maybe you picked just another MMO to play instead of playing something you are passionate about.

    Just saying.


    edit: cuz i spell goodz

    Well said. +1 internets
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    alecstormalecstorm Member Posts: 142 Bounty Hunter
    edited August 2013
    krisst0f wrote: »
    The game has a few issues to deal with... but I LOVE it. Find a good guild and learn how to do the hardest T2 dungeons like epic CN of DV with them.

    I agree it could be better (and some bugs still annoy me) but it is by far a fun experience.

    And after you did t2 dungeon for 2 weeks? Nah... boring.
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    tickledpinkstickledpinks Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 276 Bounty Hunter
    edited August 2013
    and what exactly was their reasoning behind totally messing up the sort function?. Now its useless..it serves no purpose.
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    xiphenonxiphenon Member Posts: 0 Arc User
    edited August 2013
    What I find realy sad is that dungeons takes so long. In Star Trek Online you can do a end content run in about 15 mins - in fact, if you stay below that time, you get an addional reward.

    Here in Neverwinter dungeons takes forever. The boss or add fight alone are horrible long - If it isn't your group is already top geard and only farm for AD. In addition most of the boss fights are quite difficult for an average MMORPG PvE-player. Luckly I played alot of shooters before I went to MMORPGs - maybe there should be a warning like "This game is only meant for people that can beat Quake3 in nightmare flawless".

    And just play in a premade for PvE contradicts somehow the idea of a massivly multiplayer game - I just could play any co-op solo player game with 5 people. NWN-shards with real dungeon masters are here the much better choice.

    In summary the current game design makes the game very unattractive for causal and average players. If it is the goal that only a hand few hardcore players play this game, it is on the right way.
    [SIGPIC][/SIGPIC]
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    nick1sternnick1stern Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 330 Bounty Hunter
    edited August 2013
    and what exactly was their reasoning behind totally messing up the sort function?. Now its useless..it serves no purpose.

    Yeah they did that on purpose just to <font color="orange">HAMSTER</font> off people like you....
    It is a bug bugs happen report it and move on they are working on fixing bugs
    but the important ones come first not minor things like sorting that takes a couple minutes tops by hand.

    Do not try to claim they did it on purpose breaking sort that just feeds into tolls.
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    baronvonboombaronvonboom Member Posts: 536 Arc User
    edited August 2013
    At 14 pages long I think this thread is its own contradiction... :rolleyes:
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    daermonnedaermonne Member Posts: 3 Arc User
    edited August 2013
    It's an enjoyable game but nothing I see myself putting tons of hours on end into.

    1st I was a little disappointed (different gaming companies so I should've guessed) that this game does not play like DDO. I guess I was hoping for a NeverWinter version of DDO. Upgraded graphics and ruleset etc.

    2nd the PvP is lackluster. For a F2P game with PvP (although I got to download this for free) I feel I got my moneys worth with GW2. The PvE in GW2 is fun as well.

    3rd I find the combat; spells attk skills etc; don't quite fit in with my view of Neverwinter style D&D.

    4th I give huge props to The Foundry. Excellent concept. Now add THAT into a DDO style D&D game and we're almost there. Also add in real time Live GMing to "modules" so you can play GM with your friends. (I have a post somewhere in here that I can't find about this concept)

    Bottom line, there are many games out there that can offer better PVP, PVE, game immersion. Neverwinter is a nice break from other games but I just cannot see myself getting totally immersed. I have even gone back to DDO for the live table top feel.

    Next game, if you can work on a more D&D live table top feel like DDO, add in the "Live GMing" concept that can be activate in the Foundry for friend and guild runs, I'll be all over it.
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    tcarncetcarnce Member, NW M9 Playtest Posts: 976 Arc User
    edited August 2013
    According to NW and critics this game is at a all time high as now it is 2million players strong!! When you are on the launcher screen logging in that is what they tell me at least.

    don`t get fooled, there s no 2 million players.
    accounts maybe, but loads have more then 1 account, then there s companies with loads of accounts runned by bots.
    then again, accounts don`t mean people are actualy playing a lot.
    real number lays way below 500k
    it s not as easy to say as with subscription based games, where frozen accounts don`t get counted.

    pwe knows it too, but uses the popularity trick to pull in more people.
    it`s how human minds in general work.
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    brendan03usbrendan03us Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited August 2013
    Yeah I like this much better than I liked DDO. This approach to combat and so on is more video-game appropriate, whereas DDO was trying to be too much like PnP for a video game (and I love PnP and have been a PnP DM for 30 years or so now). I just see video games as a different genre and that they should play as good video games without being too slavish in their fidelity to a ruleset designed for a different kind of table top gaming.
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    drwarpeffectdrwarpeffect Member, NW M9 Playtest Posts: 71 Arc User
    edited August 2013
    Mod asked for what changes would make game better. Here it is:

