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Neverwinter: Strongholds Coming Summer 2015 (Now on Preview!)

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  • dabigdawg145dabigdawg145 Member Posts: 2 Arc User
    edited May 2015
    OK im a long time player from City of heroes. Id like to see how they did it there in this game. Being able to design your own stronghold and place items HOW you want it. It was so interesting to see how people did their bases.
  • tagnusironsordtagnusironsord Member, NW M9 Playtest Posts: 70 Arc User
    edited May 2015
    Our guild is PvE, and consists of my wife and I. Could we maybe just have (buy) a key to someplace on Coriol Street, mind our own business, and leave the PvPers to ransack the countryside outside the Enclave?
    image
  • hustin1hustin1 Member, NW M9 Playtest Posts: 3,464 Arc User
    edited May 2015
    Our guild is PvE, and consists of my wife and I. Could we maybe just have (buy) a key to someplace on Coriol Street, mind our own business, and leave the PvPers to ransack the countryside outside the Enclave?

    Heck. I'll settle for a redcap hut in a quiet corner of Sharandar and make friends with the local redcaps so they can make mincemeat out of any obnoxious PvP'ers who chance by.

    Honestly, though, unless the overall difficulty gets lowered to something below "sadistic", I can't bring myself to get excited about anything in any future mods. That is the elephant in the room.
    Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X
    Blood Magic (RELEASED) - NW-DUU2P7HCO
    Children of the Fey (RELEASED) - NW-DKSSAPFPF
    Buried Under Blacklake (WIP) - NW-DEDV2PAEP
    The Redcap Rebels (WIP) - NW-DO23AFHFH
    My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
  • gphxgphxgphxgphx Member Posts: 184 Arc User
    edited May 2015
    Reading through this thread it's clearly based upon pure Chicken Little 'sky is falling' style conjecture other than a few STO players who know how the same company has handled such a thing before. If you're all worked up by the forums reading more conjectures and distortions will just get you more worked up. Take a break and go play the game or something. ;)
  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited June 2015
    I think Stronghold mod might fail because NWO doesnt have small limit for how many players you can have in one guild which will limit amount of competition. I hope im wrong.
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    quspiv wrote: »
    I think Stronghold mod might fail because NWO doesnt have small limit for how many players you can have in one guild which will limit amount of competition. I hope im wrong.
    gphxgphx wrote: »
    Reading through this thread it's clearly based upon pure Chicken Little 'sky is falling' style conjecture other than a few STO players who know how the same company has handled such a thing before. If you're all worked up by the forums reading more conjectures and distortions will just get you more worked up. Take a break and go play the game or something. ;)

    I played STO actively when fleet bases were released (played STO for years actually, up until Neverwinter came out). The bases there were... ok. I think what Neverwinter does will be an improvement, which seems to be the case across the board for everything the two games share. Ok, not 100% true, the bank and guild systems are (currently) identical- and don't start on the things STO has that NW doesn't yet (private queues). Anyway, I digress.

    So, I imagine the Strongholds will be similar to STO's bases, at least fundamentally. I don't think it will be an epic fail, and I also doubt very much that PvP marauders will be able to rampage into your base, steal your stuff and kill you over and over. First off, where in Neverwinter can any action actually cause you to lose anything (other than being scammed and/or misclicking -- in other words, you own fault)? Never. You lose nothing in PvP now, you lose nothing in PvE - you can die a million times and be perfectly fine.

    I anticipate some very similar in this guild pvp scenario. I could be wrong, but my guess is that the pvp will be a "generic" instance rather than "your" guild's stronghold since it's highly unlikely they are adding a new instance for EVERY INDIVIDUAL guild in the game. It might be they will add some sort of war/ally system where your guild can declare war and then attack that enemy guild... not sure, the details there seem pretty complex, and I think it's more likely there will be a generic instance where pvp takes place.

