adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited December 2018
Well, it's not quite as bad as Mod 6. That mess actually made me leave the game for a while, but I am sticking around now.
What I dislike about Mod 15 is the silly, childish storyline of the AI "campaign" and the absolute lack of any challenges there. There are some good things about the mod - love the auto-loot and the new crafting system has been massively profitable, but overall, yea...it's probably the second-worst mod.
Post edited by adinosii on
Hoping for improvements...
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
well since someone failed to do basic math.. its a bit of a boring boorish campaign as well.
Because nothing is as much fun as redoing things 11 times, but wait, now you can wait and do it once a hour instead.
well since someone failed to do basic math.. its a bit of a boring boorish campaign as well.
Because nothing is as much fun as redoing things 11 times, but wait, now you can wait and do it once a hour instead.
I totally agree. They should have had 3x the content. I mean they are reusing freak'n maps anyway with far less customization then even Elemental Evil did. I mean just hire some of our star Foundry creators, they could have created better content.
But they should have tied the campaign gaps to level since this was suppose to be a arc that grows with your character. With the speed at which you can get a toon to 70, a week wait makes no sense.
at first time, i had trail and error then later, after next runs it get easier. i was playing a new alt with lower item base, it was rough. if i played my main it would spoil the fun.
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plasticbatMember, NW M9 PlaytestPosts: 12,453Arc User
at first time, i had trail and error then later, after next runs it get easier. i was playing a new alt with lower item base, it was rough. if i played my main it would spoil the fun.
In the outside portion, it is just more or less hide, kill, hide, kill, ... Nothing too special regardless item level. However, the opening the door inside can be challenging although nothing material bad happens even if you fail. Actually, it is better to fail (as opening the right door last) for getting a title. I was so "lucky" that I had no clue and happened to open the right door last the first time I was there. Yes, I figured that out the 2nd time I was there.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
Between gating you off with another infernal 'weekly haul of x' you can rinse and repeat exactly the same dailies until you get bored or waste tonnes of time. Ravenloft as a comparison to AI handled the weekly haul the best, in my opinion, as it padded the campaign content with the hunts, coins for salvaged gear boxes and decent quests that have you explore and learn the parts of the map. When I imagine a campaign that levels with you, I guess I was hoping for an extra line to go along with the general quests in the areas for Knox, that actually gave you more to do. Even if it was just a 'We need you to go and acquire this item from a dangerous cave/sewer/in-game dungeon and bring it to us' or 'collect x as you go along newer areas and turn them in for rewards of some kind'. What we get instead seems to fall flat of the imagination and it hasn't taken a long time to get a pretty decent enchantment. The professions I can get behind partially even though the old menu system was more on the fly. (Though I do hope eventually you can RNG through different rarities of Artisans.) The old system was a bit outdated but to be completely fair, everyone wants to play their characters and not have to persistently return to the workshop to collect and micromanage but time is AD. As a game suggestion I'd ask for older sets of equipment to be redone and give more options to players than what is currently available. The demogorgon set is good but it's making some builds into cookie cutters of 'use this because it's the best and don't use anything else for dps' Anyway that's my two pence
Along the lines of Mod-15 being bad I have one more thing thats been bothering me, I've leveled up several new characters and it seems items a player purchases for gold are dropping much less frequently than they were before the pre-Mod 15.
Skill kits (Arcana, religious, nature, etc.) along with healing potions seem to be dropping much less frequently than I remember them appearing when I last leveled up a character and with the introduction of the new professions changes where players have to pay gold to have the artisans manufacture things, I'm really hoping no one nerfed the drops of things that also require players to purchase with gold.
Also why the hell did they make everything autoloot now so that you have to keep stopping and emptying your inventory because it's filled up with green items and useless junk?
Whose bright idea was that?
I think it is just your opinion (well yours and some others) that green items or junk, as you say have no value. I'm guessing there is an equal number (+/-) of players who have just the opposite opinion and it just so happens I'm one of them.
