Alright, so I was on preview, when I saw a dev state that the dungeons that are returning will NOT be epic level 70 dungeon runs. They will be LEVELING dungeons only. That's right. Not level 70. Only CN is going to be a level 70 dungeon.
So, once again, I believe we are getting another mod containing pretty much no new content? Don't even get me started on CN, That's going in a thread of its own.
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What in the world took this long to "redo" with them not returning as level 70 dungeons?
Again... the community has been completely ignored.
Pandora's Misfits Guild Leader
If you think that this is the full extent, wait till you see CN. It's practically a bunch of demonic HE's strung together. I've got half a mind to quit right now.
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Except CN, the devs that were on "Play with the devs" event on Preview said that the dungeons that are returning will not have Epic version in this module.
Please prepare for the same old grind of the same old dungeons (+ CN).
Castle Never and the Maze Engine campaign are the pieces of content that we are targeting at endgame players this module, with the former being a new tier 2 dungeon, on the same difficulty level of the Epic Dungeon version of Cragmire and Temple of the Spider, albeit with new challenges and mechanics to overcome, and some new rewards to obtain.
Creating an Epic Dungeon version of an existing dungeon is certainly a somewhat easier task from an environment art perspective than making an entirely new dungeon, but there is still a lot of design work, as well as effects, animation, character art and testing that go into remaking a dungeon into a new endgame experience. Naturally on any given project, there are only so many resources, so if we spend time going back to re-master an old dungeon, that's time that can't be spent making new things.
While there's certainly a possibility that some of these dungeons might receive an epic dungeon treatment at some point, keep in mind that we'll be continuing to build new things as well.
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@asterdahl
Can you please explain the reasoning for the developer team deciding to make the dungeons leveling difficulty instead of endgame content? As it is, I think the majority of the playerbase would like to see these dungeons as endgame content, because they're pretty much useless to us if they aren't endgame. What was the thought process behind making this decision?
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The old CN was 10 times better than the new one. Time well spent making a worse version.
▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁
Vote here then, hopefully we can get some numbers showing that the majority of the playerbase feels that way: http://forum.arcgames.com/neverwinter/discussion/1211752/old-cn-vs-new-cn#latest
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I also noted that unfortunately that the image of Frozen Heart and Gray Wolf's Den were swapped between the Dungeon and Epic Dungeon headers. This was an unfortunate mix up that Strumslinger has already gone ahead and fixed up. Apologies for any confusion that image may have caused.
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Pandora's Misfits Guild Leader
Can you please save the game by just add higher levels and new loot in the OLD dungeons without changing anything else? Because these news is gonna make so many players quit. I dont get why you spend so much time and effort on leveling dungeons that we didnt ask for at all. And I dont know why you making new versions like CN that are really really bad compared to the old style.
This is epic fail in investment of time and resources.
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With epic dungeons, we wanted to continue to enforce role restrictions and move towards encounters that more strongly required roles and cooperation.
Unfortunately, with these goals and changes in mind alongside the level cap increase, those dungeons couldn't really be left active as-is in a meaningful way. This means that bringing that content back, and making it relevant to the current game takes a significant amount of work. In the case of epic dungeons, designed for a 5 man endgame team with role restrictions, the amount of work is significantly higher, only a certain amount of the team can work on content of that level, and the burden of testing that content is much higher.
Those team members and that time are often devoted to working on new content, encounters like Demogorgon, etc. This module we set aside enough time to bring back Castle Never with new and epic boss fights. We'll be continuing to work on a mixture of totally new content and nostalgic content for endgame.
As far as why we chose to bring some of these dungeons back as leveling dungeons. With Module 9 we're introducing a big EXP bonus to leveling dungeons, to give new players and those leveling alts an alternate path of advancement, and really improve everyone's experience when leveling. To coincide with those changes, and the updates to the queue system, bringing back the 4 dungeons that are returning as leveling dungeons is a much smaller task that doesn't involve nearly as much rigor in terms of design, or testing, as generally the mechanics and tuning in these dungeons is much easier.
Thank you for the continued feedback, hopefully that explanation helps! Thank you for noticing this, this was an unfortunate mix up of the images that Strumslinger has gone ahead and fixed. I apologize for any confusion caused by that image.