    I very much agree the 500 member limit is much too small, although post-mod6 my guild that was at 1200 characters in total across all guilds has lost 50% of it's members - it was like clockwork, mod6 drops and my membership graphs plummet:

    2015-06-02_0928.png

    I'm hoping, beyond hope, that Cryptic is realizing that despite what THEY THINK the game should be like, that what WE THINK as players is what keeps players playing the game. Forget the whole question of difficult and l2p - all of that is actually irrelevant. If a game is not fun, players won't keep playing it. I think Cryptic has done a descent job all told, but sort of stumbled with mod4 and 5, and fell flat on their backs with mod6. I really enjoy Neverwinter, always have. But seeing hundreds of friends abandon the game sucks. Doesn't matter if one agrees with their reasons - the fact is they stopped finding Neverwinter fun, so they quit (meaning they are someone else's paying customers now...).

    So, again, I am hoping beyond home that Cryptic will make Mod7 FUN. And I don't mean fun like "Players are gonna love these things we've never actually discussed with them!" (or worse: "Players are going to love running these hourly tasks in town to advance their guild because the hourly vigilance tasks went over sooooo well in Mod6 to advance their characters!") I mean FUN as in "Players, we've listened to you! In relation to guilds and guild housing, we've spent hundreds of hours talking with players to understand what features you want and need (that we're able to actually implement within the scope of the game...) and so, here's Mod7!"
  • lsinful4244lsinful4244 Member Posts: 22 Arc User
    edited June 2015
    putzboy78 wrote: »
    Copied from: http://nw-forum.perfectworld.com/showthread.php?830551-Guild-Strongholds-what-do-we-want-to-see

    I would like to see a blended approach. Take the DDO airship design in terms of unlock-able amenities with the power of NWOs foundry system to design the guild stronghold.

    How do we unlock the amenities? Is this game F2P or P2W, I say in the spirit of F2P different amenities should be tied to different achievements. What do you do with all that currency stored up from lvling, how about some amenities requiring a deposit of X Blackdagger insignia as an example. These types of things would build a sense of community within the guild as people team together to upgrade a fireplace or open a training room, etc. Plus it would get some activity in some of the lvling areas as hoards of end-gamers return to farm and provide an avenue for new players by selling their earned zone currencies on AH.

    The design can be similar to the current PVP achievement system and broken into categories. Maybe have a ladder for PVE achievements, a ladder for PVP achievements, a ladder for currency deposits, etc.

    Do not put a requirement for guild population, etc. Small guilds should be able to unlock everything in time but I do not have a problem with big guilds being able to unlock faster using the power of more resources (do not force us to expand our ranks to include unfamiliars, I’ve been here far too long to return to recruiting, I have my guild mates, I like my guild mates, I don’t need drama).

    Finally as mentioned, this game is F2P, so where is the revenue in this for PW. Well it’s the same as its always been, create expedite tokens or unlock tokens for sale with zen. If you want to unlock everything, guess what, you’ll be farming until mod 8, you want it next week… show me some plastic.

    Yes there should be Boons included, the boons should be meaningful (especially for encouraging new players to join guild and participate within a guild). The boons should not be earth shattering, but they should be encouraging, maybe you have a way to get to a mailbox without returning to PE, expedite achievement of existing campaigns, gold drop bonus (since new players care about gold), access to some entry lvl assets like mounts or companions that would typically cost gold (but would still require AD to upgrade and of course zen market/AH/events will still provide better and custom alternatives as they do today.

