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Update on the Dungeon Key Change

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  • ethandwethandw Member, NW M9 Playtest Posts: 80 Arc User
    1. When we finally get a +5 ring, allow us to choose the one we actually want of the list of possible rings for the dungeon.

    This way, instead of getting a +5 ring of vision, one could choose rising power or brutality instead.

    2. Alternatively - you could make a trade for the rings like you did with lostmauth.
  • ilmenirailmenira Member, NW M9 Playtest Posts: 269 Arc User
    edited October 2016
    thank you! :)

    what a relief!
    i want to say "thank you" first, before i finish reading all the ideas offered here.

    please remember: what is generally a professional matter to you is a matter of feeling to us (hobby/passion).
    thus, this is not reciproque communication... you can easily hurt our feelings.

    one first idea:
    do not leave chests as they are for almost ever. monitor chests more.
    maybe there could be a review step for all chests each module or even more often.
    you have a lot of data about how often each dungeon is run etc.
    it mostly has to do with difficulty versus loot expectation.

    a second idea:
    implement intentional test phases in game, comparing the effect of different loot tables on dungeon attractivity. this enhances chest monitoring.
  • uptondarkdiamonduptondarkdiamond Member, NW M9 Playtest Posts: 169 Arc User
    edited October 2016

    Loot themed dungeons... that way we don't get bored running the same dungeon over and over cause they drop similar stuff but one dungeon takes a tad bit longer... i.e. eGWD and eToS....

    If you say for instance make eGWD the companion loot dungeon well if i want to increase my chances of seeing companion gear i got there...

    Dungeon themed loot* hehe

    Rofl, yep I said that backwards :p (sometimes I do that), but I will still vote for loot themed dungeons, :p
  • cdnbisoncdnbison Member, NW M9 Playtest Posts: 806 Arc User
    edited October 2016
    Now that I've had time to digest this, my recommendations for loot / keys:

    1. Simplify the key system to T1 / T2 / Campaign / Top-tier. 4 keys, not 15.(Excluding zen keys)

    Keys should also be backwards-compatible, so if I only have a campaign key, I could still use it to open a T2 or T1 chest. I'd be 'wasting' a key on a less valuable chest, but it's a choice I'd have as a player. (Maybe I really want a shot at the wolf mount from eGWD).

    If you put dungeon-specific rewards (transmute / mounts / artifacts) in, you'll find people running to complete sets, or for specific items, even at lesser tiers. Sure egos is the 'easy' T2, but if the Lantern artifact (more desired) drops in eCC, you might find it being run more often.

    3. Good (50%+) chance at appropriate gear at each tier, if only for the salvage value. 2 runs of a T1 dungeon should net me a piece of blue seal gear on average, 2 runs = 1 piece of purple seal gear at T2, etc etc.

    3. A minimum of 5,000 RP at Tier 1, scaling upwards through the 4 tiers listed in point 1. Top out at around 25,000+ for completing a Top-tier dungeon / raid.

    4. Rare drops (1-10%) should include the following:
    - GMoP
    - SMoP
    - Preservation / Coal Ward
    - Mounts (blue, BoE)
    - Transmute (especially new stuff, BoE)
    - Artifacts
    - Companion tokens (2-10)
    - Tarmalune tradebars

    I'd recommend a. Varying rewards by dungeon and b. Varying by tier to ensure that you get a nice mix of dungeon runs. The best gear will be in the Top-tier, but useful, but less valuable or top-tier-but-more-rarely-dropped stuff (say, coal ward / SMoP) will still appear in lower lower ranked dungeons.

    5. Top-tier should include a 'mercy-counter' a la Twisted Ichor, so infinite runs aren't necessary for people the RNG hates (like me).

    6. Rewards should be scaled to the content - so Demonic HEs should only offer +1-+3 rings, while Master Demogorgon should be a minimum +3 - +5, with better rewards as the result improves (so a better chance at a +5 ring with a Gold result). Reward players for their success!

    7. Surprise me! As IronZerg said, skins that are 'cool' but exceedingly rare (1/1,000) (and BoE) give grinders a reason to grind, and spenders a reason to spend. It might even help with the AD backlog.

    And lastly, it can't be said enough, but make campaign key tasks 20 seconds, not 20 hours. If 1 key = ~1 set of campaign dailies, I shouldn't get left without a reward simply because I'm short a key that I *could* make. (See point #1). If I don't / can't make a key, that's on me, but the current 20 hour limit means that if I find myself short a key, I'm losing out, with no way to address it. A shorter build time means I can spend earned campaign rewards for an earned chest reward. That is, I'm not being punished for forgetting to build a key the day before I run a dungeon.

