This is where I think the developers dont get it. It's not about how easy or difficult the game is. It's about how entertaining the game is.
We all play Neverwinter for one reason, there are a bazillion different sub-reasons. But there is only 1 reason. To be entertained.
Entertainment for some is achieving the highest gear score, for others it's kicking the snot out of everyone at PvP, for some people it's doing a dungeon crawl and hitting every nook and cranny of that dungeon.
This I think is where Neverwinter started to fail us right around Mod 4 or so. It's stopped being entertaining. So this switch was made with Mod 6 to make everything super difficult because that's what the devs thought would entertain us. Some folks in the forum whined that the game was too **** easy and were bored with it.
Bordem is the DEATH of a MMO. If the forum mods were smart they would have a search engine that would seek out that word and flag it for the devs. People who are not entertained do not pay money.
But the decision to do this probably wasnt thought through as well as it should have been. And so we get Mod 6. With all the SW's made useless, almost everybody PO'd. Dev's replaced, and the future of the game uncertain at best, doomed at worst. This game is in a pretty steep hole right now, and it's going to take a lot of work to get it out and back to being fun again.
But one thing is certain, difficult does not = fun.
But to expand on that.....Easy does not = fun either...
0
micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
We all play Neverwinter for one reason, there are a bazillion different sub-reasons. But there is only 1 reason. To be entertained.
Entertainment for some is achieving the highest gear score, for others it's kicking the snot out of everyone at PvP, for some people it's doing a dungeon crawl and hitting every nook and cranny of that dungeon.
Because I'm a more casual player than many I'm not quite there, yet (in agreement with this) - but the levels 60 through 70 and new Elemental Zones have brought this realization closer to me than ever before in the SEVEN (7) YEARS I've been playing Cryptic games. It's not about how challenging the game is, it's not about how fast I level up. Those new zones just move along way too slowly (for me).
The one saving grace, as it were, is the new Paladin class. Good thing they waited two years to release it: it's reinvigorated my "entertainment" which would have certainly fizzled-out long ago if I had my loved class from the beginning.
Here's hoping against hope they make some sweeping corrections in the next few patches, beginning with tomorrow's.
this.
i think the game SHOULD get rid of oneshotting.
i think every dungeon should be doable with a single paladin or a single cleric or a single gf and in this case offering a greater challenge.
the dungeons right now are perfect.
there is not even p2w anymore, stats are so worthless that once the team is skilled and all you may get 2 hours for lacking damage but you will do it.
the point is not dying and having 10% more defense or less... 50% hp more or less doesnt make difference.
they one shot you.
neverwinter is doing good.
for once.
the failed at introducing a way too much spread 1shot mechanic and to nerf like that regeneration.
fu
Players aren't mad because end game content is hard. They're mad because daily quest are a chore for players who didnt had a chance to pre-farm all the boons, tons of AD and gear in previous faceroll mod 5.
If you're maxed with all the campaign boons and stuff you could care less if those mobs will 1 shot newbes or not, heck some people might even like that it's so hard for newbes because they will be weaker for a longer time thus old players will keep their advantage in pvp for a much long time as well.
End game content can be nearly impossible for all i care, but daily quests should've been made way easier.
0
magnusolamMember, Neverwinter Knight of the Feywild UsersPosts: 82
edited April 2015
To repeat some earlier posts: (Wall of text)
Allowing players to select from multiple difficulty settings would (potentially) allow all players to access and ENJOY all content. It would provide for increased longevity by allowing players to up their choice of difficulty level when they've got enough gear together. Those who are geared to the max can be provided with more challenging game play by simply providing another difficulty level.
It is probable that as with most things the range of players fit into a fairly broad bell curve distribution with most being moderate/casual gamers and a small percentage at either end of the distribution. Adding difficulty levels would split that curve into multiple smaller narrower bell curves but with those at either end able to move up or down if they so desired.
Any game that is targetted to appeal solely to the bellends will most likely fail because there won't be enough of them to sustain it.
With a difficulty level selectable by the player, only players on the same level of difficulty would be in instances for that level, those on a different difficulty would be in a different instance. Implementation should be relatively trivial just with multiple (smaller) instance trees instead of just one.