    With the new x-box live requirements I'm sure Microsoft has shared some pretty interesting programing secretes with cryptic studios. I wouldn't worry much about strongholds update and if it is going to be fun and and worth your hard earned money. My input is to offer suggestions to developers in blogs or through e-mail, if you talk to them they will listen.
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    Interesting secrets like why there was no Windows 9 (because version strings were looking for Windows 9* and would have therefore detected "Windows 9" as being Windows 95/98)? For Microsoft: *slow clap*

    I found in STO, the developers, at least some of them, were extremely accessible and seemed to enjoy talking with players both in and out of the game. Sadly, with perhaps one or two notable exceptions, I have not seen that with Neverwinter. And, frankly, it shows in the game.
  • quspivquspiv Member, NW M9 Playtest Posts: 1,087 Arc User
    edited June 2015
    Anybody knows how long until Stronghold hit the Preview shard? so we can start bug hunting and maybe they will manage to release none buggy module this time :)
  • untamed7769untamed7769 Member, NW M9 Playtest Posts: 13 Arc User
    edited June 2015
    Of all the Mods that have been released, this is the one that has caught my interest the most. I don't see PvP being a requirement for participating in this mod, especially after what happened after the release of Mod6. It was a deep wound resulting in massive bleeding in the form of players leaving the game. With the large amount of PvE players with no interest in PvP, forcing PvP would be mortal wound of which I'm not sure that could be recovered from. I've seen many great ideas suggested in this thread and one thing, in addition, that I would like to see would be a way for guild members to deposit Astral Diamonds in their guild banks like what can be done with gold. Currently to open any more repositories it takes one player having enough AD's to unlock it. Being able to deposit will make things like unlocking a repository as well as potential upgrades with Mod 7 a team accomplishment.
  • reiwulfreiwulf Member Posts: 2,687 Arc User
    edited June 2015
    People still think that bug fixes and new content can't coexist. I wonder if they'll ever learn that they are worked by totally different people. It's not like we have to choose one or the other.
    2e2qwj6.jpg
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    Yeah - classic scrum methodology. I usually direct folks who think they could fix the code on their own it's so easy (whatever "it" is to them) to https://crypticstudios.com/openings

    :)
  • archanarchistarchanarchist Member Posts: 144 Arc User
    edited June 2015
    if they follow the sto philosophy everyone will donate various in gam resources to fill projects and run various pvp missions to aquire fleet/guild marks as part of inputs, pvp/damage to stronghold will probably only happen at the final teir of base construction and most smaller guilds wont get there. damage will likely be temporary or consist of locking out amenity use till a repair quest or reclaim quest is completed and defence will probably consist of a guild team of 5 to 15 people queing and sucessfully completing a pve encounter. or fighting with other players for a resource like black ice in iwd for the pvp portion aranging to have 15 or more people on standby for when people you challenged chose to accept is unfeasable and i dont see how they could impliment it.
    on the side of pvp well people dont have to do it if they dont want but im pretty tired of people complaining about pvp content being added when they dont even apparently play that content what grounds do they have to comment on it.
    the pvp is fun in this game and many more classes are viable in mod 6 then ever before for pvp. if you dont pvp fine dont pvp but dont complain when content is added for the vets theirs very few people from 2 years ago that have kept playing for pve alone. if they have they will be quite happy with the new mission arangement. for those who like some mental stimulation in their gaming and a challenge new content of any type is good and new player vs player rather then player vs repeditive script has 100x the longevity.
    if you want a stronghold just to hang out in and rp youll be able to haev a t1 stronghold that you never have to defend from anything for not to much work from 5 people if it follows sto model if you want top tier with acesss to top tier items then challenge is also going to be top tier....
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    Yeah, like I've said, I think the underlying design principle will follow the STO model.

    My guess is that there will be one Stronghold map, "the biggest map yet." It will be like the IWD maps with a PvP and PvE area. The entrance to your guild stronghold will be in the area of the map where the stronghold is. Entering the Stronghold will take you to YOUR guild's stronghold. I'm thinking it will be a lot like the Romulan colony world in STO, but with a open-world PvP area as well. Exactly how the rest will work... not sure.
  • ryoshinetteryoshinette Member, NW M9 Playtest Posts: 488 Arc User
    edited June 2015
    rayrdan wrote: »
    Summer is a state of mind


    You made my day bro.
    Ryoshin GF (4.2k)
    .Suicide Squad.




