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One request for mod 7

ph33rm3ph33rm3 Member Posts: 549 Arc User
edited June 2015 in General Discussion (PC)
No new gear. That's it.

Give us maps and quests not gear and mounts. Give us the dungeons back.
Post edited by ph33rm3 on

Comments

  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    edited June 2015
    and some intermediate "epic" DDs


    That would be very nice
  • calcopirituscalcopiritus Member Posts: 12 Arc User
    edited June 2015
    well id like to have any live steal armor atleast, they nerfed the stat but its still usefull if you have a nice amount of it.
  • unstablevikingunstableviking Member, NW M9 Playtest Posts: 72 Arc User
    edited June 2015
    It would be a GAME CHANGER to give us the dungeons back, and NOT make them lvl 70-73. Just think of the money maker this game would be with lvl 25 - 60, 60 to 70, and Epic's. PK, SP, KoK. wow..it would have something for EVERYONE. Now just a "one size fits all" that they have now.
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    There will most likely be new gear. When STO bases came out, they included a whole new set of "Fleet" gear. It was basically all the standard gear, but slightly improved and and sold in guild-only stores using currency earned by contributing to the Fleet base improvement projects. I imagine something similar will happen here. What I would HOPE is that instead of buying *new* gear, instead you can pay NPC guild craftsman to upgrade your existing gear rather than have to grind out all new gear. The resource sink would be the same, but the result is that players get to "keep" their existing gear. Plus it would add to the Guild Stronghold narrative (giving work to people, supporting your guild's town / vassels) rather than just be a bunch of new junk added to the game.
  • urlord283urlord283 Member, NW M9 Playtest Posts: 1,084 Arc User
    edited June 2015
    we are past "one request"

    rename to "some request"
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited June 2015
    It would be a GAME CHANGER to give us the dungeons back, and NOT make them lvl 70-73. Just think of the money maker this game would be would be with lvl 25 - 60, 60 to 70, and Epic's. PK, SP, KoK. wow..it would have something for EVERYONE. Now just a "one size fits all that they have now.

    That is a great idea!
    SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! (repeat indefinitely)


    myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
    pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
    looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
  • group5egroup5e Member Posts: 294 Arc User
    edited June 2015
    1) Content. Lots of it. Good content that isn't recycled. More dungeons. Bring back the old ones the scale correctly.
    2) Fix broken class mechanics. Getting tired of shelling our $15 every month for something that I didn't break. Either that, or make the game subscription-based to cover these costs because it basically is now.
    3) Guild strongholds the can be customized and taken by other guilds. It doesn't mean anything if it can't be taken.
    4) Different ways of making RP. Maybe adding them to all HE's in various zones. The amount given can stay the same.
    5) New transmutes for armors and weapons. Please for God's sake.... mod 6 stuff looks terrible.
    6) No more power creep.
    7) No more power creep.
    8) No more power creep.
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    group5e wrote: »
    3) Guild strongholds the can be customized and taken by other guilds. It doesn't mean anything if it can't be taken.

    On your other points? I agree, though I certainly don't shell out money. I believe in getting what I pay for.

    On #3? I couldn't possible disagree with you more. And, unless Cryptic does something WAAAAY out of character, thankfully, this will absolutely never happen.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited June 2015
    ph33rm3 wrote: »
    No new gear. That's it.

    Give us maps and quests not gear and mounts. Give us the dungeons back.

    This would clash with "meaningful rewards from DDs / Tiamat".

    Now, had you written "No new artifact gear"...
  • group5egroup5e Member Posts: 294 Arc User
    edited June 2015
    kvet wrote: »
    On your other points? I agree, though I certainly don't shell out money. I believe in getting what I pay for.

    On #3? I couldn't possible disagree with you more. And, unless Cryptic does something WAAAAY out of character, thankfully, this will absolutely never happen.

    Revisiting it, I think I would amend this slightly. However, there needs to be some penalty for "losing" your stronghold. Maybe not losing it, but some sort of destruction. If there isn't a risk-reward, there isn't any real competition.
  • nehemiah217nehemiah217 Member Posts: 181 Arc User
    edited June 2015
    kvet wrote: »
    There will most likely be new gear. When STO bases came out, they included a whole new set of "Fleet" gear. It was basically all the standard gear, but slightly improved and and sold in guild-only stores using currency earned by contributing to the Fleet base improvement projects. I imagine something similar will happen here. What I would HOPE is that instead of buying *new* gear, instead you can pay NPC guild craftsman to upgrade your existing gear rather than have to grind out all new gear. The resource sink would be the same, but the result is that players get to "keep" their existing gear. Plus it would add to the Guild Stronghold narrative (giving work to people, supporting your guild's town / vassels) rather than just be a bunch of new junk added to the game.

    Yes!!!! New currencies!! I can't wait, Zen is soooo last module...
  • buliloli0107buliloli0107 Member Posts: 90
    edited June 2015
    I rather give up new mod 7 for fixes.. A lot of skills/ transcendant stuff / abilities /quest (drowned shore) and rebalancing must be done. YEs new MOD get new players... BUT Fixes and etc make them stay. or maybe thats what they want?? who knows...
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    This would clash with "meaningful rewards from DDs / Tiamat".