I am afraid this has put a serious damper on the excitement we were all expecting. The joy we all felt a few days ago upon seeing the announcement of their return... has now been replaced by anger and frustration. These dungeons should have been brought back as epic dungeons... not leveling ones.
EDIT: You posted more explanation while I was writing this. Again... thanks for the reply. But I would have rather seen 2 epic dungeons return instead of 4 leveling ones. I doubt I am alone.
However... if I read the queues page correctly... it is now possible to enter a dungeon with less than the required number. It seems that if you select a private queue, and to not check "Leave queues when a member leaves"... you can queue up 5 for eCC... 2 (for example) could drop... and 3 go in from the start. Is this correct? If so... it presents us with an easier way to make the existing dungeons more challenging.
Pandora's Misfits Guild Leader
GG
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Sorry, but i don't understand the goal of this mod.
1) Levelling 1-60 is already too fast ( few hours ). Levelling 60-70 is really an horrible thing.
2) Players want Dungeons. New Dungeons, Old Dungeons, we need content. And content in line with our level and our equipment. Currently the majority of players can do the current T2 without difficulty, without pleasure in 5-15mn.
With this mod :
1) You give us low-levels dungeons ( so no challenge for 80% of the playerbase ) with XP reward ( too much for pre-60, welcome for 60+, a little useless for 70 ).
2) You give us more and more power and survivability ( mounts, rings, artifacts, companions ) with the next module. And.. a T2 Dungeon that a 2.5k team can clean in 20mn ? And a campaign for 60+ without any difficulty ?
So, what is the message ?
"There is no Endgame Content in this game, 3k+ players, you can leave and return at the mod 10 launch in july".
11 months. 11 months between the remove of dungeons ( mod 6 ) and the come back of 1 real Dungeon (mod 9), a dungeon denatured without any challenge.
Thanks for you work, i know it's not your fault, but this game is dead for me. Good luck with this mod.
It is time to stop adding things half-*$%.
This was a good move. I liked the ability that I've had, you know, since Beta to run the dungeons with any party make up I choose.
What role restrictions? This is news to me. There have never been any restrictions on the game like this. Have you ever tried searching for a healer and tank for a dungeon that isn't elol? best of luck, not happening. Why should we be forced to have a party composition that you deem appropriate? Why not leave it up to the players on how to play the game? This change to the queue system for existing epics that DON'T NEED tanks or healers (or just healers, as OP is OP) is condescending. I don't want to be told how to enjoy your game and have my fun dungeon delves gated by the inability to find a tank or healer for a dungeon that doesn't need it due to low server population.
You missed the point entirely. People don't run the crappy leveling dungeons. People aren't leveling! The people who give you feedback and test your game and are passionate about it are MAX level. We don't NEED leveling content. There is only one leveling grind in the game and that is the overleveling and 60-70. The new campaign can help with 60-70 in a big way (I saw the exp rewards on preview). Why did you choose to institute FOUR pieces of content that no one will run and ONE that people actually will? No thanks. Take these back and bring out a second epic dungeon.
I have 8 max level toons. 8. Do you know what they need? Not leveling dungeons, but better loot, ways to make money, and more fun endgame things to run to gear up.
1. Why not just change the art for the final battle to be a pit instead of fighting the players constantly who tried to throw things over the side/door?
2. The fact that it looked *absolutely nothing* like Castle Never from the NWN games. Other than that, I loved running that dungeon. It took a long time, even with high-level characters, and we could get some great TeamSpeak/Ventrillo chats going while we ran it. It was a great way to teach newly minted 60's how to play their characters, and most of all, it was generally fun.
This new dungeon is nothing more than a bunch of Demonic HEs strung together with an epic epic demon at the end. I can do that now with eDemo and skip all the time it takes to get there.
And while I do agree that creating endgame content is difficult for a small team to test, you have a legion of devoted players who would test it (for free - give them a token reward for their efforts and they're happy) like STO used to do. I just am baffled at the tone-deafness that seems to exist with respect to player feedback, and the unwillingness to use said players to make the content both better and what they want. Of course, my day job is to listen to users and make software better based on their input, so while I'm admittedly biased in that regard, I can also say that it works.