test content
What is the Arc Client?
Install Arc

CDP Topic: Rewards & Progression

11718192123

Comments

  • hades#2194 hades Member Posts: 38 Arc User
    can we have a garenteed legendary pack/mount after X number of opening ,like how we have for upgrading enchantments with p.wards
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,259 Arc User
    Another suggestion related to the feedback about enchants: Normalize them.

    Remove every enchant drop from rank 1-7 and change them for refimenent
    Remove shards and change them for refimenet
    Make rank 8 -> New rank 1 so we will have rank 1-9 for enchants and rank 1-8 for armor / weapon
    Add new ranks to enchants (not sure about armor/weapon) so they will be a good source of stats while other items are focused on unique bonuses, etc, so when each player upgrade his enchants, is a secure value over time.

    The different ranks people have there stay as legacy enchants, they can be used as now or be refinded as this change is only to normalize things so new players arent confused by all of those useless enchants and it has no sense to equip a rank 6 when rank 8s cost 1500 AD.

    Im sure there are other implications, but here is the idea.
    Lescar PvE Wizard - Sir Garlic PvE Paladin
    Caturday Survivor
    Elemental Evil Survivor
    Undermontain Survivor
    Mod20 Combat rework Survivor
    Mod22 Refinement rework Survivor
  • maturutukimaturutuki Member Posts: 75 Arc User

    Another suggestion related to the feedback about enchants: Normalize them.

    Remove every enchant drop from rank 1-7 and change them for refimenent
    Remove shards and change them for refimenet
    Make rank 8 -> New rank 1 so we will have rank 1-9 for enchants and rank 1-8 for armor / weapon
    Add new ranks to enchants (not sure about armor/weapon) so they will be a good source of stats while other items are focused on unique bonuses, etc, so when each player upgrade his enchants, is a secure value over time.

    The different ranks people have there stay as legacy enchants, they can be used as now or be refinded as this change is only to normalize things so new players arent confused by all of those useless enchants and it has no sense to equip a rank 6 when rank 8s cost 1500 AD.

    Im sure there are other implications, but here is the idea.

    Adding new ranks to enchants could make sense but not with the current investment/return curve. Looking at the high end of the spectrum, moving from an R14 to an R15 costs in the ballpark of a million in refining items and gives a very small increase in power or HP. People do that only when all other item-related sources of stats are already at BIS, and it's really a painful and slow process.

    The bad thing is that maxing-out far more important categories (bonding runestones, legendary augment and companion items) is really fast and gives massive results. Then you get to the point where the only thing left is refining your enchants to an higher level and your progression slows to a crawl.

    If you now add a rank 16 that will costs 2 millions for, say, 400 power more, then it will be like when Igor in Frankenstein Junior says "Could be worse. Could be raining".
    In my post on 22 page, i suggested to add new enchants to artifacts, starting from rank 1 instead of adding new ranks to current enchants.
  • maturutukimaturutuki Member Posts: 75 Arc User
    edited February 2020
    Two more ideas from me:
    - Progression - remove Attribute Stats from most Waist items and add Stat Enchantment/s to the game with Waist slot, so any class could have correct attribute stats in any artifact set (excluding +X Stats to all Attributes item).
    - Rewards - Add reinforcement kits for pants and shirts (like Kits from crafting) with bonuses other than basic stats, available from sources: events/some dungeons/promotions and move Claw and Scale of Bahamut to this category.
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,259 Arc User

    Another suggestion related to the feedback about enchants: Normalize them.

    Remove every enchant drop from rank 1-7 and change them for refimenent
    Remove shards and change them for refimenet
    Make rank 8 -> New rank 1 so we will have rank 1-9 for enchants and rank 1-8 for armor / weapon
    Add new ranks to enchants (not sure about armor/weapon) so they will be a good source of stats while other items are focused on unique bonuses, etc, so when each player upgrade his enchants, is a secure value over time.

    The different ranks people have there stay as legacy enchants, they can be used as now or be refinded as this change is only to normalize things so new players arent confused by all of those useless enchants and it has no sense to equip a rank 6 when rank 8s cost 1500 AD.

    Im sure there are other implications, but here is the idea.

    Adding new ranks to enchants could make sense but not with the current investment/return curve. Looking at the high end of the spectrum, moving from an R14 to an R15 costs in the ballpark of a million in refining items and gives a very small increase in power or HP. People do that only when all other item-related sources of stats are already at BIS, and it's really a painful and slow process.

    The bad thing is that maxing-out far more important categories (bonding runestones, legendary augment and companion items) is really fast and gives massive results. Then you get to the point where the only thing left is refining your enchants to an higher level and your progression slows to a crawl.