    1) My biggest complaint is the game is too easy, make it much harder.
    2) PvP has way too many afkers. Make that banned account status.
    3) There are only 7 different quests in game, increase to 200, no cloning quests changing fruit berries to grapes for collection etc.
    4) Make leveling take 50 times as long which will mean people will take 50 days to hit 60 instead of 1 (ok, slight exaggeration, but I went from 46 to 59 only adventuring twice for short periods, rest was prayer and crafting).
    5) Quit misusing terms like "treasure chest." If the chest does not contain treasure, it is not a "treasure chest." Most of the time the term should be "practically worthless box."
    6) Too many currencies, cut it down to 2, zen and diamonds. Diamonds drop, or pieces of diamond dust that can be converted to diamonds.
    7) And biggest problem of all, quit pushing sales of cash items so ridiculously both by silly game mechanics and desperate ads. Make money by providing VALUE. I have spent thousand of dollars of games in my life and I have not spent one cent on this one. Getting ready tomorrow to buy $100 of stuff in a competitor without any qualm whatsoever. They provide me with value in return for my money, so I do not mind helping them make profit at all, i want them to make profit and stick around so I can keep playing. The sales in this game remind me of "Farmville" tactics like the "Hot Rod Tractor" you have to pay cash to get fuel for.

    Several will find fault with 7 above since they say I should pay if I want to complain. No. My point is that playing this game as it currently is is not worth playing except for free. I have played MMOs since EQ and continuously since then. (Played computer games long before EQ too). It is a crime to so misuse the DnD license. I knew this game would be like this when I saw the $200 price for the founders packs. It is like Las Vegas had signs on all the casinos that clearly said, "Warning: the games inside are all designed to separate the suckers (you) from your money (our future profit). If you will simply stay and play long enough we are mathematically guaranteed to get that money because our games are RIGGED."
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    daermonnedaermonne Member Posts: 3 Arc User
    edited August 2013
    P.S. In what D&D world do Clerics not have Blade Barrier??? I want my Blade Barrier!!! :-D
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    klangeddinklangeddin Member, NW M9 Playtest Posts: 882 Arc User
    edited August 2013
    Neverwinter fails because it has 2 millions of players.

    Oh wait.
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    anrchyanrchy Member Posts: 0 Arc User
    edited August 2013
    Have they fixed the dungeon system yet?

    I left when rift became FTP for the following reasons -

    - Queue system does not optimise groups
    - Players are not replaced when someone drops from a dungeon (which happens too often)
    - The need/greed system fails. Seriously if an item is needed it should become bound to character. There is no reason to roll need if it being bound to you would bother you. The few times I did complete I lost rolls to other Needers, only to discover some of them already had the item.

    I really enjoyed this game, and I loved the healing mechanics. But after many attempts at dungeon runs at max level, I was discouraged due to not being able to complete them.

    I do come back to check the forums to see if these issues are fixed. Looking forward to playing this again.
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    tcarncetcarnce Member, NW M9 Playtest Posts: 976 Arc User
    edited August 2013
    klangeddin wrote: »
    Neverwinter fails because it has 2 millions of players.

    Oh wait.

    wake up ;p there s no 2 million players, 2 million accounts maybe yes, but players no ;p
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    bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited August 2013
    I wish they'd address all the exploitative behavior in dungeons. Suicide campfire runs, jumping to your death to get further ahead, and so on, are ruining teams for players that want to do things legitimately.

    They need to make it so the entire team has to get to the campfire for it to become a respawn point, block off the holes and jumping off points people use to skip content, make bosses mandatory to complete the dungeon, etc.

    Don't get me wrong - rewards for playing the whole dungeon through need to be improved, and things like the queuing system and being inundated w/ adds need to be addressed as well. Perhaps even the length of dungeons should be adjusted.

    As long as cheats and unintended shortcuts exist, people will use them, but if you curb them enough, legitimate players will prevail.
    <::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::>
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    brunhildhabrunhildha Member, NW M9 Playtest Posts: 9 Arc User
    edited August 2013
    People will still get bored regardless of how much content is avalaible so the game must have something else to fall back on such optional open world PvP where players can fight in towns, fight anywhere on any of the current world maps if both party are set to PvP mode. Complexity, customization, community (houses and guild towns) and finally whether people might think otherwise, character aesthetics and variety of clothing is a big factor. Atm NW doesn't have any of these things but to be fair, it is a young game and free to play.
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    shadedzashadedza Member Posts: 11 Arc User
    edited August 2013
    What I wouldn't give for better ways of healing. Like in WoW, to be able to click heal a player.
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    jmdesterejmdestere Member Posts: 24 Arc User
    edited August 2013
    This game is still very fresh out of beta. Even the p2p giants (well, giant) sucked and had nothing to do at first.