    You want us running dungeons. That's fair. You want keys to be used - also fair. But don't punish a player for not starting to make a key yesterday for a dungeon run they start today. Not everyone logs in daily, or can plan ahead to such a degree. In the end, the currency is spent, meaning the player will need to do more dailies, but with a shorter build time, they are encouraged to do them sooner, to maintain key building materials.
  • cdnbisoncdnbison Member, NW M9 Playtest Posts: 806 Arc User
    edited October 2016
    RE: chest = mimic.

    I like this idea. I like this idea A LOT. You beat the boss, go to grab your loot, and suddenly you're facing...

    THE MIMIC KING! (you may groan now).

    Hope no one left the dungeon early, as the Mimic King is a boss-level mob, too, and at least as challenging as the final boss of the dungeon you just completed. The rewards, though, are significantly higher than usual, especially if there is specific mimic loot available. You'd ensure everyone stayed until every last party member looted, on the ff chance it would appear.

    That'd be pretty cool....
    Post edited by cdnbison on
  • balufunkebalufunke Member, NW M9 Playtest Posts: 186 Arc User

    dionchi said:

    dionchi said:

    I read so many posts about people wanting a guarantee return for their money of equal or greater value than the price of the key...

    Really?

    I'd like to win the lottery too, but spending my money to buy a ticket is no guarantee that it will happen, (*hopefully chances of getting a good drop from a chest will be significantly better than winning the lottery) but I still occasionally buy a lottery ticket, because there is still that chance.

    I'd just settle for being to get something of value out of chests I have to purchase a key for...

    Maybe a very rare drop that completely compensate me for the purchase of the one key used to open it but more often a drop that will or has the chance of at least partially (by random changable amounts) compensate me for the purchase price of the key either from resale value, refinement purposes or salvage and occasionally (again rarely) the chest that turns into a mimic that has to be defeated before there is any prize drop and even more rare (about the same chance as a drop that completely compensates for the price of a key) a chest that is empty or contains more or less common items but still marketable in the AH just so it isn't a complete loss.

    That I think more than anything else will encourage people to buy keys and VIP privlidges specifically to get keys, people feeling that the return from their investment of purchasing keys or VIP privlidges won't be a complete loss.


    why should we expect that this change should be fully lottery. they're asking us to spend money on something with trust that the result won't be garbage. the reward should guaranteed be worth the effort at least on a base level. why is it ridiculous to demand that they give us something for MONEY we give them? that's like saying I go to the sandwich store and buy a sandwich for 8 dollars and if they actually give me anything other than two slices of bread is kind of lucky.

    this is a consumer product and we're just demanding that they give us something worth while if they're putting in a paywall. otherwise why should we continue playing. it's really not unreasonable. the lockboxes should be a bit better too imo. people spend a lot of money on them. the drop rates should be a bit better for the legendaries. if people know the chances of getting something good are real a lot more will be spent. you can't equate this to a real life honest to god lottery whre real money is out there or real prizes are being given for money spent. this is all in a freakign virtual game.. no matter what we win it's only good in this game. it's not real. we get nothing tangible for our money.

    I believe in spending to a point where you've bought the game but beyond that it's charity. it's not unreasonable to ask for something good if you're spending money.
    Another person who seems to think there should be a guaranteed return on their key purchase... it would be nice, but realistically it isn't very practical, feasable or profitable for the company who has the expense of providing this game in the first place, no profit - no game.

    First of all it seems to me to be ridiculous as you say, to "demand" anything, I'm not suggesting people have to be grateful is someone hands you a HAMSTER sandwich, but you do have the opportunity to walk away if you think things aren't up to your required standards.

    Secondly there's a difference between "won't be garbage" and something of "some value" to the player...

    For instance, a rank 1 enchantment isn't garbage, it has "some personal value" for upgrading artifacts and other enchantments and it can be sold in the Auction House - it may be less than desirable or of very little use to a higher level player - but it isn't "garbage" and is part of that "partial return" I mentioned.

    Now granted if people pay ten bucks for keys and start regularly getting level 1 enchantments, Neverwinter isn't going to be selling many keys so it would be counter productive economically for them to do something like that.

    As you said, we are being "asked" to spend money on something - no one is holding us at gunpoint and forcing anyone to make these purchases, if anyone believes that the return for their investment isn't worth what they paid it would seem to me the simple solution is not to purchase anything instead of purchase it anyway and then complain about it.

    Your statement that people spend a lot of money on lockboxes is the same kind of thing...