If a player is running with a party, for instance in a random dungeon, setting the item "loot mode" (right click on your character's icon) to blue or higher should stop those green gear items from appearing in anyone's inventory, as for the other items that randomly wind up in a player's inventory the only other items I'm aware of that are picked up by random rolls are refinement gems and who doesn't want a few of them dropped into their inventory?
Besides, stopping to get rid of the items a player doesn't want probably takes all of a few seconds, I can summon my merchant and sell those items in less time than it probably took you to post your comment...
If anyone playing is really in that much of a hurry it is self imposed and I personally don't think other players or the developers should be held accountable for restrictions or limitations a player chooses to place on themselves.
Along the lines of Mod-15 being bad I have one more thing thats been bothering me, I've leveled up several new characters and it seems items a player purchases for gold are dropping much less frequently than they were before the pre-Mod 15.
Skill kits (Arcana, religious, nature, etc.) along with healing potions seem to be dropping much less frequently than I remember them appearing when I last leveled up a character and with the introduction of the new professions changes where players have to pay gold to have the artisans manufacture things, I'm really hoping no one nerfed the drops of things that also require players to purchase with gold.
Has anyone else suspected this to be the case?
The removal of loot is fully intentional and the fact that potions still drops from some things like chests and mimics are likely to be an oversight on the devs part and will be removed entirely at some point in the future, because there were a clear statement from one of the devs - can't recall which of them - while the whole thing was still in testing on the test server that potions would stop dropping entirely in the game. One of the main ideas of his mod was to remove the huge amounts of gold in the game at present by increasing the number of places you need to spend it while severely throttling the sources of income. It's still possible to ear a buck or two, but it is much harder. And if you're leveling the profession system in a serious manner all but impossible.
Welcome to mod 15.
Logic is the beginning of wisdom, not the end of it.
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
Mod 6 "could have " been the best mod they ever did, but there were many bugs, there was lack of content , if per say the had a epic trial well done of the temple of elemental evil, or at least a dungeon based around it, then it wouldve been one of the best mods they ever did.
Sadly, we all know what happened, they allowed a big time bug to be implemented, which caused excessive damage to people, this then in turn caused massive complaints, the tier 4 upgrades didnt work for many powers (in fact in some cases, made them far worse if you took them) or in other cases, the new LEVEL 70 powers were vastly subpar, or still not usable (DC lvl 70 powers being a set of those.. terrible, terrible, terrible. In fact in MOST classes the new powers were really bad. )
HOWEVER... all that being said, I had alot of fun in mod 6.. ALOT.. I ENJOYED leveling with my classes, I enjoyed, building them with healing and defense in mind, I enjoyed being a healer again, for the first time since mod 1 or 2 at most (by mod 3, healing role was basically a buffing role and by mod 5, no one needed your heals at all. )
While , healing is secondary today, Its still useful to a extent and while I would enjoy a TOTAL rework of the game , where buffing is a secondary skill and healing is a primary one again.. I did get that for a brief shining moment.
However, because how bad they implemented mod 6, we probably will never get another total rework.. oh well.
Mod 6 ? Nothing could be worse than mod 6! No need to glorify anyhing about that mod, dark age of NWO, when I read mod 6 I get a bad feeling. Destroyed classes, power, feats, balance, millions of bugs that needed to be fixed years later in endless reworks...mod 6 was the biggest impact on this game.
Mod 15 is gold compared to mod 6, professions are not destroyed, you can craft BiS weapon and BiS gear if you want so, first time i witness professions being far ahead ingame gear. Classes are more balanced than ever (GF needs a fix though) Content is bad, but mod 16 will be the content mod I read somewhere... hope this is not a lie.
The removal of loot is fully intentional and the fact that potions still drops from some things like chests and mimics are likely to be an oversight on the devs part and will be removed entirely at some point in the future, because there were a clear statement from one of the devs - can't recall which of them - while the whole thing was still in testing on the test server that potions would stop dropping entirely in the game. One of the main ideas of his mod was to remove the huge amounts of gold in the game at present by increasing the number of places you need to spend it while severely throttling the sources of income. It's still possible to ear a buck or two, but it is much harder. And if you're leveling the profession system in a serious manner all but impossible.
