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Interactive Poll: The Top 20 Fixes You'd Make to Neverwinter in 2015!

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  • thehumancodexthehumancodex Member Posts: 196 Arc User
    edited February 2015
    ...............
  • psyb3rtr011psyb3rtr011 Member, NW M9 Playtest Posts: 340 Arc User
    edited February 2015
    qutsemnie wrote: »
    My biggest pet peeve in this game at the moment that is within the realm of possibility of dev fix is the way Dragon' Hoarde enchants interact with groups.

    Basically, if you don't get a kill shot you don't proc an enchant. There is a problem with that on two levels:
    1) It means high DPS classes get more reward for playing while grouping.
    2) It means everyone has more reward for not grouping.
    3) It means RP reward size is disengaged from the difficultly of the content.

    I have no idea why this design exist it is silly. When you do group you have a biased reward scheme, and when you don't group and do separate content you get more RP over the 5 people.

    My suggestion would be to scrap dragon hoard enchants and go to a ~massive~ increase of RP for quest rewards and particularly dungeon rewards. Like literally a bound black opal for every complete epic dungeon would be inline with a nerf to dragon hoard enchants and be fairer and make more sense for the game.

    The point is that by making RP generated from quest and dungeons instead of enchants you achieve these things:
    1) You have control over how RP is distributed in a group where as with kill shots you do not.
    2) You have control over how group focused (or solo focused) the game is by controlling how RP is rewarded from daily quest or dungeons.
    3) You have a way to scale RP rewards to the difficultly of the challenge where as with enchants you do not...


    Like how does any of that add up to "enchants for RP -- genius!?" By picking enchants to be the primary way RP is generated devs did something really strange which is take away tools to design the player experience. Like instead of being able to go through a new module and say, "how will we present RP for these activities?" which is designing the games most important reward scheme directly, rather than do that they said instead, "ehhh random proc from trash loot... that should handle everything."

    Especially so if you play a GF!!!! Trust me, when doing dailies, I try to find a unoccupied instance, so I can complete the quests on my own and get something for the effort. You cannot imagine how many times I have been engaged against an epic mob, like the Treasure Hoarders for instance, and had someone run in, one shot the group with their CW, and leave me with nothing. Argh.
    Psyb3rTr011
    AKA Cyber Troll and Euben Hadd
  • charononuscharononus Member Posts: 5,715 Arc User
    edited February 2015
    Make WoD dragon events a NON zerg event. It's very boring and old that the only way to do dragons anymore is to follow the zerg train.

    Not sure that this is even possible. They pop up and people run to them. The zerg happened because it's a way to get 5 great successes for the most gear drops possible. Even if they staggered them, people would just run up to them all at once. Not sure this is a technical problem, or even a problem with a solution, if it's even a problem at all.
  • nezraalnezraal Member, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited February 2015
    #1 to #19

    PvP Balance. Something that this gamed failed in producing in all the modules and the main reason why a lot of players quit. Example: Current module at 50% DR on GWF Sentinel a TR can one shot 45k of my hp. Produced SS of this before.

    #20 Graphics rendering, overloading GPU and memory leaks causing lag (graphically) in-game. Low resolution, etc, nothing seems to work and I have a pretty good machine.
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    edited February 2015
    I'm envisioning here I have a team of 20 Devs, and each with their own specialities to adress some of these suggestions.

    .
    I had thought of using the Medallions as it is used in the most events and any event that doesn't use it could, 2 weeks after the event, each player would be given the opportunity to convert unused event currency(ies) into Medallions. I do like the idea of 500/ day limit, from all sources not 500 from Waukeens, 500 from Tymoras,500 from Summer Fest, 500 from Winter Fest, etc..

    2) Invent the "Event Cash Conversion" NPC so currency from a past event can count towards a current one, or converted to a future one (provided it is a repeated event). Restriction on only maximum 500 of any given Event currency converted in a day (24 hr RL time period) to help prevent exploits, and bot usage.
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    edited February 2015
    I'd like to add to part 1

    New drops will be Ranks 6 and 7, new shards will be rank 8, new Rank builders like the Fey Blessing and Dragon Hoard will now start at Rank 8, and Lockbox drops will be up to Rank 11s. This will help new casual players rank up faster but still be a challenge to get to rank 12s.

    Welcome to: Interactive Poll: The Top 20 Fixes You'd Make to Neverwinter in 2015!

    Historically, my polls were filled with well researched/thought provoking questions. In recent years, I prefer polls that are more community driven. In 2013 I created one of the most popular polls in Neverwinter history (45 pages chock full of player opinions on what the community wanted to see - and didnt want to see - from Cryptic).

    Time for the forum community to roll up our sleeves again, and make a better Neverwinter for the lot of us this year and the following!

    I'd like everyone to put their Role Playing hats on and imagine you are a Cryptic Neverwinter developer. Your challenge?

    You have been given the green light to fix or remove, or add anything you'd like to the game, but you only have
    188 DAYS to get it ready for a major patch on August 1st, 2015.

    Make a list of the top things you'd fix or add in Neverwinter if you were tasked with such a radically cool responsibility!


    ** This list is a Work in Progress. Please be patient. Due to the outstanding contributions of the Neverwinter forum community, these ideas will take time to sort out. I'm keeping the count... so keep em coming! **

    1 Refinement system needs a massive rework, in terms of ability to refine, points needed and refinements dropped.
    - Needs a adjustment so that legit play can earn you legendary for an item in less than six months ish.
    - the UI with a move away from drag and drop to something more user friendly
    - the RP value of refining items and the RP progression values for gear
  • grogthemagnifgrogthemagnif Member, NW M9 Playtest Posts: 1,651 Arc User
    edited February 2015
    Define better dungeons. More challenging, new opponents, new Boss Powers, What?
    cxyen wrote: »
    remove or reduce the ridiculous RNG drop rate.

    GF needs rework.

    and a better dungeons for mod 6.

    Refinement needs complete ultra super duper overhaul or remove.
  • amenephisamenephis Member Posts: 107 Arc User
    edited February 2015
    2) Invent the "Event Cash Conversion" NPC so currency from a past event can count towards a current one, or converted to a future one (provided it is a repeated event). Restriction on only maximum 500 of any given Event currency converted in a day (24 hr RL time period) to help prevent exploits, and bot usage.

    Well let's see. The current method requires to you to play their game and read their advertisements during both events. It also requires you to play when, and how, they tell you to. Your way would only require one, and over a shorter period of time. You tell me which one they're going to go with.
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