    People choose to spend their money on lockbox keys, if someone believes that the return for their investment isn't sufficient, they can also choose not to purchase any more lockbox keys, that seems all too simple and obvious, to me at least.
    some people like being hamstered and some don't. it's pretty obvious which category you fall into :) if they do follow your logic they're going to lose the vast majority of their player base.
    Everything is relative: 3 hairs in your soup is a lot- 3 hairs on your head is very little ;)
  • swirve#6429 swirve Member Posts: 90 Arc User
    @balufunke a little thing called context.

    One is considered a normal / natural state the other abnormal.
  • elvalianonelvalianon Member Posts: 331 Arc User
    Won this [Ostorian Ring of Skold] today and it is bound to character. Would be nice if we could sell those rings as they are slightly better than jewelcrafting rings or at least be BoA to send it to an alt.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    I really like the idea of a keyring. Perhaps a special tab in your wealth tab that tracks how many keys you have for each, and then they stop taking up physical space in your bags. That would be a nice (and hopefully easy) QoL fix.

    But going forward, I inherently dislike the idea that players need to "purchase" keys to get the rewards at the end of a dungeon. I'd rather see the dungeon and the bosses be the "gatekeepers" to the loot, and not some arbitrary cost placed on a key.
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • greyhawk#1973 greyhawk Member Posts: 236 Arc User
    This is your chance to 'wow' us. My guild/alliance is basically dead/dieing - right after a new mod dropped! Make no mistake, do a poor job with this, and fail to fix mod 10, and this could be the end of an era...

    Rewards should be equal to the price of the key, IMO. This isn't lockbox gambling, this is time spent and potentially money spent, and people deserve to be rewarded for playing. 'wow' us or the list players will remain lost, and the ones staying won't be around much longer.
  • u4310h55a#2650 u4310h55a Member Posts: 1 Arc User
    As a player on the PS4( not sure if that matters) but I agree with the op that needing to open a ton of chests and having junk drop, it would be a shame to have to use a key to look. for example when I farmed out my Twisted set, I used about 25 dragon keys, and the rest I used greater demonic, that I was able to make. I did not mind the twisted farm, since I knew that I would get 1 twisted ichor on a silver run and 2 for gold. If we had to farm Demo for a chance for a twisted main hand or off hand drop, I would have quit.

    I think if your going to make the keys used on open, than we need something like twisted.

    For example, on running Lostmouth, you would open the chest and get a Lostmouth token, that could be exchanged for bind on pick up gear, ( account bound) and Leaving bind of Equip gear to chance.

    I feel this way would honor people who want to play and get the gear they want, and keeping the Boe gear would let people who dont have time to grind to still buy the gear with AD.
  • balufunkebalufunke Member, NW M9 Playtest Posts: 186 Arc User

    @balufunke a little thing called context.



    One is considered a normal / natural state the other abnormal.

    @balufunke a little thing called context.



    One is considered a normal / natural state the other abnormal.

    The context was about value and garbage, that´s why it is relative, peace.

  • xxmantaraxxxxmantaraxx Member Posts: 362 Arc User
    A lot of great suggestions in this thread. The mods have done a great job hilighting some of the better ideas. Thanks @ironzerg79 and the other great mods for your time sifting through this huge thread and highliting some of the fantastic ideas proposed.

    Here are my thoughts, as a beta player and as an avid forum lurker:

    I am 100% behind #reboottheloot

    This is the perfect time to look at all loot in NWO

    Mirrioring other posts I would like to have a reason to play all the dungeons.

    I would like to see a revitilization of the vault of piety and ardent store.

    Transmutes specific to the dungeon as rewards are a great idea. I absolutely love finding the perfect look for each of my characters.

    I know it has been shot down by the devs repeatedly but I, and the community, want to see BoE gear again.

    I would like to see lockbox rewards recalculated, taking the best loot out of the hands of just the whales. At this point, after burning through a year of VIP and purchasing key packs every time a new lockbox has come out (with cash by the way, its how I supporth the developers of a game I love) I really have nothing good to show from it. im sitting on 50 keys right now because at this point I am like "meh, its not worth it to sift through the garbage. I have better things to do with my time." Do you hear me? This really makes me question keeping up my VIP status. Why pay when i dont feel rewarded?

    I want to see my VIP dungeon keys usable in leveling dungeons AND epic dungeons. By the time you lvl an alt to where you can start doing elol you have a huge pile of keys sitting around that will never be used. Let us grind away at leveling dungeons and get extra seals of the adventurer.