Welcome to mod 15.
Interesting choice of changes...
Rework professions so it now requires players use gold to accomplish professions tasks - then do away with at least one of the random drops that would also require players spend gold.
I can kind of understand the reasoning behind the throttling of earning astral diamonds since AD's can be converted to Zen and thus cuts into actual real world revenue Neverwinter takes in - but throttling gold, or rather dropped items a player uses that requires gold to purchase absent those drops, particularly for new players who have a greater need to spend gold to buy potions, etc. while learning how to play - not to mention, now having to pay gold to craft things in professions seems a bit over the top as far as I'm concerned.
It's almost seems to me like someone is making a conscious effort to discourage new and low level players from wanting to stick with the game, or discouraging players from actually playing the game -vs- spending the majority their time working on professions to get to where they can craft potions and other necessary items.
I still don't understand why they're obsessed with throttling gold anyway. when was it a problem? when did it matter if people had too much gold or not? it's just weird. why isn't the focus on ad instead? ad is the problem not gold
I wish they actually sat down and worked on the bugs already in game, instead of taking the opportunity with this mod, they focused on revamping professions. Adding more buggy content, preview reports are disregarded and get adressed when it goes live, if they only warned the players with lessons learned from preview "we go live with current known bugs:"
Final say... mod 15 is ok for what it is, a levelling campaign. I like that when you've got the bank skrim unlocked you can do that rather than the basement mission to top up your acorns, plus you get AD and stuff. Plus it's an account unlock so alts won't have to go through the same brain-cripplingly repetitive weeklies etc.
The free r14 enchant was very welcome.
The new shirt and pants are nice.
The wand of wonder is funny.
I've never been a crafter so the new system didn't bother me. However the new look armor choices for transmutes are very welcome. So +1.
The changes to HR feats... meh, now I've swapped gear around a bit the loss of crit has been made up for, and new weapons and capstone made up for the damage loss for my pvp archer. Pve wise, the buff to combat and the new concept hybrid buff-build were, in retrospect lol, very welcome.
However the changes to TR and GF, or rather the things that got broke, have just made things worse in pvp balance wise. HR is now without doubt the absolute worst class in pvp, followed closely by Gwf. HRs desperately need viable alternatives in terms of pvp build to the insanely defenceless glasscannon archer and 'uber-annoying but ultimately mainly useless' trapper stunbot.
Final verdict, not the worst mod, but not the best by a long shot.
The problem with focus on endgame, whether it be campaigns or professions is that the vast majority of players are not endgame players. Its like the opening of "Lord of the Rings", "the world has changed". There is just so much in way of games, etc out there to garnish eyeballs that if you make a huge chunk of your game unplayable and unreachable unless you grind your life away or pay absurd amounts of cash, players are not going to stick around. Both my daughters, some friends, etc were in this camp. They hit the grind wall and walked away.
I almost think a better method would be simply increase diversity of classes, weapons affects, spells, etc. but make end game achievable and then just charge for campaigns. Give players some sorta grind wall to gain the maps to keep the game "free" but allow people just to pay and walk into content. Have "tick-tock" maps, some bigger and $$$ while others small and more of a microtransaction.
IDK, JMHO.
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plasticbatMember, NW M9 PlaytestPosts: 12,453Arc User
edited December 2018
In the beginning of this thread, I stated this is the worst mod. I disliked it so much that I considered this is worse than mod 6. However, at this stage, I can withdraw that statement.
I don't hate it anymore. I kind of like it now.
1. The recruitment incentive. I made 2 brand new characters and both have a lot of inventory space comparing with their brothers and sisters. It is perfect for .... profession. 2. I don't know where profession will lead me to or even profitable in the end. I like this better than the old profession. Gold is not an issue at this stage. It is not because I have ton of them (I do). It is because the main gold producers are actually my 2 new characters. Again, at this stage, gold is not an issue but I can't say what will happen later. 3. The more I do profession, the more I understand it, the more efficient I formulate the flow. My time to spend on profession per day becomes less and less. 4. Profession progression seems to be faster than before. Mainly because of morale (I guess).