    Now, had you written "No new artifact gear"...


    That, I can agree with: No new Artifact gear.

    What I wish was that instead of new gear, they'd make, effectively framework gear where every stat is adjustable. You can make, get as drops, or buy items "insert" into your gear much like enchantments, that increase various stats. You want a weapon that gives ONLY power - ok, no problem, you want one that boosts every stat? No problem! Perhaps there are T1-T3 types where each type has some overall max number of points you can insert, and you have the ability to upgrade your T1 version to a T2, etc - perhaps even using the currently refinement system. I don't mind grinding out RP, it's gives some sense of purpose... I DO mind grinding out RP only to have the item I've lovingly upgraded over a period of months suddenly become obsolete so that I have to start over from scratch. It's a slap in the face. Don't care that it's par for the course in other MMOs... it makes the game less fun. LESS FUN. And, kids, what happens when a game isn't fun? ...
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    I rather give up new mod 7 for fixes.. A lot of skills/ transcendant stuff / abilities /quest (drowned shore) and rebalancing must be done. YEs new MOD get new players... BUT Fixes and etc make them stay. or maybe thats what they want?? who knows...

    New mod = new players? maybe, but like you said.. will they stay?
    Hasn't worked out that way for Mod6.
  • kabinoleskabinoles Member Posts: 229 Arc User
    edited June 2015
    nope,recycle sht again
    this game is old news aint going to improve
    I went in and out and the same bs,they kill it with mod 6
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    group5e wrote: »
    Revisiting it, I think I would amend this slightly. However, there needs to be some penalty for "losing" your stronghold. Maybe not losing it, but some sort of destruction. If there isn't a risk-reward, there isn't any real competition.

    I hear you. Like I said though, it would be very unlike cryptic to do that. Think about the currently PvP offerings? You lose nothing, at all. In IWD, the worse thing that happens is you have to spend a kit to heal your wound. In STO, there are "defend the base" missions, and if you lose.. meh, no big deal, you lose. But your base remains unaffected. The problem with actual damage due to PvP is that, guilds that specialize in pvp will simply roll over every small or PVE-oriented guild, leaving those guilds unable to ever progress. I mean, have you ever played any of the thousands of build-your-city-and-fight-other games that use a world map? Any player that dumps money into those games and supercharges his/her troops will walk all over your city and annihilate you every time, making it effectively impossible to every "do well" -- same principle applies here, except that those phone games don't care whether players do well or not.

    I suppose, it calls into question Cryptic's attitude, but the last few months aside, Cryptic as generally shown itself to care about whether it's players are enjoying the game (I played STO for several years before moving to Neverwinter). That's changed, clearly. But, hopefully it's not permanent. Regardless, even despite Cryptics unfortunate turn to ambivalence toward it's players, I cannot imagine them breaking their many year long tradition of never imposing actual lost on players for being defeated.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    edited June 2015
    group5e wrote: »
    Revisiting it, I think I would amend this slightly. However, there needs to be some penalty for "losing" your stronghold. Maybe not losing it, but some sort of destruction. If there isn't a risk-reward, there isn't any real competition.

    As I take it from stuff so far available, there should be some sort of PvE and/or PvP defense and/or attack. Nad the PvP part - fully in line with the game so far - should be completely consensual only, I read.

    So, it sems the Strongholds will probably be some liege-lord castle or manor style affair.

    And if i were to design it, I'd offer the option to acquires some fairly safe strongholds, in the closer neighbourhood of PE, where the base income might be lower or the acquisition might be higher, but you'd have less fighting to do, and might get access to enhanced crafting possibilities. Then some intermediate ones, like near Rothé Valley or Helm's Hold, where PvP is part of the deal and the rewards are somewhat higher. And borderlands fortresses, where you'd be constantly under PvE attack, PvP might be enforced on you from the outside, but you could just move in, get a boost to the costruction costs, and have high reward _potential_. To realize that potential you'd have to pacify the zone, entice artisans or miners to settle, etc. etc.

    Just my take, most probably not what we'll see...
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    No... it will be a single map, and there won't be more than one actual Stronghold. I mean, if they did make it so every guild could place one...... that would be amazing, but given the way the game works, I would be blown away since it would require a fairly dramatic change to the core game engine.

    No. I think what we'll see is a really big map with a single Stronghold on it with a town and some wilderness areas with PvE and PvP options. The question is, how will we be able to muster a guild into that map easily? It's exceedingly tedious to gather in a single IWD map, hope they take that into consideration!
  • thesensaithesensai Member Posts: 637 Arc User
    edited June 2015
    kvet wrote: »
    On your other points? I agree, though I certainly don't shell out money. I believe in getting what I pay for.

    On #3? I couldn't possible disagree with you more. And, unless Cryptic does something WAAAAY out of character, thankfully, this will absolutely never happen.

    agreed. Strongholds need to be op-in pvp or not at all. LOTs of people don't care about PvP at all, and wont pump any ad or resources into strongholds if other guilds can wreak them. Major revenue loss for cryptic if that's allowed.
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