    Im still burnt out from black ice farming and empowerment. Im still burnt out from endlessly grinding IWD HEs for gear drops.
    So this also means I am already burnt out on SKT. Im refusing to grind any more HEs to get SKT gear and gear refinment stuff. I put in 5hrs of nonstop HEs and ended up with 4 lanolin and no gear drops.... Nope... I have better things to do with my time. you killed BI damage and BI resistance on armour and BI resistance content gating so at some point you will kill everfrost in SKT and I will be able to finish the story. Long story short, lack of reward for my time in game makes me spend less time in game and less money on the game.

    Finally, the developers need to be honest about drop rates. I have never played a game where there werent known drop percentages for pretty much everything. This includes lockboxes, if im using USD for the chance at RNG rewards I want to know my chances.

    Just my two AD on the matter.

    Ara Atheanes GWF
    Traxus Atheanes GF
    Bastiel Atheanes DC
    Ellara Atheanes CW
    Keira Atheanes TR
    Sarasin Atheanes SW
    Jerkface McGee HR
    -MANTARA- OP

  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    edited October 2016
    pretty much samething with those "Stronghold Keys", that is also very wrong.
    we killed the dragons and cant open for rewards???????????

    many guild leaders are upset with that, and it also cost players many donations to "Rebuilt", it seem a bait and switch after buying stonghold to be only to find out.

    see why some buying the bells and see why buying the keys to claim the prizes? that is both "doubled-blade" money-grabs.
  • tanais58cranetanais58crane Member Posts: 111 Arc User
    The extent to which you as a company are out of touch with your own community is astounding.
    The stars are falling, and the old gods silent as death, with the blood sworn to rip you down from the night sky, what cost will pose too high?
  • fogcrowfogcrow Member Posts: 82 Arc User
    First thank you for delaying that change.^^

    now what I´d like to see: a Bound to char Artefakt/art.belt/art.neck in dungeons(or other content) that drop one that completes a set, when a character gets the "Overgrind Achievement" like for example "Demon Prince of being dead" in Castle never, preferably at the reward claims agent, so we can´t miss out on it due to a disconnect.

    Also greater and superior marks of potency, and purple marks of power/stability/union. Purple Insignias, Campaign currencies for the campaign the dungeon belongs to, and of course new stuff.
    Most of all: the mask Severin is wearing when talking to Lostmouth.

    And, perhaps more important, what I do not want to see anymore:
    1. bound to character stuff like top tier rings for the wrong class/role( a tank ring on a class that can´t be one f.e.), bound to char specialised refinement items of self limiting types (once all my artefacts/artefact gear is maxed the character won´t need more resonance stones or stones of power/stability/union for mods)
    2. Bosses, especially thouse not standing in front of chests(mid dungeon bosses) dropping nothing. If I participated in taking down a major opponent, one that might even have taken multiple tries to down, I want to have something I can pick up, even if it is only a "consolation peridot".
  • zedfighterzedfighter Member Posts: 93 Arc User
    In the end you'll still end up getting garbage you don't want and will have wasted yet another key.

    The longer I play this game the more it sinks in that these people are GREEDY! Making money is one thing but damn, you're so greedy. Nickel and dime at every step. Expensive nickel and dimes at that.
  • mrjaffarmrjaffar Member Posts: 1 Arc User
    As first increase the drop rate of artifacts and ring +5. Im already running since 4 or 5 months CN minimum 10x pro weak and i never got the dam* Orcus...this is just sick. As second : add something more to the chests like SMoP, Preservation / Coal Ward, Mounts ,Transmute, Companion tokens (2-10), Tarmalune tradebars ect.
  • lordseth1985lordseth1985 Member, NW M9 Playtest Posts: 319 Arc User

    I really like the idea of a keyring. Perhaps a special tab in your wealth tab that tracks how many keys you have for each, and then they stop taking up physical space in your bags. That would be a nice (and hopefully easy) QoL fix.

    But going forward, I inherently dislike the idea that players need to "purchase" keys to get the rewards at the end of a dungeon. I'd rather see the dungeon and the bosses be the "gatekeepers" to the loot, and not some arbitrary cost placed on a key.