However, again, I still don't know where profession will lead me to. I am still elementary. At this stage, I am doing this for profession in short term. I would like to hit 3 birds with one stone. 1. upgrade all the characters to have workshop 3. 2. level up profession which are not yet 70 to be level 70. Doing this to fulfill #1. 3. to have gold surplus to cover the above activities. Doing this to fulfill #2.
So far, I have not spend any AD, old resource, old personnel tickets and old profession tool. I just wanted to see how 'bad' it could be. It was not as bad as I thought.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
Comments
What I dislike about Mod 15 is the silly, childish storyline of the AI "campaign" and the absolute lack of any challenges there. There are some good things about the mod - love the auto-loot and the new crafting system has been massively profitable, but overall, yea...it's probably the second-worst mod.
Because nothing is as much fun as redoing things 11 times, but wait, now you can wait and do it once a hour instead.
But they should have tied the campaign gaps to level since this was suppose to be a arc that grows with your character. With the speed at which you can get a toon to 70, a week wait makes no sense.
if i played my main it would spoil the fun.
However, the opening the door inside can be challenging although nothing material bad happens even if you fail. Actually, it is better to fail (as opening the right door last) for getting a title. I was so "lucky" that I had no clue and happened to open the right door last the first time I was there.
Yes, I figured that out the 2nd time I was there.
As a game suggestion I'd ask for older sets of equipment to be redone and give more options to players than what is currently available. The demogorgon set is good but it's making some builds into cookie cutters of 'use this because it's the best and don't use anything else for dps'
Anyway that's my two pence
Skill kits (Arcana, religious, nature, etc.) along with healing potions seem to be dropping much less frequently than I remember them appearing when I last leveled up a character and with the introduction of the new professions changes where players have to pay gold to have the artisans manufacture things, I'm really hoping no one nerfed the drops of things that also require players to purchase with gold.
Has anyone else suspected this to be the case? I think it is just your opinion (well yours and some others) that green items or junk, as you say have no value. I'm guessing there is an equal number (+/-) of players who have just the opposite opinion and it just so happens I'm one of them.
If a player is running with a party, for instance in a random dungeon, setting the item "loot mode" (right click on your character's icon) to blue or higher should stop those green gear items from appearing in anyone's inventory, as for the other items that randomly wind up in a player's inventory the only other items I'm aware of that are picked up by random rolls are refinement gems and who doesn't want a few of them dropped into their inventory?
Besides, stopping to get rid of the items a player doesn't want probably takes all of a few seconds, I can summon my merchant and sell those items in less time than it probably took you to post your comment...
If anyone playing is really in that much of a hurry it is self imposed and I personally don't think other players or the developers should be held accountable for restrictions or limitations a player chooses to place on themselves.
One of the main ideas of his mod was to remove the huge amounts of gold in the game at present by increasing the number of places you need to spend it while severely throttling the sources of income. It's still possible to ear a buck or two, but it is much harder. And if you're leveling the profession system in a serious manner all but impossible.
Welcome to mod 15.
Sadly, we all know what happened, they allowed a big time bug to be implemented, which caused excessive damage to people, this then in turn caused massive complaints, the tier 4 upgrades didnt work for many powers (in fact in some cases, made them far worse if you took them) or in other cases, the new LEVEL 70 powers were vastly subpar, or still not usable (DC lvl 70 powers being a set of those.. terrible, terrible, terrible. In fact in MOST classes the new powers were really bad. )
HOWEVER... all that being said, I had alot of fun in mod 6.. ALOT.. I ENJOYED leveling with my classes, I enjoyed, building them with healing and defense in mind, I enjoyed being a healer again, for the first time since mod 1 or 2 at most (by mod 3, healing role was basically a buffing role and by mod 5, no one needed your heals at all. )
While , healing is secondary today, Its still useful to a extent and while I would enjoy a TOTAL rework of the game , where buffing is a secondary skill and healing is a primary one again.. I did get that for a brief shining moment.
However, because how bad they implemented mod 6, we probably will never get another total rework.. oh well.