  • seviennesevienne Member Posts: 2 Arc User
    edited June 2015
    Some things should be said....I am glad you are doing new and great things with this game i have been here since Beta and I see both the good and the bad occuring. I am aware there is a struggle with this company both legally, and within the dev and playership communities i.e class action lawsuits, nearly 250 plus BBB complaints and a merger which came from investors being duped because a team that has been chopped from the onset lacks the ability to truly manage a game you never as a player see them play with the community that supports them. The reality is none of this is a secret, but lets look at what you are doing in game; your not managing the play world any better than your real world company.

    Do the following before creating more "new" that will just result later in unfixed issues. Fix the character balancing issues....all of them. Listen to your playership and understand what is really going on. Yes this may mean like in all other MMO's you have to log on to an actual "GM tagged" character and talk with the members in game and actually see what is going on, but it is necessary. You are and have made some great advancements, but have in the scope of things done more "sweeping under the rug" than anything.

    The new strongholds great job trying to keep up with Elder Scrolls online, but as a player ship we are not ready. Do I want to see it? YES!!!! but not until you as a company prove you have what it takes to manage a simple instanced game; let alone one as dynamic and global as a stronghold system. Also the ele burning gear event was a mistake nearly 300 more pages of players trying to get the new "shiny armor" with no clue what it is to pvp or what goes into it because they are pve....is not effective....what were you thinking? we as pvp players would train em up..get em ready..well you are wrong. fix the unbalanced zone pve system dont give pve players false hope with shiny gear. Take a good strong look at the reality of what is going on, because if you preform this way on the microsoft xbox social enclave they will send ya packing....time to wake up, and see that you have a good thing here and have nearly ruined it.

    Regards,
  • iambecks1iambecks1 Member Posts: 4,044 Arc User
    edited June 2015
    Wow that Strongholds map is massive , like four times bigger than the next biggest map in the game O_O

    http://www.arcgames.com/en/games/neverwinter/news/detail/9415103-neverwinter:-creating-our-biggest-map-yet-dev-blog
    YourSecretsAreOurSecrets.gif
  • mynaammynaam Member, NW M9 Playtest Posts: 937 Arc User
    edited June 2015
    kvet wrote: »
    Interesting secrets like why there was no Windows 9 (because version strings were looking for Windows 9* and would have therefore detected "Windows 9" as being Windows 95/98)? For Microsoft: *slow clap*

    I found in STO, the developers, at least some of them, were extremely accessible and seemed to enjoy talking with players both in and out of the game. Sadly, with perhaps one or two notable exceptions, I have not seen that with Neverwinter. And, frankly, it shows in the game.

    I know the official word from Microsoft about the Reason for using 10 (some <font color="orange">HAMSTER</font> about compatibility isues with the 9 of 95/98 ) But In 10 we finaly use the same build number as the version of windows in windows 8.1 we were dealing with build 9 which made no sense since we were on 8.


    Back to game. My fear is after Iooked at the map they posted that they are planning into turning neverwinter PVP into a DOTA clone, this will really hurt neverwinter again, we don't want other games we want neverwinter.
    There are more than BIS players in this game
    RIP Real Tiamat, RIP Real Demogorgon RIP real Temple of the spider. Why remove non bis content to give to bis players ????
    FORCING the majority of your player base to play 4 mod old dungeons and trial will have a bad result on player base
    Changes are getting so bad i would rather prefer no new changes (RIP ICE FISHING in winter fest)



  • championshewolfchampionshewolf Member Posts: 601 Arc User
    I am curious. Since Stronghold maps are claiming to be the largest maps created, for the game, how big are said maps compared to say, Champions Online Millennium City, which was suppose to be, at the time, the largest map teh Cryptic engine could handle.
  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    just my opinion, i think the part of "PvP" could be one of the daily que if you get a mission from npc to become "red-con" hostile, those who in other stronghold who dont want PvP, they maybe untargetable unless if enter "kill zone" areas.
    so, that might be optional concept.
    reason why some dont want pvp and didnt want to be ganking at the zone in spot, that would be considered having your own guild's stronghold become hostage and not able to do any constructions, it make other leaders think why invest if cant use if they faced overwhelming odds.
    many other players just want to get out of Protector's Essembly because of unwanted spams from 3rd party sellers.
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  • tanakon32tanakon32 Member Posts: 1
    Nice trailer :D