    The devs I imagine are probably putting in some mad hours right now trying to keep the game stable and functioning. I am no programmer but I know that a MMO is probably a headache and a half to maintain. It's not just content that they have to put out, they also have to make sure that it works for as many users as humanly possible. Accessibility is what gives them the paychecks they use to feed their families with. Any programmer worth his salt can tell you that bug squashing is a full-time job within itself. Now add that in to the fact that this game does not have the monthly subscription to give that guaranteed fat check, and you might understand how things work here.

    These guys have to balance bug fixes/stability/performance along with game balancing and content. Which is a daunting task even if you didn't have a boss above you yelling about deadlines.

    Personally, think the biggest problem plaguing the player base of this game is the elevated blood pressure caused by all of the rage going around. Seriously the biggest fun-killer I have found about this game are the people whose parents never taught them that temper tantrums only make them look childish.
    NW-DKH3UKB4Q - Kobold Crusher. A sewer crawl with adjustable difficulty aimed at assisting with one of the Slayer achievements.
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    satansnemesissatansnemesis Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 67
    edited August 2013
    I don't think the game is dying quite yet. It just needs some tweaking. One of the things I see people complain about the most is how horrible the dungeons are because the only real mechanic in the fight is the "Spawn More Adds" mechanic. I don't know how large the development team is for this game, it seems like it is probably small, but I think a portion of the team should be used to rework the dungeons we already have from the ground up. The map is there and the general idea is already there, just go in and rework the mechanics of the mobs. I really don't think it would take too long for a skilled team to get the dungeons polished up one dungeon at a time.

    As you work on a dungeon I would remove the DD Chest and get rid of DD completely once all of the dungeons are finished. Just add the tier gear to a token vendor (but don't require the crazy amount of seals you currently have in place). Dungeon "insert name here" drops boot tokens and another dungeon drops chest tokens and so on and so on. Make the equipment BOP but make it realistically attainable. They should only have to do each dungeon a few times get a piece of gear (you skip a boss you have to do more runs). If there are more dungeons than item slots make some drop multiple types of tokens (same amount, it just varies from boss to boss). This removes RNG from dungeons and then everyone can get what they want as long as they put in the time. There are 12 slots to fill (2 are crafted) and three slots per companion. That's a lot of runs. Also make the dungeons hard enough that if you not wearing all/mostly T1 in a T2 dungeon you better be highly skilled at what you are doing. You can still have progression with the dungeons. Pick a starting point like Helms or Gauntlets and have the next piece drop from a slightly harder dungeon. That way when you get to the dungeon that drops tokens for your final piece you kind of need to already be wearing the pieces from the previous dungeons.

    To keep people running the dungeon after they are geared out (and to appease the farmers) the tokens can also be used to buy various cosmetic changes for armor (which can then be dyed for Zen bottles), companions, AD chest, ect. There are tons of things that can be added that will keep people interested. And as long as these cosmetic items can be sold or traded people will keep on running dungeons to get them. Bags is one item that comes to mind. lol. The true "End Game" cosmetic item could be Astral Diamond encrusted armor (or something like that) with a huge token price tag.

    All of this should also be attainable through PVP. Just match the pace of gear progression closely to doing dungeons and make the gear more for PVP.

    Here is one idea I have never seen before in a MMO, (I have not played them all, so if its not new, then its not new) and I think could be easily added to this game. Every dungeon has trash mobs you have to fight through to get to a boss. That trash is there "in theory" to protect the boss. If you skip your way past the trash (a lot should be able to be bypassed if the player choses to do so) they should run to protect the boss as soon as it is attacked. I don't think it would be too hard to get them to head to the boss when it is attacked (they will already chase you through most of the dungeon). As soon as the boss is hit it triggers a much larger agro range on trash mobs and as long as you give them some simple path instructions they should make it to the boss room. All the trash has to travel different distances to get there so they wouldn't all pop up at once. That would be the end of the exploits and it would create a world of possibilities.

