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Idea for new high end instance mod 15 or 16

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.

Comments

  • rafaeldarafaelda Member, NW M9 Playtest Posts: 666 Arc User
    Something like a Mix of Marauders event, the Merchant from Jubilee and Folly ?
    fells good !!!

    i really hope to see/play something like that !!
  • commanderdata002commanderdata002 Member Posts: 312 Arc User
    edited July 2018
    Ideas?

    -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.
    stock and stone I can master, but there's a Wizard to manage here!
  • majorcharvenakmajorcharvenak Member Posts: 783 Arc User

    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.

    So you mean something like Merchant Prince's Folly on steriods?
    ~Shia~

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  • ritterroland#9926 ritterroland Member Posts: 6 Arc User
    edited July 2018
    > @majorcharvenak said:
    > 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
  • feanor70118feanor70118 Member, NW M9 Playtest Posts: 1,170 Arc User
    Here are some ideas for future high end content:
    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.
  • ecrana#2080 ecrana Member Posts: 1,654 Arc User
    The idea is interesting if the pacing can be executed properly. This could easily become like the CODG elevator where people are just dying to get it over with after the 3rd time they run it.

    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.
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