Mod 15.. is meh.. but its at least a quicker meh.
I stil
No need to glorify anyhing about that mod, dark age of NWO, when I read mod 6 I get a bad feeling.
Destroyed classes, power, feats, balance, millions of bugs that needed to be fixed years later in endless reworks...mod 6 was the biggest impact on this game.
Mod 15 is gold compared to mod 6, professions are not destroyed, you can craft BiS weapon and BiS gear if you want so, first time i witness professions being far ahead ingame gear.
Classes are more balanced than ever (GF needs a fix though)
Content is bad, but mod 16 will be the content mod I read somewhere... hope this is not a lie.
Rework professions so it now requires players use gold to accomplish professions tasks - then do away with at least one of the random drops that would also require players spend gold.
I can kind of understand the reasoning behind the throttling of earning astral diamonds since AD's can be converted to Zen and thus cuts into actual real world revenue Neverwinter takes in - but throttling gold, or rather dropped items a player uses that requires gold to purchase absent those drops, particularly for new players who have a greater need to spend gold to buy potions, etc. while learning how to play - not to mention, now having to pay gold to craft things in professions seems a bit over the top as far as I'm concerned.
It's almost seems to me like someone is making a conscious effort to discourage new and low level players from wanting to stick with the game, or discouraging players from actually playing the game -vs- spending the majority their time working on professions to get to where they can craft potions and other necessary items.
Welcome to mod 15 indeed ~
Final say... mod 15 is ok for what it is, a levelling campaign. I like that when you've got the bank skrim unlocked you can do that rather than the basement mission to top up your acorns, plus you get AD and stuff. Plus it's an account unlock so alts won't have to go through the same brain-cripplingly repetitive weeklies etc.
The free r14 enchant was very welcome.
The new shirt and pants are nice.
The wand of wonder is funny.
I've never been a crafter so the new system didn't bother me. However the new look armor choices for transmutes are very welcome. So +1.
The changes to HR feats... meh, now I've swapped gear around a bit the loss of crit has been made up for, and new weapons and capstone made up for the damage loss for my pvp archer. Pve wise, the buff to combat and the new concept hybrid buff-build were, in retrospect lol, very welcome.
However the changes to TR and GF, or rather the things that got broke, have just made things worse in pvp balance wise. HR is now without doubt the absolute worst class in pvp, followed closely by Gwf. HRs desperately need viable alternatives in terms of pvp build to the insanely defenceless glasscannon archer and 'uber-annoying but ultimately mainly useless' trapper stunbot.
Final verdict, not the worst mod, but not the best by a long shot.
I almost think a better method would be simply increase diversity of classes, weapons affects, spells, etc. but make end game achievable and then just charge for campaigns. Give players some sorta grind wall to gain the maps to keep the game "free" but allow people just to pay and walk into content. Have "tick-tock" maps, some bigger and $$$ while others small and more of a microtransaction.
IDK, JMHO.
I don't hate it anymore.
I kind of like it now.
1. The recruitment incentive. I made 2 brand new characters and both have a lot of inventory space comparing with their brothers and sisters. It is perfect for .... profession.
2. I don't know where profession will lead me to or even profitable in the end. I like this better than the old profession. Gold is not an issue at this stage. It is not because I have ton of them (I do). It is because the main gold producers are actually my 2 new characters. Again, at this stage, gold is not an issue but I can't say what will happen later.
3. The more I do profession, the more I understand it, the more efficient I formulate the flow. My time to spend on profession per day becomes less and less.
4. Profession progression seems to be faster than before. Mainly because of morale (I guess).
However, again, I still don't know where profession will lead me to. I am still elementary.
At this stage, I am doing this for profession in short term. I would like to hit 3 birds with one stone.
1. upgrade all the characters to have workshop 3.
2. level up profession which are not yet 70 to be level 70. Doing this to fulfill #1.
3. to have gold surplus to cover the above activities. Doing this to fulfill #2.
So far, I have not spend any AD, old resource, old personnel tickets and old profession tool. I just wanted to see how 'bad' it could be. It was not as bad as I thought.