Rewards should should be the same in all areas regardless of difficulty selected, after all why nerf the rewards for the less able playing at a challenging level (for them) and boost the rewards for those playing at an easy level (for them - because we all know the game would still be too easy for some). Difficulty should be selected based solely on the style of game the player(s) wish to play. Why make the game a chore for some when it's unnecessary, keep it FUN FOR ALL players.
Whether harder difficulties are used would depend on whether players wanted a more challenging gaming experience or not. Presumably if a group wanted to play in a hard instance they would agree to do so, if not, not. Either way it makes no difference regarding how to go about providing the option.
As far as maxxed out characters entering low difficulty instances in order to farm them, why worry about it, the same option is available to anyone (if that's what they want to do), the market would change true but that's always the case with markets.
Elites would be able to keep their bragging rights (You're only playing at x difficulty? Me and mine did that in a quarter of the time at y difficulty).
Botters and those who associate with them might not be too keen, but there's no real downside for legitimate players.
In a perfect world where all players are equally capable and enjoyed an identical level of challenge there would be no need to provide difficulty levels. But in the real world where this is not the case whether content is FUN is a subjective judgement made by the player, therefore ONLY the player is capable of deciding how challenging they want the content to be. There is no way to code a 'one size fits all' game, providing selectable difficulty levels opens the game up to, potentially, a much wider spectrum of punters, more punters means more cash and potentially more content (plus any new content requires less tuning as if it's too easy you can just choose to play at a higher difficulty, similarly if too hard play at a lower difficulty).
this.
i think the game SHOULD get rid of oneshotting.
only vs tanks, squishies should get oneshot if they are bad or tank is not doing his job, that is why ppl get a tank
i think they just ****ed up with dungeon formulas somewhere, in HE's damage seems to be much more constant - 5mans in IWD hit me 5~10k and 10mans 10~15k, while t1 hit me from 5k to oneshot through DCall:Protection + at least 50% DR and t2 from 10k to who knows how much.
its still not hard, but it is annoying that you randomly get oneshot through all the protection you can possibly stack in a party
only vs tanks, squishies should get oneshot if they are bad or tank is not doing his job, that is why ppl get a tank
i think they just ****ed up with dungeon formulas somewhere, in HE's damage seems to be much more constant - 5mans in IWD hit me 5~10k and 10mans 10~15k, while t1 hit me from 5k to oneshot through DCall:Protection + at least 50% DR and t2 from 10k to who knows how much.
its still not hard, but it is annoying that you randomly get oneshot through all the protection you can possibly stack in a party
a boss can 1shot me as much as it wants. normal adds should be able to 1shot you with skill without even a proper animation.
for my mental sake...yeah i know its not the right place...rework the hr dodges...
a boss can 1shot me as much as it wants. normal adds should be able to 1shot you with skill without even a proper animation.
for my mental sake...yeah i know its not the right place...rework the hr dodges...
big hits(red circles or simth like golem IBS like hit) should, but they ****ed up by simply increasing all mob damage, instead of making it balanced between big, telegraphed hits and the small attacks
Comments
We all play Neverwinter for one reason, there are a bazillion different sub-reasons. But there is only 1 reason. To be entertained.
Entertainment for some is achieving the highest gear score, for others it's kicking the snot out of everyone at PvP, for some people it's doing a dungeon crawl and hitting every nook and cranny of that dungeon.
This I think is where Neverwinter started to fail us right around Mod 4 or so. It's stopped being entertaining. So this switch was made with Mod 6 to make everything super difficult because that's what the devs thought would entertain us. Some folks in the forum whined that the game was too **** easy and were bored with it.
Bordem is the DEATH of a MMO. If the forum mods were smart they would have a search engine that would seek out that word and flag it for the devs. People who are not entertained do not pay money.
But the decision to do this probably wasnt thought through as well as it should have been. And so we get Mod 6. With all the SW's made useless, almost everybody PO'd. Dev's replaced, and the future of the game uncertain at best, doomed at worst. This game is in a pretty steep hole right now, and it's going to take a lot of work to get it out and back to being fun again.
But one thing is certain, difficult does not = fun.
But to expand on that.....Easy does not = fun either...
http://i.imgur.com/hcoTxKg.jpg
Just for fun (and it sums part of the video)
ABSOLUTELY THIS and ONLY THIS.
Because I'm a more casual player than many I'm not quite there, yet (in agreement with this) - but the levels 60 through 70 and new Elemental Zones have brought this realization closer to me than ever before in the SEVEN (7) YEARS I've been playing Cryptic games. It's not about how challenging the game is, it's not about how fast I level up. Those new zones just move along way too slowly (for me).
