When I first started playing this game with a friend who suggested it to me I loved it from the beginning. My first character, a TR, experienced an immersive story line that evolved as my character leveled. Leveling was fun and I felt connected to the lore and story of Neverwinter.
Since I was fortunate to pick a TR PVP was a fun experience as well at the time with a very high dps character that needed very little gear to do massive damage. Once I reached level 60 then I could begin to run dungeons to get the best set of epic equipment. I was aiming for 2 different sets, one with the best stats for PVP and one for PVE with set bonuses that were appropriate for each. Rank 7's were more than enough to complete all of the content.
If you wanted to make AD you could get together with a good group and do Castle Never runs for gear, sell said gear and split the loot. AD was available, ridiculous amounts of RP were unnecessary and Dungeons had real rewards for completion. PVP was fun, and while there were several guilds you would come up against which was a guaranteed loss they usually spent more time trying to make Premade PVP matches against each other and Pugged a little less.
The major drawbacks for beta through the first few mods were 1) The expense of changing enchants which most simply overcame by destroying old enchants rather than removing them. 2) The number of exploits leading to massive changes in the economy. There were a few other issues in balancing but could've been relatively easily remedied.
Overall the mechanics, story line, ability to gain loot and ad kept the game exciting... so much so I began making other toons as well to advance and gear out.
Now, over the course of the next few mods began the dailies. The new areas offering boons were little more than go here, go there, kill these mobs quests that did very little to advance the story line besides your first run of them. The gain was insignificant in terms of gear and equipment, however the boons were very good and necessary so I found myself running multiple toons through multiple dailies in order to acquire them. I started to feel very much less enchanted with the PVE portion of the game and began to focus on PVP which was still exciting and challenging and, for the most part, relied on skill in the particular class you played. Premades were still frequent and AD was still acquirable so besides my waning interest in the lore and story of PVE I still enjoyed the game.
Fast forward to this mod and the last. All PVE has to offer is more and more dailies with the boons as your reward, including SH PVE which is simply a way of extending the use of dailies from different areas to fill the coffers. I don't even really know the story line at this point besides we moved on from Valindra to a big 5 headed dragon, and other dragons that like to attack SH's if you summon them for a challenge, endless dailies for whatever reason related to the story line but mainly to level up your SH so you can get things like overload slots for PUG slaying in PVP and redundancy in PVE (vs. orcs, trolls, dragons and such). PVE has totally lost any excitement for me at all. The fun challenging dungeons were ditched in favor of the same ones I've always ran with little to no reason to run them except a bit of ad and some gear I can place in our guild coffers.
PVP is more about who has the best gear/boons/overload enchants and has figured out the best way to bug their class + running troll comps with multiple unkillable paladins. Little skill is required just gear and fast rotations and a better comp. At least I can make some AD. Premades trying to challenge each other are non existent as every guild simply pugs with ridiculous comps and companions (companions in PVP, really guys?) and hopes they have a better comp when they run across another guild. This makes PVP terrible for everyone involved, PVP focused players and PVE focused players are discouraged and dissatisfied.
What I'm getting at here is... this game was awesome and had the opportunity to be, quite literally, the best MMO out there free or otherwise. The mechanics are second to none, the combat is awesome, the graphics are phenom, the creativity of the original story line was great. However, when the focus of the game got lost in botched additional dailies and fixes that were more work arounds than actually addressing the issues it started to lose its luster.
All this said, this is actually a plea to return to the games roots: 1) Immersive linear story line that puts your character at the heart of an unfolding event in Neverwinter and surrounding regions. 2) Loot that is exciting and spurs players to seek out the Dungeons and additional campaign areas. 3) PVP that is balanced, free of extraneous influences (i.e. companions, bugs, and lag related to feats/boons/powers).
and I would add something that I think Strumslinger is attempting but could still be improved on: 4) Transparency with the players.
If you made these 4 points priority (I'm sure there are other things that would help but for simplicity's sake this I think is succinct) you would find an increase, rather than a decrease, in the player base and an overall increase in satisfaction.
I think the devs that have taken over are trying to address issues more than in past mods and I appreciate it but I think these things should be addressed to increase the overall interest, satisfaction, and growth of player base in the game.
Thanks for your time and consideration.
Post edited by ltgamesttv#0999 on
On ambush rings: "How would you like PVE if all the mobs were invisible?"