I returned to Neverwinter a couple of weeks ago, deciding to give it another go after a long absence. I never got very far in it before, so I was looking forward to following the storyline in a very normal way. It took me a couple of attempts to find the character I wanted to play but I was just starting to get into my character. Suddenly, the game entered an extended double-XP event. Before I knew it, I was levelling too fast, with new areas being opened way before I had got close to finishing the one I was working on. Double XP might be great for people at or near cap; I don't know how the grind vs. storyline pans out at higher levels, but at low level it completely wrecks any chance of just playing the normal game.
For people who just want to race to level cap, double XP is fine, but some of us enjoy the journey more than reaching the destination, so now I have stopped playing, at least until double XP is over. I've just noticed that there's still nearly a week to go. It's such a shame.
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Any complaints made about Neverwinter levelling being too fast are typically complaints about missing quests on the 1-60 path, outlevelling skirmishes, etc. Double XP is a terrible thing to encounter on your first trip through the game because yep, you're going to miss things.
By comparison, when the level cap was raised to 70, there were fewer engaging things to do to get from 60 to 70 (increased difficulty in existing areas made them off-limits for most) and player feedback mostly indicated that it was too slow. Dev response to that was to make it take longer....
I do sympathize with the OP. I spent a lot of early hours in Neverwinter actively trying not to level up while waiting in a skirmish queue.
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Your only looking at one side of it, the poor shleps who are 60+ its literally the only time worth leveling a alt anymore.. which is sad.
I had a HR who had problem to kill anything in around level 55. She did not die but hard to kill anything. Then, I checked again. She was carrying a level 20 weapon all along. She has been overpowering all along although I did not buy her anything. She just used what she picked up. The reason why she did not have a decent weapon was a quest that could give her a newer weapon was skipped.
This would have probably been the best solution. or, during the time frame of a weekend, have XP boosts drop from mobs. That would give people the option of getting the XP boost and saving it for when they want it, and a single weekend wouldn't break the ship....you can only grind so much. they could also limit the mob types that drop it to prevent Blacklake farming, as an example.
either way, having tokens instead of simple double exp could help. I much like you have some characters that I don't want to reach 60 before they're even out of the ebon downs... which sucks, as I'm playing them less right now, when I want to play them more. but the double exp has barely made a scratch on my toons 60+ ... It really doesn't motivate me to play them more, as theirs still not much incentive to doing so, as the new areas still feel very grindy.
Do you really believe the fun is in the journey, when that journey takes you in the same circle over and over and over again?
If it were a journey like 1-60, then we could agree with you, but 60-70 is grind the same stuff over and over ad nauseam.
And even if you happen to outlevel a quest, it doesnt suddenly disappear; you can still do quests lower than your level.
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...by the same logic I'd argue we forbid cars - because a friend of my cousin limps since she's been hit by one.
Really: If you can't even be bothered to compare your gear to the loot you find - and bows drop enough in this game - this is IMHO rather an argument for you to reconsider whether this "looter" type of games is the right thing for you, than to tie everybody down to your speed or to object the occasional speed boost...
Now this is an idea with some merit. BTW it's also a way XP-boost events are handled in other games I know.
If you care about the story, your level shouldn't matter at all, and it shouldn't be a problem to just continue your journey.
The level of your character won't change the story at all.
It does and doesn't. The whole story requires doing the skirmishes (can outlevel... have fun waiting for the event version) and the dungeons (oops, most of those are actually missing).
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1. I only say it is too fast. No, I did not say they should change it. I assume I can have my own opinion. My opinion is level 1-60 is fast.
2. How do you know I did not compare? I did compare everything I picked up and I picked up everything. That was why I was surprised I was carrying a lower level gear. Only one piece had problem. The rest were okay. In addition, because I was leveled up too fast, certain quests were not available (as I did not spend time to talk to everyone with no diamond I met). In addition, the mob actually ignored me. I could just walk in the camp take the "object" without being touched. No fight = no drop.
For me, the problem is "the diamond disappeared" when you out level. No, I did not know you could just talk to the guy without diamond back then. I thought they were just a decorative NPC. That was why most of my character did not do the class quests. Also, that was when there were low level dungeon in party as part of the journey, doing dungeon back then allowed it level faster.
So, yes, it did change the story a bit for me.
Not built around them, but if you trouble yourself to speak to the NPCs, you do get backstory as to how they tie in, and I feel the game is less without them.
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You are asking for extra scripting that may be exploitable. No. your better option to "refuse the XP boost" is to NOT Invoke, NOT do Leadership skill, NOT do Rhix dailies, NOT do Foundries, and NOT do any extra quest lines or campaigns.
If you want to know whom to talk to in an area for quests always look for the yellow writing with an exact name to know a conversation NPC. IE: Magil Acutty should have a quest, but Neverwinter Commoner most likely won't.
You're also complaining about an advantage to being able to out level an area making the quests EASIER for you. Masochism?
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Only if you know. Newbie won't know. I don't expect you know for your first character. The game asked you to do invoke, professin, Rhix and Foundries.
You do know the mob does not consider you exist when you out level, right?
It's working for the heroic encounter with the dragons, why should it not be possible to make an option for the whole map?
I would support this but there are players who actually enjoy running around OP in low levels - not everyone wants a challenge and I think they would complain. It would be nice to have the choice of being scaled down or being OP - but that's probably asking too much.
I also wonder whether scaling the entire PVE map doesn't defeat the purpose of XP and levels entirely. In effect you could simply be required to complete X quests in a zone before progressing to the next zone and your toon would automatically scale as you moved between zones. Zones would have a level and toons just adopt the level of the zone. Would players accept to have no levels and no XP? Just different qualities of gear, different GS/IL and different builds? Do other games do this?
There is also Guild Wars 2, where your character level also gets scaled to the map level you're in.
At least two games, that offer something like that... not sure about other MMOs out there.
Such a checkbox would still be useful at level 70. Common Cause from Harper Boward tends to give a "talk to someone next to me" quest, but the person of the day doesn't highlight. Either you need to read the CommonCause quest to see what group needs help and talk to that person, or you just talk to everyone and figure out who really wanted to talk to you.
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LOTRO had this as well as XP blockers - there were lots of nice things about LOTRO. Pity they stuffed it up so badly...
Streamline the game before more content is whats needed.
60-70: I want 3* XP...