    I agree with that about normal chests. BUT, special rewards chest should be opened with zen keys or currencies keys, like the way it's now. I only wish that we didn't have so many keys [15 different types? really???]
    Avestruz.Q.T.Seduz - Rogue, natural born assassin.
  • ironzerg79ironzerg79 Member, Neverwinter Moderator, NW M9 Playtest Posts: 4,942 Arc User
    edited October 2016

    @lordseth1985 special rewards chest should be opened with zen keys or currencies keys

    Why?
    "Meanwhile in the moderator's lounge..."
    i7TZDZK.gif?1
  • lordseth1985lordseth1985 Member, NW M9 Playtest Posts: 319 Arc User

    @lordseth1985 special rewards chest should be opened with zen keys or currencies keys

    Why?
    IMO normal chests should be opened soon after defeating bosses or bronze/silver/gold ranks. This should reward the player by their effort [obvious, the higher tier or rank, better rewards] and give the feeling "I killed tiamat/demogorgon [or dungeon bosses] and my effort was really rewarded".

    About the special rewards... well, we already can make the keys on campaign window, so this isn't an issue. The only thing that could be changed is the time it takes to craft the keys. Otherwise, if anyone wanna do multi runs and don't have time and/or any key left... well, using zen keys is the way on.

    Don't get me wrong, I don't spend money like other players do, I'm just a casual player. But if the company need to monetize, why not with keys for ppl that can't craft keys [missing campaign currencies maybe] or don't wanna craft at all, just wanna do many multi runs every day?

    Someone said previously, and I must agree: let us craft a single key [something like "campaign key"] that could open any extra rewards chest using currencies.
    Avestruz.Q.T.Seduz - Rogue, natural born assassin.
  • greyhawk#1973 greyhawk Member Posts: 236 Arc User
    If they want to monetize why the heck can't they monetize fashion, mounts, cool effects etc?

    Monetizing progression and making players feel like they have to pay for multi-running dungeons is a sure fire way to kill the game completely.

    If it's not almost dead anyway...

    They need to make DRASTIC changes and they need to make them two weeks ago!

    Mod 10 is a bust. The biggest flop of an expansion that I've witnessed in 16+ years of playing MMOs. People opting to skip your whole expansion because of grind and progress gating should be a GIGANTIC red flag to them. They are not acting quickly enough, and I am seeing the bleeding first hand. My alliance - and more importantly my guild - are NOT partaking in mod 10, and this key fiasco has caused a great many to up and quit.

    When they finally get around to increasing drops there may not be enough players for it to matter. Chests should be raining legendary mounts/rings, weapon enchants, and anything else they can throw in there JUST to stop more players from leaving.

    It should be all hands on deck, not them treating things with kid gloves...

    Save your game!
  • krailovkrailov Member Posts: 302 Arc User
    Well, you are listening, so that is a good start. All the excellent ideas posted so far are great, so my suggestions:

    You have a poll function in the forum - use it for us to vote for what you are proposing! You tell us what you are thinking/choices, we vote, you get feedback, and we know where things are heading - no nasty surprises!

    RNG is (almost) universally hated - we need a mechanism to ensure after x runs, we get what we want - by using seals, counters, tokens, whatever - more of them from higher tier runs, less from lower. With these we trade or buy what we want. As they are earned from every run, eventually I can select the item I want - if I am lucky, I win it soon, but my grinding is rewarded over time (because I am NOT lucky!).

    Allow a choice in our winnings - when we open a lockbox, we choose the mount/companion/ whatever (if we win epic or legendary). Allow the same choice on equivalent chest rewards - I choose whether I take 2xR8, or a purple gear that I might need (plus the other loot!). This allows for me the player to decide what is of value to me - first run I might take equipment, next I might take stones, next may change again - all have value to me as my needs change. This also applies to +5 rings - make it BoE, let me choose which one. Yes, you will get farmers or runners, but they are RARE, like legendary mounts, and you do not see huge numbers of those for sale!

    The most difficult is to reward effort vs time in the dungeon. Some spend hours, others do it in 15 minutes. I would like the 'chances' for better drops/loot to go up based on time/effort. Maybe a measure of how much activity like fight time/deaths/damage/healing over the run. Yes, people could go 'naked' and up their chances, taking an hour (when they could have done it in 15 min), but hey, that is the choice they made - they can afford to spend the 'time', they also get better chances.

    Many of the ideas mentioned so far I like, and it is time to reboot the loot.

    Might is not always right - the powerful sometimes forget that.

    The Small Band
  • trgluestickztrgluestickz Member Posts: 1,144 Arc User
    edited October 2016
    TY TY TY TY TY TY for listening to us and for this very mature thought out reply to our feedback. I have felt depressed for the last week about how many players we were losing across the game and worried my friends would follow. This lifts a massive weight off my shoulders for the time being but your company isn't out of the woods yet. The players, myself included will be watching to to see if the promises your company has made actually come to pass. Right now, owing to the track record of mod 6 and almost everything after, we still do not trust Cryptic. This was a step in the right direction though and has restored a little bit of hope, keep it up.

