Mostly everyone has realized that dungeons aren't what they used to be. Dungeons used to have hidden paths or alternate paths. No it is one way or no way. No more excitement or anything... And now the total mess up with Castle Never. From T3 down to T2. And what upsets me most is It was a dungeon that could take you up to a hour. That was like a end game dungeon for me. Now we get a barely 15 minute joke.
*SAD*
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as a guy with soon to be short free time im not complaining much about it... im more bothered by having dungeons back as levelling content...who cares about them? im not going to play them
I don't even remember I was able to get into CN from the start to the end once. At least, less than a handful.
The queue took forever. When I could get in, it was only because somebody dropped out or be kicked.
5 person took up an instance for an hour takes a lot of resource.
e.g. if the server can hold 100 instance. it means it serves 500 players in an hour.
If they cut that to half an hour, it means the same resource can serve 1000 players in an hour.
Of course, a good solution is to increase resource. Well, you know that is not something they would do easily.
Personally, my new challenges are:
- see what happen to mod 9.
- New project(s): create a new "challenged" character from scratch to see how challenging it will be. The 'challenged' character candidates for me to consider are archer HR and combat HR. Not as 'challenged' character, healing Pally. They can use the new leveling content too.
— (The unwritten rule)
The only hope is the releasing legendary difficulty!
I'm trying other games, none have clicked yet. Eventually one will. I started playing this game because of my love of Neverwinter Nights, and this game does suck those like me in, even though they say it is "totally unrelated". As soon as I find something that can pull me, I'll be gone--and will save money as a consequence.
No one would run castle never if it took an hour because you could just run etos/elol for virtually the same rewards. They can't even significantly increase the rewards because some people would still burn through it anyways unless they added timers to parts of it (e.e. survive for 10 minutes or some dumb carp). They haven't even finished adjusting everything to the current level cap ...
Why on earth would they increase the level cap again just to have another mess like mod 6?
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
Dungeons are being in dire need of improvements to encourage exploring and team works. A dungeon isn't supposed to be about following a linear trail and doing speed run for "Pain Giver" or AD.
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
Tiamat and eDemo are not adventures and you certainly do not get to know the people you run with in them. The rewards are so meh or walled behind idiotically poor RNG %'s. Seals are a nice consolation prize, but that is all they ever should have been, more like they are in the Demonic HE's. Opening a chest and having a reasonable chance at the piece you want was always exciting. Lots of people had to run SP dozens of times to get their head choice. It gave the group a purpose to do it and a cause to rally around. 20 or 30 times in a dungeon was considered a good story because they were, well epic. Running eDemo 100 times and never getting a sought after drop, well that is simply lame. Not fun, who can blame players for logging out!?
The devs may have a 'big picture' in mind, but so far all that many of us are seeing is removal. Constant removal. I'm not just talking about dungeons. Awesome armor set bonuses, BoE rewards, Leadership, Dragon Hoard Enchants, Dungeons lenghts and side areas, Coal wards in trade bar shop, post 70 power point frequency (read ridiculous XP requirements starting at lvl 60). The list goes on. What has been infused "into" the game? More refinining mostly. More ways to feed the guild mimic in your Stronghold. More XP required to advance from 60 to 70. More people quitting at level 63 because essentially the game starts to suck hard and someone thought it would be an awesome idea to drag that suck factor out with huge XP levelling increments.
I for one would prefer that they actually not touch the old dungeons, just scale them and put them back in as epic, hell even work on something interesting as drops later if time is so limited. I just do not trust that this team is plugged into what attracts and keeps players playing the game. For me it has been hope that things will improve. Chopping CN up is tanatmount to blasphemy for me, but I recognize I am probably pretty hard core about how I liked the old content better than the dilge they have churned out since mod 4.
They seem to listen to some feedback, but often the truly passionate feedback only comes AFTER they have messed something up with what often seems so obviously bad that players never even considered they had to worry about it. As the Executive Producer's letter mentioned, they plan things 6 months in advance. Hopefully threads like this will, at least in part, make them actually think about NOT further destroying the remaining dungeons 6 months from now.
^^^^
This.
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I'll never retrace my steps.
Some of my best friends are Imaginary.
Other things I had to think about were, would defenders want alternate paths through the complex, and under what circumstances? For instance, they likely wouldn't want alternate paths before the primary defenses as they would want to bottle intruders up, but once past those defenses, they might want some alternate paths that they could use to either muster reinforcements or surround an enemy.
Another thing to consider is that the current inhabitants of a dungeon might not be the ones who built it. Did they make any changes? How did they make it their home? Are there any extra areas that they don't use, and could those areas contain surprises of their own? Does a dungeon contain multiple inhabitants, who either avoid one another or have some sort of truce? Of the present inhabitants, do they also require recreation, and what might that area look like?
Then there are other things to take into account. For instance, underground dungeons tend to flood. How do they deal with the local water table? What about getting rid of refuse? What about managing temperature? Taking these things into account can make a dungeon more interesting.
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
I love exploring dungeons, checking stuff out and seeing what's there. The fact is, hardly anyone ever does that in MMOs. One reason is certainly the repetition factor. After the first few days, most if not all party members already checked out the alternate paths. Secondly, the alternate paths don't offer a reason beyond curiosity to take them.
Here's a partial solution: (Pseudo-) randomly hide desirable loot in the dungeon. Create several optional paths that may (or may not) have tough encounters along the way, and separately may (or may not) have worthwhile treasure. Challenge the grinding party intellectually to figure out whether they should head straight for the main boss, or whether there is economic benefit (time vs. reward) to explore side paths.
And another partial solution: The Lair of Lostmauth adds 3 paths, one of which opens randomly. Instead, create three paths that the party can choose from, and randomly vary the encounters along those paths. For example:
Path A
90% chance of trash mobs
10% chance of really, really tough encounter that takes a while (and can drop something worth having)
Path B
70% chance of trash mobs
30% chance of a really (but not really, really) tough encounter
Path C
50% chance of trash mobs
50% chance of a tough encounter
For added flair, have the allocation to each path vary weekly or daily.
Cryptic, I hear you. That's a lot more work to program with your limited resources and tight schedule. However, it's that extra mile that creates player loyalty, and gets players to tell their friends to come on back and give the game another try.
The new Castle Never, despite some complaints, shows a steady improvement in the fun factor (though please, can you introduce a time portal that lets us run the old one too?) Keep on your trajectory and enough players will be happy. Step it up, create some real variability in the dungeon experience, and many players will be thrilled. Balance it so that both average and expert players are challenged, and we'll love you.
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min