MMORPG.com had an exclusive interview with Rob Overmeyer to talk about upcoming Module 3! Learn more about how PvP and PvE content will work and how Black Ice will play a major role in your upcoming adventure into Icewind Dale.
I'm most excited about the PvE content, couldn't care less about the PvP. The writers need to make better use of spellcheck, and the article less informative than reading the patch notes. From what I have seen in chat the armour is on par with the sets you get from Sharandar or the Dread Ring. Reserving final judgement until see how the storyline actually plays out.
I replied in that thread (my two forum names aren't difficult to associate).
Overall I'm most excited that the ranger is getting a new Paragon path.
I'm also excited for the pve content. I think adding an iconic area is great and IWD is a good choice.
I'm dubious about the black ice and crafting update. I'll be honest crafting in this game isn't that fun, doesn't scale well with leveling progression, and feels like an intentional time and money squeeze. The crafting system has a lot of potential but could use some serious love.
I'm not excited at all about the pvp update. I realize pvp players need content and I think the way it is being added is the right way to do it (mixed in with competitive pve and pvp resources in a big zone) as opposed to adding instanced battle grounds or arenas. The problem is I have this sinking feeling the way the pvp is implemented it will spill over into pve. I can see flagged pvp players roaming pve only land trying to get other pve players flagged. This happened in early versions of Rift. It happens all the time in SW:TOR. I really hope the system in Neverwinter won't allow this. That sort of thing would really be a deal breaker.
I can see flagged pvp players roaming pve only land trying to get other pve players flagged. This happened in early versions of Rift. It happens all the time in SW:TOR. I really hope the system in Neverwinter won't allow this. That sort of thing would really be a deal breaker.
you can't get flagged for pvp unless you enter a pvp area so if someone is harassing you via chat or /tell then thank gods there is the ability to ignore and report.
i can understand pve users not wanting to be forced to pvp, but no one has to be bullied either.
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
I replied in that thread (my two forum names aren't difficult to associate).
Overall I'm most excited that the ranger is getting a new Paragon path.
I'm also excited for the pve content. I think adding an iconic area is great and IWD is a good choice.
I'm dubious about the black ice and crafting update. I'll be honest crafting in this game isn't that fun, doesn't scale well with leveling progression, and feels like an intentional time and money squeeze. The crafting system has a lot of potential but could use some serious love.
I'm not excited at all about the pvp update. I realize pvp players need content and I think the way it is being added is the right way to do it (mixed in with competitive pve and pvp resources in a big zone) as opposed to adding instanced battle grounds or arenas. The problem is I have this sinking feeling the way the pvp is implemented it will spill over into pve. I can see flagged pvp players roaming pve only land trying to get other pve players flagged. This happened in early versions of Rift. It happens all the time in SW:TOR. I really hope the system in Neverwinter won't allow this. That sort of thing would really be a deal breaker.
They can't get you flagged for PVP by going near you. There is only one way to get flagged for PVP and that is, as Melodywhr said, to go into the area. Healing or AOEing a flagged player does not flag you in this game.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
you can't get flagged for pvp unless you enter a pvp area so if someone is harassing you via chat or /tell then thank gods there is the ability to ignore and report.
i can understand pve users not wanting to be forced to pvp, but no one has to be bullied either.
That's really good to know. It's just a concern because I've not played a mixed game yet that didn't have a flagging trap of some sort. I'm really glad to know the only way to flag is by entering the zone and the only way it seems to unflag is by leaving the area entirely. Seems fair enough.
Comments
Overall I'm most excited that the ranger is getting a new Paragon path.
I'm also excited for the pve content. I think adding an iconic area is great and IWD is a good choice.
I'm dubious about the black ice and crafting update. I'll be honest crafting in this game isn't that fun, doesn't scale well with leveling progression, and feels like an intentional time and money squeeze. The crafting system has a lot of potential but could use some serious love.
I'm not excited at all about the pvp update. I realize pvp players need content and I think the way it is being added is the right way to do it (mixed in with competitive pve and pvp resources in a big zone) as opposed to adding instanced battle grounds or arenas. The problem is I have this sinking feeling the way the pvp is implemented it will spill over into pve. I can see flagged pvp players roaming pve only land trying to get other pve players flagged. This happened in early versions of Rift. It happens all the time in SW:TOR. I really hope the system in Neverwinter won't allow this. That sort of thing would really be a deal breaker.
you can't get flagged for pvp unless you enter a pvp area so if someone is harassing you via chat or /tell then thank gods there is the ability to ignore and report.
i can understand pve users not wanting to be forced to pvp, but no one has to be bullied either.
They can't get you flagged for PVP by going near you. There is only one way to get flagged for PVP and that is, as Melodywhr said, to go into the area. Healing or AOEing a flagged player does not flag you in this game.
Thanks for the clarification.