Imagine if players had to protect caravans that go from neverwinter to Waterdeep, or any other city.
On their lengthy way they are getting attacked by random encounters (those could be procedurally generated) so that no run would be the same.
Caravans would have to stop for the Night where fortifications and a campfire have to be built, much like in the merchant prince skirmish.
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fells good !!!
i really hope to see/play something like that !!
-Two dungeons per module instead of Landscape things.
-Finally implement legendary/mythic dungeon levels for more challenge/reward.
-If you really want to introduce more class you should make more raids. I see no point in making more classes with so few raids. Some classes probably wouldn't be taken to 5-men parties but can be taken to 10-men parties.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
> So you mean something like Merchant Prince's Folly on steriods?
Pretty much. while in merchant you move from static object to static object, i Imagine a dynamic object that moves on an invisible trail.
Almost everything in neverwinter is so static, the whole world is static. It could be alot more dynamic
1) Playable and easily winnable for high-end teams without the two-DC exploit.
2) No mass instadeath mechanics anywhere.
3) No unavoidable cut scenes.
4) Restore the side dungeons to TOS, CC and anywhere else they've been removed from and make them into optional content for high-end teams, with correspondingly valuable rewards.
5) Restore the original map of Castle Never.
6) No bosses that are immune for 3/4 of the fight while players try to work the buggy and annoying mechanics to stay alive and remove their invulnerability.
And as others stated, I really would like them to focus on more group content. The whole one dungeon/raid per mod thing really puts a damper on the game in general. Especially when a large part of the player base can't complete CODG/T9G for various reasons.
I would prefer if each mod came with an advanced dungeon and a more intermediate level dungeon. If it's just a matter of it being CoDG and Baby CoDG so be it. Just lower the rewards in the easier version.
Then people can at least learn mechanics of the harder dungeon as they continue to build up their toon.