    If you now add a rank 16 that will costs 2 millions for, say, 400 power more, then it will be like when Igor in Frankenstein Junior says "Could be worse. Could be raining".
    We need to change the mentality that if there are rank 20 in something we all need to have rank 20. I suggested that enchants should be a secure value in character progression, with diminishing returns, so at low ranks the cost to upgrade is low and the stats gained are high but reaching to the end should be near impossible or not worth it but some players may do it for a marginal benefit.

    I agree that having only radiant enchants relevant and empowered runestones is a design problem thats why I think items should not have stats, only bonuses (so they never become obsolete) and the stats come from enchants and other complements so they keep the value over time. There could be some exceptions but you get the idea.

    The problem we have now is that lots of people have rank 15 everything, and when they create rank 16, everyone upgrades to rank 16 all the enchants in the first day. This is a design failure in my opinion. Also as I said we have lot of useless enchants in ranks 1-7 that only makes the game more complex for new players and fulls our bags with trash.
    Lescar PvE Wizard - Sir Garlic PvE Paladin
    Caturday Survivor
    Elemental Evil Survivor
    Undermontain Survivor
    Mod20 Combat rework Survivor
    Mod22 Refinement rework Survivor
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited February 2020

    Another suggestion related to the feedback about enchants: Normalize them.

    Remove every enchant drop from rank 1-7 and change them for refimenent
    Remove shards and change them for refimenet
    Make rank 8 -> New rank 1 so we will have rank 1-9 for enchants and rank 1-8 for armor / weapon
    Add new ranks to enchants (not sure about armor/weapon) so they will be a good source of stats while other items are focused on unique bonuses, etc, so when each player upgrade his enchants, is a secure value over time.

    The different ranks people have there stay as legacy enchants, they can be used as now or be refinded as this change is only to normalize things so new players arent confused by all of those useless enchants and it has no sense to equip a rank 6 when rank 8s cost 1500 AD.

    Im sure there are other implications, but here is the idea.

    Adding new ranks to enchants could make sense but not with the current investment/return curve. Looking at the high end of the spectrum, moving from an R14 to an R15 costs in the ballpark of a million in refining items and gives a very small increase in power or HP. People do that only when all other item-related sources of stats are already at BIS, and it's really a painful and slow process.

    The bad thing is that maxing-out far more important categories (bonding runestones, legendary augment and companion items) is really fast and gives massive results. Then you get to the point where the only thing left is refining your enchants to an higher level and your progression slows to a crawl.

    If you now add a rank 16 that will costs 2 millions for, say, 400 power more, then it will be like when Igor in Frankenstein Junior says "Could be worse. Could be raining".
    We need to change the mentality that if there are rank 20 in something we all need to have rank 20. I suggested that enchants should be a secure value in character progression, with diminishing returns, so at low ranks the cost to upgrade is low and the stats gained are high but reaching to the end should be near impossible or not worth it but some players may do it for a marginal benefit.

    I agree that having only radiant enchants relevant and empowered runestones is a design problem thats why I think items should not have stats, only bonuses (so they never become obsolete) and the stats come from enchants and other complements so they keep the value over time. There could be some exceptions but you get the idea.

    The problem we have now is that lots of people have rank 15 everything, and when they create rank 16, everyone upgrades to rank 16 all the enchants in the first day. This is a design failure in my opinion. Also as I said we have lot of useless enchants in ranks 1-7 that only makes the game more complex for new players and fulls our bags with trash.
    I'm not saying that everybody has to have it, what I'm saying is that the only thing left after a certain point could not be a slow crawl, gathering AD to have negligible upgrades of your performance. If jumping from rank 14 to 15 would give you say 2k power more then it would have a better ratio between investment and return.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • regenerderegenerde Member Posts: 3,046 Arc User
    edited February 2020


    1.) Lift the cap on refining rough astral diamonds. In the past you could theoretically refine 1.8 million RAD until it was nerfed to just 100k RAD a day per account. Did players spend more or less money when they had the ability to refine more RAD? If the cap is lifted there is still only so many hours in a day and players are only able to refine as much as they can earn in a day and this could be balanced out by removing the bonus for Random Queue's. When there is a daily limit it forces players to focus only on making their daily RAD before all else. If the cap is lifted it frees up the player to do whatever they want, knowing that even if they get zero AD today, they can make it up tomorrow. This will also allow new players to "get to the fun quicker" and at their own pace. The price of items on the Auction House will go up and so will the Zen Exchange rate and this will incentivize players to buy more Zen.

    2.) ...

    3.) ...

    The removal of the daily refining limit per account would kill the ZAX within days, and in the long run it would also kill the game. Some vet. players are sitting on millions upon millions of unrefined AD, your suggestion would enable them to flood the ZAX with their AD and increase the backlog into waiting times beyond months or years.
    And btw. the last increase of the exchange rate in the ZAX did not "motivate" players to suddenly spend more money here, looking at the decrease of AD exchanged into ZEN per day these days it seems it had the opposite effect.

