Purely positive feedback: I LOVE the new "weekly" campaign mechanics. I truly love them compared to the older-style Daily Quests Per Day mechanics.
Like most players, I work a day job and have a life outside the game. With Chult, if I'm having a bad day at work, if I wind up pulling unexpected overtime, if a pet needs an emergency vet visit or if I just feel like going to see a movie on a workday, I *don't lose campaign progress*. And, like many players, I have more time to play on the weekends. I can afford to put "daily" progression off for a few days and spend a few extra hours doing several "days" at once on a Saturday if I want to, and unlike previous campaigns, I'm not punished for that.
(I still get more campaign loot if I do the Daily every day, but that's LOOT, not CAMPAIGN PROGRESS).
Anyway. This change is great and I hope future campaigns will work the same way. This is an unambiguously good alteration to the pattern.
Thanks,
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anyway, unless you plan to farmn much more than the normal way and use a "bug/exploit/weird feature" it not worth te time...
PS.: i also loved the new weekly system, 3 toon with camp completed before the time i had a sundy for hunt only was really fun...
Overall it's good though i think.
And losing campaign progress to a questionable feature, basically abusing what has to be a bug..i can love with that.
Other ways to get currency are the Patrol quests from Wakanga O'tamu, treasure maps, HEs, the weeklies (which you gain a few more of as you progress up the center path), the House of the Crocodile instance, and of course the dailies. The Hunts also allow for some bonus currency which won't go towards the cap.
It is good feedback to hear that there doesn't feel like enough daily options. Ideally we'd always like to have so many options that players feel a fresh experience every time they go to the region, but time restraints are finite and we need to try to figure out the best mix of content to put together.
I also strongly agree with the sentiment that the River does not have enough daily quest variety. Especially if you realize that those are the 4 quests that will have to be repeated most of all. The weekly prince quests (incl. 6 patrols) only get you partially up the weekly haul ladder, and additional weekly quests (I've only unlocked the Heroic Encounter one) provide totems to account for the increased weekly haul cap.
That means the rest of the weekly haul will have to be filled in mostly with CV repeatable quests. You can spread these out over a couple days, but again it feels like I'm going back into the river to just run the loop over and over, made slightly more frustrating by having to run to CV. Planning ahead really helps, so make sure you never leave River without 2 quests active so you can do them on your way to CV. At least quest objectives are politely positioned such that at least half the quests run you through T. Rex spawn/paths.
Finally, it should be noted that (again) most of the repeatable quests are essentially dps checks. Scouts and Templars are most efficiently completed by pulling the whole camp and then filling in any remaining gaps. Lost relics cannot be recovered without engaging most if not all of the mobs in the ruins. Running around the map you constantly get jumped. If you can melt the dinos that's fine, but if each dismount take 2-3min to clear then even moving around the map as a support is frustrating. I usually try to group up to do these so that I can benefit from someone else's big sword, but since the quests can get out of sync (and because lost relics spawn in a random ruin and random locations inside that ruin) the daily quests are not all that conducive to teamwork.
I know it's hard to design quests that are not dps checks, but as someone who plays Chult on 4 characters (3 support and 1 dps) the dps can complete in roughly 1/3 the time even tho she's the least geared of the lot.
It also doesn't allow you to get the two quests that are near to each other at the same time. You almost might as well only allow one quest to be picked up at a time, since you generally have to walk right past Camp Vengeance to reach the other quest anyways. It wouldn't feel as clunky if all 4 were given out at the same time, but it would also be quite cluttering on the map (we do it for SKT, so it wouldn't be anything new).
Signature [WIP] - tyvm John
(I'm way behind on my free totems for Hunts, too - I've barely taken advantage of the 25-per-week-above-cap that Hunts give. I'm okay with that, and OH NOES, people who bought the Complete The Campaign Sooner Companion are completing the campaign sooner than me? I'm okay with that too.)
We can fast-travel out of the River to the Port, why can't we fast-travel back? Or travel straight to the river without needing to run through the port Zone first?
Unfortunately, the River quests do get old in a hurry. There's also the issue of if you're trying to do these with a buddy, the random location for recovering idols has meant running the quest twice, as we've never gotten the same location for it. I'm not sure if one of us could drop and retake 'til we get the same, but if it's coded like Bruenor's dailes, you're stuck with the same thing until you do it, and not party friendly at all. I agree with this so much. It's frustrating. A similar thing happened with the Elemental Evil rework, where turning it into a series of fixed missions assigned in pairs made the entire thing far less efficient to run because you could no longer select quests that naturally group together (and run 4 at a time). This is also a sin committed with SKT and SoMI, where a day's "set" of quests in a zone are often geographically separated, but there you can correct for it by skipping a day of progress to regroup them to be more efficient to complete overall. In brief, wasting our time on excessive travel is kind of mean. (Though I'm pretty good at getting around the Soshenstar River, learning which spawns I can avoid and which I have to stop and fight, and such.)
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Of course there are many other nice things, too: the possibility to solo or duo dungeons, the new craftable gear that's inexpensive to make (and great for alts), the overall theme, etc. The only thing I'm not terribly fond of is the drop rate of T-Rex fangs and that is supposed to be improved soon-ish, so overall, I think it's a really good module.
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