    -------------------------------------------------------------------------------------------------------

    My more general feedback/suggestions:

    Rewards as many have stated before me, must be worth using the key. If the keys cost more than what you are likely to get out of that chest, the new system will fail.

    Optional grind bait items should be added to the loot tables such as transmutes, fashion, gimmicks, mounts, companions, and other optional but highly desired goodies. Fashion from the trade bars store should also be moved back to the zen store and you should create more fashion items to add to that list.

    Items used for character advancement should have higher droprates than the grind bait items mentioned above. Useful mid tier gear items + other small goodies should be reasonably common and be profitable. The best stuff for character advancement should still be rare drops but should be made more obtainable than they are now.

    The regular chest should reward a player adequately for their time with good loot. The special key chest should have even better loot than the normal chest and make people really want to open it. Right now, the special chest is barely any better than the normal one.

    Drops should be made to be a little less about luck and a little more about rewarding persistence and effort. Perhaps a system could be put in place for droprates where after a certain number of runs, the chance for you to score an item from the higher loot tiers gradually increases by a small amount until you eventually score something big. Once you score something big, your droprate chances reset back to normal and the cycle repeats. That way, luck can still happen but effort is more likely to be rewarded.

    Most loot items should be bind on equip and the majority of the remaining items should be bind to account. Bound to character and bind on pickup are unnecessary for most items and greatly frustrate players.

    Make it so we can make more than one of each key type a day. Right now, all the keys take 20 hours to make. This timegate works fine with the current system where we can preview our loot but should be removed when you introduce your new system. On your new system, keys should take a few seconds to craft, not 20 hours. A cap on how many of a single kind of key we can make in a day would however be fine.

    Introduce a keyring tab for our inventories we can unlock via zen market. Lots of players have asked for a keyring since none of us enjoy having our bags cluttered full of the ridiculously long list of keys this game has in it.

    Update Vip and make it the only item that can only be bought with real world money and not by trading AD for zen. In addition to what vip can do right now, you should add standard dungeon keys and legendary dragon keys to the list of items we receive each day. A way to increase our loot drop rates by a tiny amount that increases further for each successive vip rank would also be a hit. Updating vip every mod would also be a good move that ensures vip doesn't become outdated.

    Improve rewards for professions, the zen market, the vault of piety, PVP, campaigns, skill nodes, overflow xp rewards, events and CTAs, ect. Dungeon loot is a great place to start and the most urgent but many other areas in this game have also become outdated and run down.

    Right now, most of the good loot that's left comes from only newer content. This is a colossal waste of resources and people get bored running the same tiny handful of dungeons over and over again for little reward. All of the dungeons, raids, and skirmishes should be rewarding to run and have their loot tables updated.

    Publish the drop rates you intend to implement and have us test this stuff on preview and offer feedback. Then listen to the feedback and clean up any rough areas your model has. Then release these changes to live. I've said it before and I'll say it again, we offer our services for free, that's a hella good deal and you'd be madmen to not make use of this.

    Work on keeping the players you have as well as attracting new blood. More players = more potential spenders and the more players you have the more likely you are to be able to attract more. Keeping those veteran players helps keep the community and game healthy. Many of them also do a lot of testing and offer a lot of feedback you can use. Incoming players use older players as a resource to teach them the ropes of this game since many areas of this game are not intuitive and take a while to pick up. People also like to play with their friends and when players start leaving, other people who were those people's friends follow. Its also a myth that older players don't spend. Many veteran players spend to keep their characters up to date, to improve their builds, or simply spend to buy something they want. The people who don't spend don't spend because they are fed up with this game's dreadful downward spiral and don't want to keep funding your company after so much HAMSTER. If you want these people to start spending again, the only way to do that is to make the game better. The underhanded cash grab attempts just make them angrier and resist spending even more.
    Post edited by trgluestickz on
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  • trgluestickztrgluestickz Member Posts: 1,144 Arc User
    edited October 2016
    As for your question on what loot do we want to see in dungeons, here is my input:

    My #1 request:
    Make bind on equip gear that drops in dungeons. A ton of people have requested this across the forums, not just in this one. This BOE gear should include best in slot gear that drops rarely as well as some weaker stuff that drops more commonly. Many people have been requesting more variety with their gear as well so I suggest making more than just one set BIS at a given time. Having multiple viable set bonuses in the game again would allow people to take what is the best fit for their build. Right now, we are also nailed down to just the raid and assault stat choices for PVE and I'd like to see a lot more versions of the same gear set with differing stats so we can choose what we want.