    Items that are worth something would also be out of reach for any new player, since their prices would be insane - think about legendary mounts starting at 250m AD, or "cheap" epic companions around 5m AD.

    New players would be up youknowwhatcreek without a paddle, and leave the game quickly in the end...

    But there would also be a clear winner in this scenario - AD/Gold sellers would return to this game in droves, since they could finally generate limitless AD, snatch up any good item from the Auction House and sell it for real money directly. Hell, they could even create their own "DLC" packs and sell them for less then the real packs from the ZEN shop cost.

    Anyway, there're better ways to help new players and encourage all players to spend (more) money on the game.
    Post edited by regenerde on
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • huijianhuijian Member Posts: 73 Arc User
    edited February 2020
    Feedback Overview
    Currently in neverwinter, most of the item & gear rewards from campaigns and level progression quests are obsolete and not particularly useful to players. Because of this players are often left feeling disappointed by the reward from quests. As a result players find themselves skipping alot of the quests & zones because the rewards are not worth the time & effort. Maps, such as pirates skyhold, mount hotenow, vellosk, helms hold, ebon downs, tower district, the chasm, and icespire peak are some examples. Also, aside from the boons, all rewards from campaigns except for undermountain and avernus is no longer relevant to players. For example there is no reason to play Barovia hunts since the free set of gear from starting undermountain campaign is higher quality than anything Barovia has to offer. Players are also starved for gold during mid to high level game progression.

    Feedback Goal
    The goal of my proposal is twofold. First to make much of the "legacy" campaign & quest rewards more relevant to all players. Secondly is to reinvigorate the rewards for much of this "optional" content, and create incentive to play. Hopefully this will make much of the storyline driven areas of the game, as well as content on "legacy" campaigns more attractive to players of all levels. I do want to mention that Sybella's legacy campaign system is already a huge leap in this direction and is fantastic addition.

    Feedback Functionality
    First and foremost we need to make some of the "legacy" campaigns (EE/Maze/UD/ToD/DR/Shar) available at lower levels, and of course rescale the zone contents accordingly. We also need to lower the player level requirements on some of the "legacy" lvl.70 artifact sets which can be obtained through those campaigns but are no longer useful at lvl.80. Therefore the player will get more use out of the items they obtain through the campaigns rather refining and using for 10 levels and discarding.
    The droprate for items required to complete Tyranny of Dragons boons (Haarl's Treatise on Dragonkind, Breyer's Draconic Investigations & Incantations of the Dragon Queen) is far too low, resulting in players having to spend hundreds of thousands of AD to purchase them from the Auction House.
    Additionally, upon completion of quests, we could give players a choice of rewards (like in STO) so if the player already has the quest's unique reward item or its an obsolete item, they can choose Gold, AD or RP. So in addition to adding incentive for new players, this will also add replay value to many of the storyline maps for high level players who are backtracking.

    Finally crafting is not worth the cost. Gold spent on both collecting the materials as well as crafting components is not equal to the value of the final product. The time and effort spent on grinding guild marks to buy explorer scrolls to collect the necessary materials for masterwork is not proportionate to the quality of the masterwork items. Adjustments to the costs of crafting and the overall quality of endgame crafted gear need to be made.

    Risks & Concerns
    The main concern I see with selectable rewards is the potential for abuse or farming gold/ad to sell on 3rd party websites. To prevent this I suggest implementing a daily limit or diminishing rewards for selectable quest rewards, much like the rewards for random queues.
    Post edited by huijian on
  • darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,259 Arc User



    I'm not saying that everybody has to have it, what I'm saying is that the only thing left after a certain point could not be a slow crawl, gathering AD to have negligible upgrades of your performance. If jumping from rank 14 to 15 would give you say 2k power more then it would have a better ratio between investment and return.

    At some point you will allways be in a situation where your investment wont worth the upgrade or simply you are maxed in combat like lot of people is now. You can invest in a new character, mastercraft or your own guild, transmutes, etc.

    Unless you create a system where the progression could be infinite, you will allways get there. And infinite progression wont happen in NW, 100%.
    Lescar PvE Wizard - Sir Garlic PvE Paladin
    Caturday Survivor
    Elemental Evil Survivor
    Undermontain Survivor
    Mod20 Combat rework Survivor
    Mod22 Refinement rework Survivor
  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User



    I'm not saying that everybody has to have it, what I'm saying is that the only thing left after a certain point could not be a slow crawl, gathering AD to have negligible upgrades of your performance. If jumping from rank 14 to 15 would give you say 2k power more then it would have a better ratio between investment and return.

