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My reflections after playing for 9 months.

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  • eiagraeiagra Member Posts: 70 Arc User
    edited September 2014
    No, the daily grind needs to stop, as it is not challenging, rewarding, or engaging. And it was suggested earlier that they just make the same dungeons, just harder, to keep the ball rolling. That basically just encourages a different kind of daily, even if it's not a campaign one.

    As I understand it, WoW is successful because of three big factors. One: They were there early. Not first, but still early enough to create a novelty. Two: They created gameplay that, at the time, compelled the player to keep playing. Note, compel does not mean engage, though this may have been the case to some degree (since there was still some novelty). And three: The first two points snowballed into an ENORMOUS community. This community is what drives a game into success, and is why when WoW started hemorrhaging player subscriptions, there was concern that the MMORPG industry was at the beginning of the end.

    Also, it's really funny how I put some thoughtful posts up, a bit long, and they get no response. But as soon as I say something short and sensational, there is immediate retort.

    Man. You people talk amongst yourselves a while. I don't think I can do good here.
  • group5egroup5e Member Posts: 294 Arc User
    edited September 2014
    dzonisa1 wrote: »
    So when you said think differently, you meant think as these guys tell you ? Hard mode dungeons is just for starters, and requires only tweaking stat numbers on exsisting mobs and bosses. Everything else not to mention more grand and awesome requires more manpower, time and budget.

    I agree with this poster. This game is way too easy due to the creeping gear score. Make dungeons harder (maybe a legendary mode) and allow other things to drop from T1 and T2 dungeons (to keep it relevant). Content is always finite, so you need to refine (no pun intended) what you have too. My other suggestion is to immediately stop with the artifact equipment. It will make the game easier and easier. As it stands right now every single dungeon in the game is a joke. With a poor team, most dungeons are a joke and can be eeked out as long as one OP person is in the group.
  • str8slayerstr8slayer Member, Neverwinter Beta Users Posts: 715 Bounty Hunter
    edited September 2014
    eiagra wrote: »
    No, the daily grind needs to stop, as it is not challenging, rewarding, or engaging. And it was suggested earlier that they just make the same dungeons, just harder, to keep the ball rolling. That basically just encourages a different kind of daily, even if it's not a campaign one.

    As I understand it, WoW is successful because of three big factors. One: They were there early. Not first, but still early enough to create a novelty. Two: They created gameplay that, at the time, compelled the player to keep playing. Note, compel does not mean engage, though this may have been the case to some degree (since there was still some novelty). And three: The first two points snowballed into an ENORMOUS community. This community is what drives a game into success, and is why when WoW started hemorrhaging player subscriptions, there was concern that the MMORPG industry was at the beginning of the end.

    Also, it's really funny how I put some thoughtful posts up, a bit long, and they get no response. But as soon as I say something short and sensational, there is immediate retort.

    Man. You people talk amongst yourselves a while. I don't think I can do good here.


    Haha, no, you certainly can't, but these days the corporations running these MMO's are looking for profit margin. When WOW first came out I can guarantee they weren't spending even close what they are on upkeep now. NW was not originally intended to be an MMO and it's novelty stems only from the DND brand. Sure this game has a sizable niche to fill and for all practical purposes, is doing just fine. You are right, though, if we were competing with WoW this game would've been dead and buried already.
    [SIGPIC][/SIGPIC]
  • dzonisa1dzonisa1 Member Posts: 58
    edited September 2014
    Ideas are born from debate, not monolog. I`m saying we start the ball rolling in the right direction, harder content would mean playing it right, with a rainbow team instead of just zerging everything. At least it would have been something, while now we have nothing.

    If we are just brainstorming here, shoot. Add your 2 cents here that is doable in 2-3 months, and offers some kind of challenge and end game content so we can put all this new GS to use
  • group5egroup5e Member Posts: 294 Arc User
    edited September 2014
    eiagra wrote: »
    Also, it's really funny how I put some thoughtful posts up, a bit long, and they get no response. But as soon as I say something short and sensational, there is immediate retort.