    Rank 8 Enchantments:
    Increase droprate for these. The only dungeon I know for sure drops these is CN but they are few and far between and half the time when you do get one, its a runestone which sells for dirt.

    Lesser Bonding Runestones:
    I would like to see these become a drop as virtually everyone wants bonding stones and they sell for a lot. They should be rarer than any other type of enchantment that drops.

    Bags:
    Bags are highly desirable and this would be a very popular item to add to the list of things that can drop. Don't add runic bags to the loot but smaller bag sizes should be available as sellable or bind to account loot.

    Superior Marks of Potency:
    These drop from dread ring lair quests and the drop rate for them in there is extremely low. I would like to see these as a potential rare drop in the harder dungeons, raids, and skirmishes.

    Greater Marks:
    These are a more common drop in dread ring lair quests. These should be made a potential drop in some of the easier but still endgame dungeons. If you are worried about prices for them dropping too much, maybe nerf the drop rate for them in dread ring to compensate. If we can get them as drops else ware, I don't see why people would complain.

    Dungeon Themed Mounts:
    Should be a rare drop with exactly how rare depending on how fast or how desirable the mount is.

    Dungeon Themed Companions:
    should be a rare drop with how rare depending on what quality the companion is.

    Campaign Currencies:
    Getting a small amount of campaign currency as a given would be a welcome addition to the loot tables. Tiamat and some of the older skirmishes have this but most content doesn't.

    Companion Gear:
    The once dirt cheep loyal gear now costs an ungodly amount on AH thanks to the gateway shutdown. Companions are a major part of player's PVE setups and we want that loyal gear back. Why not re-introduce it as a semi-rare dungeon drop? It should not be as common as it was before, admittedly it was a little too cheep before but it shouldn't cost a fortune like it does now either.

    Seals:
    We like that we get seals that we can exchange for extra gear that we can either wear or salvage. Good job on that part. I will say elven and alliance assault stuff is outdated so fewer people use it as mid tier stuff now. Putting in some better mid tier gear that people can use would be a good move. Also, make seal bought gear all bound to account, some of the purple elven stuff is bound to character for some reason.

    Artifacts:
    Their droprate is ridiculously low. Increase droprate for these. They should remain very rare but be obtainable.

    Legendary Rings:
    We like some of the legendary rings but right now, they have a ridiculously low droprate. I know many people who have run demonic/underdark content thousands of times going after a ring and when they do finally get one, its usually not the one they wanted. Most of the legendary rings are useless. Making better ones in the future or making it so we can trade in 2 legendary rings for one of our choice would help a lot in addition to increasing the droprate.

    Epic Rings:
    These drop at a decent rate right now, but when the keychange goes live, the droprate for these will need to be increased.

    Refinement Item Stacks:
    Stacks of 5 through 20 of a cheep refinement item instead of just 1 of a cheep refinement item. Nobody wants a single peridot or aquamarine even when its included alongside better stuff, those rewards are lame and outdated. If cheep refinement items are to drop alongside other rewards in the harder dungeons, we want multiples if at all. For larger refinement items, just one or 2 of them is fine.

    Insignias:
    The ones that drop in dungeons are bound as are the ones you get in skill nodes. The blue insignias should be unbound for boss and chest drops. I would also suggest adding purple insignias as a really rare chance drop from harder dungeons.

    Stronghold Vouchers:
    We could really use more sources of strongholds donations that can't be spent else ware. Every color green through purple should have a chance to drop in dungeons/skirmishes/raids. As one of the few items I can say this for, make these bind on pickup so we aren't tempted to sell them.

    What to do with the Junk Things That Drop:
    Having a few junkier things be included in the things we get is perfectly fine as long as that's not all we get when we go to loot a chest. Some cheep items are used but just don't sell well so nobody wants just that item as a drop for their hard earned key.

    -------------------------------------------------------------------------------------------------------------

    Many have asked for cosmetic items to be included as dungeon, raid, and skirmish drops. I have included a section of ideas for that below to help get the creativity flowing:

    A cosmetic boot enhancement that makes it so when you run, you leave flaming tracks behind

    A gimmick item that can be slotted in your potions tray that makes it so you can walk on walls and ceilings when out of combat.

    A cosmetic ring enhancement that makes it so your character's shadow has demonic features like wings and horns.

    Paper armor and weapons transmutes

    Living clothing transmutes that occasionally move around or execute small emotes on their own.

