I was browsing the Neverwinter backstory over the internet, was wondering if
@wd1966 is right about stepping up the level of Neverwinter for current endgame players, and let the current Neverwinter platform remain on the side for the "true blue" newbies.
The "City of Neverwinter" included a Peninsula District, Arcanist Quarter, Dock District, and the Villages (my choice of word). These places connect around the out ring of the current map of Neverwinter, then the PC's could start at Level 71 or 80 to expand on a fresh PC window with new touches for a whole new host of monsters and select accesses like the Stronghold, PVP queues, PVE map queues to hold PVP spots like Caer Koenig with Icewind Pass and Dale Drop Valley. The Zen system can be tweaked for streamlining.
Since Forgotten Realms isn't a vacuum, The Lords' Alliance can open the door to wider ranging stories, and be expansive to include The Moonshae Isles, the expanse between Luskan and Waterdeep.
Thoughts?
Comments
The problem is how much people Cryptic have to do said changes.
This late in the lifecycle of a game the development staff usually is considerably smaller than when the game launched, since game income usually has declined and staffing must adapt. A game with negative earnings will be terminated.
There are several big projects that have been proposed:
* Increase max level to 80
* Add a new class
* Add a new race
Time will show whether we ever see the realization of one of those. I am not certain Cryptic got enough development power assigned to NW to do such big tasks.
We all appreciate the work of those that can do, and I view the Neverwinter credits block to revere everyone from R.A. Salvatore across that list.
Also there are millions of console players playing Neverwinter so the game should be in a strong position financially
A new race - I'm indifferent. The basics are already covered, so I'm happy. There isn't any particular race that I *have* to see added. It's easier than adding a class, but I don't think it adds a whole lot to the mix.
That being said, I would LOVE to see a new class added. A new class, though? I'd love to see at least one/year until we complete the basic group of D&D classes (Bard, Druid, Monk being the ones we need to add). The classes would do more to change the landscape than anything, I think - a whole new set of powers / DPS / buffs to try and theorycraft for, new combos to work with, and offers players more options to play with.
Unfortunately, that also means a lot more time needs to be put into the design and testing of powers, and how they work with other combinations of powers, and that means money spent on QA and devs. So - it likely becomes a question of new content (always good) vs. working on the next class, and since most players aren't about to swap their main (especially those at an endgame level), but *will* play new content, the decision is easier from a mgmt perspective - you add the content to keep the players active.
It's a good sign, though, that we are still getting regular updates to content, so I'm not really worried about the state of the game, tbh. I don't think there is any need to splinter things off - the campaigns as they are do a good job of setting progression goals, and can readily determine just how 'level 70' a lvl 70 character is...
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
Separately, dungeon queueing characters of comparable TIL suggest that ability of complete strangers to adventure together without knowing each other, or making one another feel abandoned or dragged along. On the same dilemma, cycling experience point levels to collect all power points does not provide a long term solution in-game either. What happens when all of the power points are acquired?
A max-level group of characters need a challenge to overcome, and pretty much demands new content reaching an appropriate challenge. To this idea, I have noted elsewhere that there are maps that should be leveling to the characters not leveling the characters to Level 70, where the currect gear doesn't sync right aka getting 8500 healing when 10K+ is really needed. Specifically, Neverdeath Ghost Stories, Ebon Downs Barrow Demolition, Icespre Peaks A Mine Problem/Mithral Mines, Rothe Valley Camp Raid(?), and Whispering Caverns Treasure Seekers unlock at Level 60 for all characters, then bumps characters to Level 70 instead of making the maps from 1 to 3 levels over the characters. To me, an easier situation that waiting until reaching Level 70.
Looking purely at the tech, raising the character level over 70 must carry the merit that the story content, monster level, gear level, and TIL move in a commensurate fashion. This would allow additions of opponents like Ariakas, Asmodeous, Lolth, and resurrections like Baphomet, Pwent, Valindra to be possible without or at least fewer of the problems proclaimed.