    Yes we understand. Watch the video and all of MMO gaming will be fixed :P. Thanks for the link.
  • group5egroup5e Member Posts: 294 Arc User
    edited September 2014
    dzonisa1 wrote: »
    Ideas are born from debate, not monolog. I`m saying we start the ball rolling in the right direction, harder content would mean playing it right, with a rainbow team instead of just zerging everything. At least it would have been something, while now we have nothing.

    If we are just brainstorming here, shoot. Add your 2 cents here that is doable in 2-3 months, and offers some kind of challenge and end game content so we can put all this new GS to use

    I would like to see the epic LOL dungeon chest bug fixed... I think that's doable in 2-3 months....but, I'm not a developer.
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited September 2014
    No coments on the foundry?

    Soooooo much potential gone to waste there........

    It would actually release pressure from the dev team in getting new content out as the playerbase would be already doing that, giving them time to release really good and polished mods.

    Imagine if we could make our own pvp maps with its own play modes.

    our own dungeons with the correct dificulty while getting some decent reward in relation to the dificulty setting (t1,t2,t3,t4) out of it.

    More inmersive content (with the righ difficulty).......


    jeez there could be soooo much more to it if they gave us the tools. Actually we could practically get all that we need to make this game awsome just from it.
  • silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited September 2014
    ximae wrote: »
    No coments on the foundry?

    Soooooo much potential gone to waste there........

    It would actually release pressure from the dev team in getting new content out as the playerbase would be already doing that, giving them time to release really good and polished mods.

    Imagine if we could make our own pvp maps with its own play modes.

    our own dungeons with the correct dificulty while getting some decent reward in relation to the dificulty setting (t1,t2,t3,t4) out of it.

    More inmersive content (with the righ difficulty).......


    jeez there could be soooo much more to it if they gave us the tools. Actually we could practically get all that we need to make this game awsome just from it.

    Without rewards , no one will run them and if they added the ability to roll on t1 or t2 items in them, they would have to be vetted to make sure they were up to the standards to do so...

    I used to run a few foundries every once in awhile for kicks, but frankly its not worth the time to do so and doubly now that what little time I have to play, is eaten up doing dailies.

    Not that I think thats bad really, I think it would help, but the review process needs to be fairly harsh for this to happen.
  • dzonisa1dzonisa1 Member Posts: 58
    edited September 2014
    So hard mode or just tweaking numbers on mobs and providing actual challenge gives us:

    -All the dungeons done properly and much longer per run
    -Rainbow party and roles different classes bring
    -D&D element, and actual satisfaction completing the dungeon
    -Solving problems, making different aproach to each pack and boss fight, and develop teamwork

    Lets add achevments (proper ones, not like those on live atm.) here and see what they can add:

    -More content since you need to read up, prepare for them, and implement making a very tough fight even harder
    -Collectable rewards from completing, some and all of them (example- Finish the boss fight, without anyone getting hit by the adds, or red on the ground etc exept the tank or something along those lines. Or everyone in the party must get hit by the golems during boss fight the same amount of times, 5 min)

    There we go, content to do and its essay to make. And those are just from tip of my head
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited September 2014
    silverkelt wrote: »
    Without rewards , no one will run them and if they added the ability to roll on t1 or t2 items in them, they would have to be vetted to make sure they were up to the standards to do so...

    I used to run a few foundries every once in awhile for kicks, but frankly its not worth the time to do so and doubly now that what little time I have to play, is eaten up doing dailies.

    Not that I think thats bad really, I think it would help, but the review process needs to be fairly harsh for this to happen.

    OFC, you would need to be able to adjust the dificulty and be rewarded accordingly..... easiest solution for rewards would probably be refinement stuff (high rank enchants, refinement stones, marks) or maybe a chance at a setpiece of the according dificulty (using dd key), but i dont think that would even be needed as u can just run ur normal dds for t2 gear.
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited September 2014
    ximae wrote: »
    OFC, you would need to be able to adjust the dificulty and be rewarded accordingly..... easiest solution for rewards would probably be refinement stuff (high rank enchants, refinement stones, marks) or maybe a chance at a setpiece of the according dificulty (using dd key), but i dont think that would even be needed as u can just run ur normal dds for t2 gear.

    Another problem is that there are bots that can grind Foundries already.