    I know some people have suggested making it so we can modify our mount's appearance as well. I figured it may be difficult to make a system in this game that allows you to change your mount's armor set so what about something simpler like a cosmetic enchantment you can apply to a mount of your choice? What about one that makes it so your mount is dirty? or another that surrounds your mount with a magical fog? You could also do enchants that taint your mount in some way, such as one that plague changes your mount like what happens to creatures in the chasm map and CTA gate crashers event. Or one that black ice corrupts your mount like the animals in icewind pass/dwarven vally. Maybe even one that blights your mount like what happens to animals in Sharindar.

    While I'm at it, I will put forward some mount suggestions:
    Magic racing sack that you bunny hop around in, flying carpet, walking bathtub, displacer beast, Giant Jackalope, Krenshar, phoenix, peryton(D&D version), shambling mound, pegasus, hydra, camel, donkey, giant platypus, elephant, golden goose, giant camel cricket, giant centipede, and panther/beast of Malar.

    I've seen several people on the forums suggest humanoid mounts such as a troll you can ride on the shoulders of or perhaps a Minotaur.
    Post edited by trgluestickz on
    --
    PVP Rogue,
    --[----- "Your friendly neighborhood spawn of Satan." -----]--
    ----------------------------------------------------------------
    Main Character: Hurricane Marigolds (Rogue WK & Assassin)
    Ingame Handle: trgluestickz
    Discord Name: Hurricane🌀Marigolds#2563
    Guilds: She Looked LVL 18 & Essence of Aggression
    Alliances: Imperium & Order of the Silent Shroud
    Platform: PC
  • frozenfirevrfrozenfirevr Member, Neverwinter Moderator, NW M9 Playtest Posts: 1,475 Community Moderator
    I 'won' 8k of Salvage and... and... a Sapphire from an entire 1.75 hr FBI run. WOOT!!! Am thrilled. :unamused:
    FrozenFire
  • rekhyt15#7011 rekhyt15 Member Posts: 1 New User
    edited October 2016
    Personally, I would like to see occasional large drops of Astral Diamonds, though I understand this is unlikely. In lieu of that, I would like to see lockbox keys. As of this moment the only way I know of to get these keys is through the Zen store. I consider this unfair because I have well over 50 Runic lockboxes that I can't do anything with because I don't have the real world money for the keys. I will admit I haven't been playing for long and just had my first character hit level 34, so I don't know if there is a free way already or not. If there is, please let me know. I'd really like to open these boxes.

    P.S: I understand that the devs need to make, but no matter what you do there isn't a single intelligent player out there who's going to spend more than what they feel the game would be worth if they had to buy it to begin with. For example, I've found that nearly all FtP games, of any kind, are really worth no more $65 TOTAL. I'll grant you that this is a fantastic game, but still only worth $100 max in my opinion(game+"DLC"). A game is meant to be fun, not bankruptingly expensive.

    P.S.S: Absolutely FANTASTIC job with the Masquerade of Liars event. Halloween is my favorite, and it's been quite some time since I've seen such a good theme event for it. just a suggestion for next, a whole dedicated quest line would be amazing, not just 3 daily repeat quests.
    Post edited by rekhyt15#7011 on
  • wylonuswylonus Member, NW M9 Playtest Posts: 2,376 Arc User
    dont forget those Celestial and Ardent Coin shops, both are outdated
  • excat56#5321 excat56 Member Posts: 68 Arc User

    As a player on the PS4( not sure if that matters) but I agree with the op that needing to open a ton of chests and having junk drop, it would be a shame to have to use a key to look. for example when I farmed out my Twisted set, I used about 25 dragon keys, and the rest I used greater demonic, that I was able to make. I did not mind the twisted farm, since I knew that I would get 1 twisted ichor on a silver run and 2 for gold. If we had to farm Demo for a chance for a twisted main hand or off hand drop, I would have quit.

    I think if your going to make the keys used on open, than we need something like twisted.

    For example, on running Lostmouth, you would open the chest and get a Lostmouth token, that could be exchanged for bind on pick up gear, ( account bound) and Leaving bind of Equip gear to chance.

    I feel this way would honor people who want to play and get the gear they want, and keeping the Boe gear would let people who dont have time to grind to still buy the gear with AD.

    Hate to say this, but this is a horrible idea.

    It would be exactly like edemo then. Run it until you get what you want, then never go back unless you are helping someone. As most other's have all agreed on, BOP should NOT exist after this change is implemented.

    This would make que'ing for anything harder after the first month or two of this change, as a majority of ppl that got what they wanted would never go back, then you're left with a few farmers trying to make AD. Then once you do have what you're after, what is even the point of the token if everything you get from it is BOP?

    No thanks.
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