The one saving grace, as it were, is the new Paladin class. Good thing they waited two years to release it: it's reinvigorated my "entertainment" which would have certainly fizzled-out long ago if I had my loved class from the beginning.
Here's hoping against hope they make some sweeping corrections in the next few patches, beginning with tomorrow's.
this.
i think the game SHOULD get rid of oneshotting.
i think every dungeon should be doable with a single paladin or a single cleric or a single gf and in this case offering a greater challenge.
the dungeons right now are perfect.
there is not even p2w anymore, stats are so worthless that once the team is skilled and all you may get 2 hours for lacking damage but you will do it.
the point is not dying and having 10% more defense or less... 50% hp more or less doesnt make difference.
they one shot you.
neverwinter is doing good.
for once.
the failed at introducing a way too much spread 1shot mechanic and to nerf like that regeneration.
fu
If you're maxed with all the campaign boons and stuff you could care less if those mobs will 1 shot newbes or not, heck some people might even like that it's so hard for newbes because they will be weaker for a longer time thus old players will keep their advantage in pvp for a much long time as well.
End game content can be nearly impossible for all i care, but daily quests should've been made way easier.
Allowing players to select from multiple difficulty settings would (potentially) allow all players to access and ENJOY all content. It would provide for increased longevity by allowing players to up their choice of difficulty level when they've got enough gear together. Those who are geared to the max can be provided with more challenging game play by simply providing another difficulty level.
It is probable that as with most things the range of players fit into a fairly broad bell curve distribution with most being moderate/casual gamers and a small percentage at either end of the distribution. Adding difficulty levels would split that curve into multiple smaller narrower bell curves but with those at either end able to move up or down if they so desired.
Any game that is targetted to appeal solely to the bellends will most likely fail because there won't be enough of them to sustain it.
With a difficulty level selectable by the player, only players on the same level of difficulty would be in instances for that level, those on a different difficulty would be in a different instance. Implementation should be relatively trivial just with multiple (smaller) instance trees instead of just one.
Rewards should should be the same in all areas regardless of difficulty selected, after all why nerf the rewards for the less able playing at a challenging level (for them) and boost the rewards for those playing at an easy level (for them - because we all know the game would still be too easy for some). Difficulty should be selected based solely on the style of game the player(s) wish to play. Why make the game a chore for some when it's unnecessary, keep it FUN FOR ALL players.
Whether harder difficulties are used would depend on whether players wanted a more challenging gaming experience or not. Presumably if a group wanted to play in a hard instance they would agree to do so, if not, not. Either way it makes no difference regarding how to go about providing the option.
As far as maxxed out characters entering low difficulty instances in order to farm them, why worry about it, the same option is available to anyone (if that's what they want to do), the market would change true but that's always the case with markets.
Elites would be able to keep their bragging rights (You're only playing at x difficulty? Me and mine did that in a quarter of the time at y difficulty).
Botters and those who associate with them might not be too keen, but there's no real downside for legitimate players.
In a perfect world where all players are equally capable and enjoyed an identical level of challenge there would be no need to provide difficulty levels. But in the real world where this is not the case whether content is FUN is a subjective judgement made by the player, therefore ONLY the player is capable of deciding how challenging they want the content to be. There is no way to code a 'one size fits all' game, providing selectable difficulty levels opens the game up to, potentially, a much wider spectrum of punters, more punters means more cash and potentially more content (plus any new content requires less tuning as if it's too easy you can just choose to play at a higher difficulty, similarly if too hard play at a lower difficulty).
only vs tanks, squishies should get oneshot if they are bad or tank is not doing his job, that is why ppl get a tank
i think they just ****ed up with dungeon formulas somewhere, in HE's damage seems to be much more constant - 5mans in IWD hit me 5~10k and 10mans 10~15k, while t1 hit me from 5k to oneshot through DCall:Protection + at least 50% DR and t2 from 10k to who knows how much.
its still not hard, but it is annoying that you randomly get oneshot through all the protection you can possibly stack in a party
for my mental sake...yeah i know its not the right place...rework the hr dodges...
big hits(red circles or simth like golem IBS like hit) should, but they ****ed up by simply increasing all mob damage, instead of making it balanced between big, telegraphed hits and the small attacks