    คาสิโนออนไลน์ ในรูปแบบใหม่ล่าสุดจาก ปอยเปต คาสิโน รีสอร์ท ได้ที่นี่ royal1688
  • shockerizershockerizer Member Posts: 78 Arc User
    I would love it if we could implement some automated defenses.

    I know I am dating myself, but did any of you play BATMud? It was text only and they had castles for guild players. You could add rooms, have chests and boxes for gear and you could populate the entry room with mobs to defend it.

    But first you would have to pick the lock on the front door, which varied in toughness depending on what you put into it.

    Our castle for example was a nightmare death trap. It had a crystal door (toughest) and 10 mobs in the main room if you managed to get in. All of them were as tough as could be. No one ever made it through to steal anything.

    What was even funnier was we started populating a false front room with mobs. So anyone who decided to try and pick the door was slaughtered.

    Even funnier than that, was me as a Vampire could transport players to my location. Even if they didn't want to be transported. A$$hats got transported into the main room and let the slaughter begin.

    Fishgills Scales was my name on that MUD. What a great time!
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Here is an idea. After 6 PvE mods and the announcement that the 8th mod is also a PvE mod, how about you guys be happy for the PvP community that is getting its first real mod ever.

    Hooray.


    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    Here is an idea. After 6 PvE mods and the announcement that the 8th mod is also a PvE mod, how about you guys be happy for the PvP community that is getting its first real mod ever.

    Hooray.


    I think you meant: Hooray

    I wouldn't be cheering just yet, this mod is about as much about PvP as IWD was, which is to say... sorta. This mod is about Guilds. Yes, there will be a portion of this module related to Guild pvp, but I have a hunch that the pvp stuff is really only a small portion of the overall module.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    kvet wrote: »
    Here is an idea. After 6 PvE mods and the announcement that the 8th mod is also a PvE mod, how about you guys be happy for the PvP community that is getting its first real mod ever.

    Hooray.


    I think you meant: Hooray

    I wouldn't be cheering just yet, this mod is about as much about PvP as IWD was, which is to say... sorta. This mod is about Guilds. Yes, there will be a portion of this module related to Guild pvp, but I have a hunch that the pvp stuff is really only a small portion of the overall module.

    https://youtu.be/yciX2meIkXI?t=3s
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • elderdayselderdays Member Posts: 36 Arc User
    Many MMOs with territorial have a vulnerability window that is decided on by the controlling player. Meaning that while your stronghold must be vulnerable for two continuous hours a day you get to pick the time. Ideally you want to pick a time when many of your guild mates are around. This could be true for both pvp and pvp.
  • googlymoogly22googlymoogly22 Member Posts: 42 Arc User
    quspiv wrote: »
    Anybody knows how long until Stronghold hit the Preview shard? so we can start bug hunting and maybe they will manage to release none buggy module this time :)

    Good joke. <=}

  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    elderdays wrote: »
    Many MMOs with territorial have a vulnerability window that is decided on by the controlling player. Meaning that while your stronghold must be vulnerable for two continuous hours a day you get to pick the time. Ideally you want to pick a time when many of your guild mates are around. This could be true for both pvp and pvp.

    I think it's unlikely -- I think the most likely way this is going to work is though a separate queued instance, similar to how GG PvP used to work with the factions, except that only guildmates can be in your faction, but with only 150 max members in your guild, most guild will never have enough people online at the same time to queue, unless the queue size ends up being like 5 people - and with a map as large as they've said, that would be... silly. So honestly, I wouldn't get too worked up over SHPvP.
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