    Obviously very few players want to kill everything in a dungeon, so more skilled players (or better geared players) would be able to handle some (or a lot) of the trash during their fight. The higher skilled/geared they are, the more they can afford to skip and just kill with the boss. Lower geared/skilled players would know they better clear everything because they won't be able to handle the adds. This would make dungeon difficulty much more customizable for the players. They can either spend the time to clear or have a harder fight at the boss. There are multiple bosses, so obviously only the trash you could pass on the way to a boss is linked to him. This could also create challenging runs for players who want to test their skill and see how much they can handle at once. If you want a boss to be particularly difficult all on his own just add a mini boss right before his room that will also trigger the adds so the more advanced players can skip to him and mow down the trash before the boss fight. The whole idea here is customization that is controlled by the group. Advanced players can have speed runs and test the limits of what they can handle it and those who aren't as advanced have a decent shot at finishing the dungeon if they take their time.

    Also, get rid of the tons of green drops from the trash mobs and have them drop more silver. I realize the idea here is to overwhelm everyone with loot so they will buy more bags to hold it all, but if they haven't bought the bags by the time they hit endgame they probably aren't going to buy them now just to pick up <font color="orange">HAMSTER</font> items they can't even afford to identify.
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    faeriestormfaeriestorm Member Posts: 460 Bounty Hunter
    edited August 2013
    amordread wrote: »
    Also faction or guild wars would be great. I'd play this game forever if that happens. I don't understand why they don't do it. It's not going to hurt the game , it'll just add a flavor. There are lot's of npc factions in the story but none for players. We are just some good guys trying to save the Neverwinter...

    Yeah true, why can't we make our characters lawful evil or chaotic good? Or chaotic neutral, or neutral evil, or neutral good. It seems we just have to be made lawful good.... Idk but character alinements would make leveling alot more interesting. Perhaps let us help the bad guys sometimes ;)

    I would love to see guild factions, wars and such. Also Give us a reason to run the foundry (maybe make the loot at least as good as questing... and let us gain exp for killing stuff there...)
    As you work on a dungeon I would remove the DD Chest and get rid of DD completely once all of the dungeons are finished. Just add the tier gear to a token vendor (but don't require the crazy amount of seals you currently have in place). Dungeon "insert name here" drops boot tokens and another dungeon drops chest tokens and so on and so on. Make the equipment BOP but make it realistically attainable. They should only have to do each dungeon a few times get a piece of gear (you skip a boss you have to do more runs). If there are more dungeons than item slots make some drop multiple types of tokens (same amount, it just varies from boss to boss). This removes RNG from dungeons and then everyone can get what they want as long as they put in the time. There are 12 slots to fill (2 are crafted) and three slots per companion. That's a lot of runs. Also make the dungeons hard enough that if you not wearing all/mostly T1 in a T2 dungeon you better be highly skilled at what you are doing.

    Rework and remove the DD chest sure, but do not make gear BoP and keep the seal vendors.
    Here is one idea I have never seen before in a MMO, (I have not played them all, so if its not new, then its not new) and I think could be easily added to this game. Every dungeon has trash mobs you have to fight through to get to a boss. That trash is there "in theory" to protect the boss. If you skip your way past the trash (a lot should be able to be bypassed if the player choses to do so) they should run to protect the boss as soon as it is attacked. I don't think it would be too hard to get them to head to the boss when it is attacked (they will already chase you through most of the dungeon). As soon as the boss is hit it triggers a much larger agro range on trash mobs and as long as you give them some simple path instructions they should make it to the boss room. All the trash has to travel different distances to get there so they wouldn't all pop up at once. That would be the end of the exploits and it would create a world of possibilities.

    Obviously very few players want to kill everything in a dungeon, so more skilled players (or better geared players) would be able to handle some (or a lot) of the trash during their fight. The higher skilled/geared they are, the more they can afford to skip and just kill with the boss. Lower geared/skilled players would know they better clear everything because they won't be able to handle the adds. This would make dungeon difficulty much more customizable for the players. They can either spend the time to clear or have a harder fight at the boss. There are multiple bosses, so obviously only the trash you could pass on the way to a boss is linked to him. This could also create challenging runs for players who want to test their skill and see how much they can handle at once. If you want a boss to be particularly difficult all on his own just add a mini boss right before his room that will also trigger the adds so the more advanced players can skip to him and mow down the trash before the boss fight. The whole idea here is customization that is controlled by the group. Advanced players can have speed runs and test the limits of what they can handle it and those who aren't as advanced have a decent shot at finishing the dungeon if they take their time.

    Also, get rid of the tons of green drops from the trash mobs and have them drop more silver. I realize the idea here is to overwhelm everyone with loot so they will buy more bags to hold it all, but if they haven't bought the bags by the time they hit endgame they probably aren't going to buy them now just to pick up <font color="orange">HAMSTER</font> items they can't even afford to identify.