    At some point you will allways be in a situation where your investment wont worth the upgrade or simply you are maxed in combat like lot of people is now. You can invest in a new character, mastercraft or your own guild, transmutes, etc.

    Unless you create a system where the progression could be infinite, you will allways get there. And infinite progression wont happen in NW, 100%.
    But progress should feel meaningful. Each chunk of progress should be something you feel, maybe not in-game but at least looking at your character sheet. There clearly is a ceiling at any time, but you should not feel like Achilles trying to kill the turtle.
    It's the difference between how Neverwinter was in the beginning, when every progress could be felt, and what it is becoming lately, a kind of oriental-style grindy game.
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • franklin223franklin223 Member Posts: 42 Arc User


    It's the difference between how Neverwinter was in the beginning, when every progress could be felt, and what it is becoming lately, a kind of oriental-style grindy game.

    Neverwinter has always been an Asian grindy game. From the very beginning.

  • cwhitesidedev#9752 cwhitesidedev Member, Cryptic Developer Posts: 253 Cryptic Developer
    Hi All,

    Anymore top 3s? I will say how the day goes on CDP and if not then we will close the thread tonight.

    The CDP CDP @rjc9000 has been asked for by many CDP members and will focus on how to make the format of the CDP more accessible and valuable.

    Chris
  • thefiresidecatthefiresidecat Member Posts: 4,486 Arc User
    rjc9000 said:

    rjc9000 said:

    What's the topic of this other cocurrent CDP supposed to be about?

    It's a CDP on the CDP. No joke. That's what it is.
    Is this some kind of twisted joke?

    Isn't it a bit early to give feedback on feedback when none of the feedback suggested in the CDPs has actually made it into the game?
    YO DAWG, WE heard you like feedback.. SO here is some feedback to go with your feedback.
  • tchefi#6735 tchefi Member Posts: 417 Arc User
    edited February 2020
    @cwhitesidedev

    Nothing to add, but i want to say as a feedback that this kind of communication is really nice to see and read, no matter how pleased or not i am with what have been picked up from the CDP to add in your "todo list".

    It's intersting, from my perspective, to have a general longterm glance at where you are driving the game to (or trying to) and include the players point of vue in the process. Hope it will lead to nice win-win situations (business-playfulness)

  • gabrieldourdengabrieldourden Member, NW M9 Playtest Posts: 1,212 Arc User
    edited February 2020
    @cwhitesidedev#9752 Very good list. It seems that the CDP has been working quite well. Now, on with the CDP on the CDP to make it even better. :)
    Le-Shan: HR level 80 (main)
    Born of Black Wind: SW Level 80
  • zhar01zhar01 Member Posts: 6 Arc User

    Hi All,

    Thanks so much again for what has been an excellent CDP. Thank you all for the time, effort and passion you put in as well. I feel like the group is working much better together and the next CDP will help to solidify that further.


    I'm late on feedback, but regarding this considerations I wish to ask some that are not there:

    - Make enchants bound to slot and not on equip (like the bonding runestones) cause with the prices of press wards is almost impossible to have two perfect builds on the same char.

    - Conect some paths on old maps like south areas of river district where you have to walk in circles to get from one he to another. Chult is another walkish map.

    - Put time on BHE's like the dragons one cause with legacy campaigns is a pain in the HAMSTER sit for 40min waiting for one to spawn.

    - Let who completed Icewind Dale Campaing to acess dwarven valley and the other map without join a faction in Caer-Kong first.
  • gotfloundergotflounder Member Posts: 32 Arc User
    zhar01 said:

    Hi All,

    Thanks so much again for what has been an excellent CDP. Thank you all for the time, effort and passion you put in as well. I feel like the group is working much better together and the next CDP will help to solidify that further.


    I'm late on feedback, but regarding this considerations I wish to ask some that are not there:

    - Make enchants bound to slot and not on equip (like the bonding runestones) cause with the prices of press wards is almost impossible to have two perfect builds on the same char.



    You can currently move bonding runestones and all other enchants back and forth between characters, so you only need 1 set in theory.
    Essence of Aggression

    Flounder is Coming (GWF)
    Hate is Coming (HR)
    Sulfuric the Acid (CW)
    Lost and Flound (TR)

    My Twitch

    eoa
  • krailovkrailov Member Posts: 302 Arc User
    Hi Chris, thanks for the summation. Can you let us know if you are thinking of moving effects of artifact weapons (the ones we spend cubes to unlock/increase, AD to change), and make them either a separate slotted item or tab or 'stone'? This would help with horizontal progression (building up your repertoire), less bug checking as the effects stay stable for longer, and finally, help with the "drop this, pickup that" mentality (in my opinion).

    Might is not always right - the powerful sometimes forget that.

    The Small Band
This discussion has been closed.