    So personally I think it would be less exploitable to have any good items that comes from a Foundry made BtA.
  • ximaeximae Member Posts: 534 Bounty Hunter
    edited September 2014
    mconosrep wrote: »
    Another problem is that there are bots that can grind Foundries already.

    So personally I think it would be less exploitable to have any good items that comes from a Foundry made BtA.

    That could be one solution, at least for non group content foundries..... but i doubt u could get bots soloing a t2 5 man dungeon.

    Rewards should be tiered by dificulty, something in the lines of:

    solo standard lvl 60 (lvl scalable)

    skirmish (10-20 min duration dificulty like in current 5 man party skirmishes)
    t1 skirmish
    t2 skirmish
    t3 skirmish

    dungeon (30-x min duration with 5 man dificulty)
    t1 dung
    t2 dung
    t3 dung

    just give better stuff thats not bound the higher the dificulty setting.
  • tonyswutonyswu Member Posts: 223 Arc User
    edited September 2014
    I agree with all of your sentiments.

    I REALLY REALLY REALLY do HOPE that a dev comes in and actually reads this well-written constructive feedback.

    Otherwise, you will see more and more players stop bothering with the new modules as well.


    To add to the point of RNG, I think they wanted to design very simple dungeons and very easy content, however, in order to prevent good players from benefitting too much, they gate it through RNG so that all players are gated almost equally. I could see this being used on special events and what-not, but when the game doesn't have endgame, this really needs to be addressed. People are quitting the game because there is nothing worth doing anymore. There aren't any good guilds that have arisen to support a growing community because the community isn't growing. It is just casuals trying the game out for a month or two and quitting. Players don't see the light at the end of the tunnel. You have to have that one marquee dungeon/game mode that players will want to strive for. It was Castle never when this game started. Now, without any PVP modes, unique game modes, farmable dungeons, raids etc, players have no motivation to stick to the game. You still have a big base, but most of them have quit or are taking a sabbatical until the devs of this game finally give players what they want.

    I don't even feel excited for module 5. I feel it will just be a bunch of dailies, useless heroic encounters, a dungeon that will be dead in a month and more RNG-gating. I think it is too late to change anything for the next module, but here's hoping module 6 will incorporate the feedback that OP has posted



    Too late, I've already stopped bothering with this mod.

    Done over 500 dragon HE, tons of great successes, no boot, glove, or belts.

    Done tons of epic Skirmishes, 2 dragon gems, nothing else.

    Done tons of epic dungeons, not even a book for boon.

    I am so tired of this.
  • celticgamer0celticgamer0 Member Posts: 537 Arc User
    edited September 2014
    I received a dragon claw finally. Even though I have no use for it yet lol
  • bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited September 2014
    ximae wrote: »
    No coments on the foundry?

    Soooooo much potential gone to waste there........

    It would actually release pressure from the dev team in getting new content out as the playerbase would be already doing that, giving them time to release really good and polished mods.

    Imagine if we could make our own pvp maps with its own play modes.

    our own dungeons with the correct dificulty while getting some decent reward in relation to the dificulty setting (t1,t2,t3,t4) out of it.

    More inmersive content (with the righ difficulty).......


    jeez there could be soooo much more to it if they gave us the tools. Actually we could practically get all that we need to make this game awsome just from it.
    silverkelt wrote: »
    Without rewards , no one will run them and if they added the ability to roll on t1 or t2 items in them, they would have to be vetted to make sure they were up to the standards to do so...

    I used to run a few foundries every once in awhile for kicks, but frankly its not worth the time to do so and doubly now that what little time I have to play, is eaten up doing dailies.

    Not that I think thats bad really, I think it would help, but the review process needs to be fairly harsh for this to happen.
    Foundry does have enormous potential, and if enough of us actually push to get the devs to improve it, then maybe they eventually will. At present they've fixed some of the major bugs (like ones preventing half the contest entries from being completed, go and vote, btw) but they haven't been able to find the time to make improvements. But it's been pointed out that the requests are 90% from foundry authors who make up maybe 2% of the Neverwinter community. If everyone who would like to see a better foundry made their opinions known, they might eventually do something about it.

    SUPPORT THE FOUNDRY!
    [SIGPIC][/SIGPIC]
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