    Now this is a great idea. Trash you don't kill joins you in the boss room XD. Also I think in epic dungeons silver should drop not copper, it takes alot of gold to be able to keep running those dungeons.
    [SIGPIC][/SIGPIC]
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    cribstaxxxcribstaxxx Member, Neverwinter Beta Users Posts: 1,300 Bounty Hunter
    edited August 2013
    Satansnemesis you need a TL; DR man...

    Why neverwinter is NOT failing: Devs listen to the player base's concerns and adjust patches accordingly (TR nerf)
    Guild Master of <Enemy Team>
    We are definitely dominating, and we are always about to win.
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    tcarncetcarnce Member, NW M9 Playtest Posts: 976 Arc User
    edited August 2013
    cribstaxxx wrote: »
    Satansnemesis you need a TL; DR man...

    Why neverwinter is NOT failing: Devs listen to the player base's concerns and adjust patches accordingly (TR nerf)

    if you want some reality based inteligence about a tr nerf, it`s a bad idea, it will cause player loss.
    most played class, nerf it, no good for your playerbase ;p
    look at paladins for example what bliz done to them the last 3 years ;p

    they better had to pull up the rest to the tr lvl, with all content along. to make this a less bad thing.
    allthough the result would be the same, it`s less of a harm mentaly seen.
    but ok, that if there even was a dishonest difference between tr and the rest, i`m still in opinion they re handling the bliz rule, make crybabies stop cry and meanwhile lose your real playerbase.
    also, rocking back and forth classes which are crybabied op leads to people don`t want to play their class anymore if the socalled op class is changed each time.
    it fails to guarantee you `ll always have fun with that char and make time invested a gamble.

    i don`t mind, i`ll keep hoping on a game with more intelligence

    i`m not some kiddy saying some things :) hahaha
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    alecstormalecstorm Member Posts: 142 Bounty Hunter
    edited August 2013
    Capture the flag would be a good new map for pvp.
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    cribstaxxxcribstaxxx Member, Neverwinter Beta Users Posts: 1,300 Bounty Hunter
    edited August 2013
    tcarnce wrote: »
    if you want some reality based inteligence about a tr nerf, it`s a bad idea, it will cause player loss.
    most played class, nerf it, no good for your playerbase ;p
    look at paladins for example what bliz done to them the last 3 years ;p

    they better had to pull up the rest to the tr lvl, with all content along. to make this a less bad thing.
    allthough the result would be the same, it`s less of a harm mentaly seen.
    but ok, that if there even was a dishonest difference between tr and the rest, i`m still in opinion they re handling the bliz rule, make crybabies stop cry and meanwhile lose your real playerbase.
    also, rocking back and forth classes which are crybabied op leads to people don`t want to play their class anymore if the socalled op class is changed each time.
    it fails to guarantee you `ll always have fun with that char and make time invested a gamble.

    i don`t mind, i`ll keep hoping on a game with more intelligence

    i`m not some kiddy saying some things :) hahaha

    What I meant was they listened to the players that made such a large outcry against the nerfs (myself included) and toned them down accordingly. I am certainly not for destroying a class heh.
    Guild Master of <Enemy Team>
    We are definitely dominating, and we are always about to win.
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    savagedeaconsavagedeacon Member Posts: 219 Arc User
    edited August 2013
    brunhildha wrote: »
    People will still get bored regardless of how much content is avalaible so the game must have something else to fall back on such optional open world PvP where players can fight in towns, fight anywhere on any of the current world maps if both party are set to PvP mode. Complexity, customization, community (houses and guild towns) and finally whether people might think otherwise, character aesthetics and variety of clothing is a big factor. Atm NW doesn't have any of these things but to be fair, it is a young game and free to play.
    The games that do the things that you say are set in free roaming worlds, that is you don't teleport in a zone from the gates of a part of the city to do your quests, you travel there by foot, riding an horse or sometimes even flying.

    Even those that have teleport devices let you free to use them or not. And sometimes to travel from point A to point B is slow, dangerous and you can take the wrong turn ( in a word:it is fun)but also more often than not you get side quests that can change your plans so instead of fighting zombies in a greveyard you end up fighting pirates on the sea.

    In a word: you live in those worlds, you interact with them you do not things only because colonel Nicodemus Furies ( I said colonel but he could be , let us say, a sergeant :p ) told you to go there and do that and when you have finished return to him in the city (the only one on that world that you can visit btw) and he would give you the new quest.

    The way to boredom starts with a sergeant in a single city.
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