Description and Goal: Epic HE Instance Timers - Sitting around waiting for Yester Hill to show up, or for other Epic HE's in all campaigns Zone/Instances adds to frustration for all players. Area of Impact: All Zones/Instances Risks & Concerns: command line /Timers could display Epic HE countdown timer for that Zone/Instance.
Description and Goal: Add RP to the shared bank. This would allow more ease in upgrading items on main characters when someone has more than one character. Area of Impact: Character management Risks & Concerns: None.
Description and Goal: Separate enchantment from items. Some items are used in many loadouts, but only with different enchantments, which in this case means that each change of loadout requires additional time to swap the enchantments. With this change, you'll be able to manage items and enchantments more easily Area of Impact: ease of use, UI Risks & Concerns: After separation, enchantments should give stats both with and without item being slotted.
12
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited July 2020
Description and Goal: Out of Game notifications.
This only really affects players who are playing on PC. When the game is minimized or not the primary window, it would be great if there was a way to notify you if someone messages you or a queue pops. For example, if the window glows on the task bar or if there is a sound that plays. This way, a player with the game not as the primary window is aware that something is happening and they should bring it back to the foreground.
Area of Impact: This affects ease of use.
Risks & Concerns: None aside from the time it takes to add the feature.
Description and Goal: exchange currencies, moneychanger
having a lot of different currency is a thing that i personally like, it make all look medieval; but having a lot of junk in inventory it's not a nice thing. i propose an exchange currency: make an npc in PE (and one in stronghold that has the guild marks) from where you can buy currency using other currency (every curerncy) ---------------------------------------------- can exchange (buy and sell, the thing is bidirectional) : ad, gold, campaign currency, south sea credits, event currency (only sell not buy), seals, all the pvp ones, tarmalunes, guild's mimic food/stones/shard of powers/lumber.... (at the moment can't remeber other currencies, but ALL of them) ---------------------------------------------- making progression in older campaigns, workshop, stroghold, ... ; worth the time invested to upgrade your character; not all the player can do or enjoy doing the queues, or got fed up (like myself) with them after having 8 times the same dungeg pop in a row (i'm not gonna talk about dps facetanking, healer dancing, or tank sleeping, and even less about the idea that in older dungeon doesn't exist any mechanics that a lot of player seem to think, i will not do it!)
Area of Impact: revitalization of old zones and currencies, campaign, economy, 'wealth equalization'
Risks & Concerns: 1-there is the neeed to impose an exchange rate for all currencies: naturally latest campaing will have higer value. 2-it might be added a tax to use the exchange (like the AH 10% of what you will exchange will be used to pay the moneychanger) 3-create an interface where it is easy to choose what to exchange and for what (can be done in a couple of different ways, i sell my currencies for moneycharger credits, and buy currencies with them; an easy tab where choosing in a piramidal style the curerncy on both side i can direclty do the exchange (like campaing->dread ring->thayan scrolls)) 4-keep up to date with content the moneychanger: update rates with every new modules/episodes, and put the new currencies when it is appropriate; it can be implemented in 2 diffent ways : new campaing: a) put immediatly nthe new currencies to buy, for lover rate (need a lot to buy little), high tax; b) wait for the end of all the related episodes and start of the new ones, to put currencies in the moneychanger. (an example now: you will not find the avernus and vallenhas currencies because they are the latest episodes, but will find undermountain ones)
#1a) Separate the Progression Campaigns from all other campaigns, make them mandatory, and provide clear guidance through Sergeant Knox. - According to their in-game descriptions, the following campaigns: - Elemental Evil is used for levels (60 - 70), Undermountain is used for levels (70 - 80)
These campaigns provides players with enough experience gain for reaching the levels mentioned above. The amount of quests given at level 60 and 70 is overwhelming as stated in previous suggestions. This is just a suggestion to pull out these campaigns mentioned above, that are important for progression, and readjust the quest given once a player reaches level 60 and 70.
Description and Goal: The goal is to clearly define the road of progression for new players of neverwinter. - Once a player has completed both of these campaigns on one toon, then buyout is available for additional toons.
Area of Impact: - New players should not have an option to buy out these campaigns. - Veteran players should be grandfathered in as they have already completed these campaigns several times. - Recruiters can easily assist new players as the number of campaigns neccessary to reach end game is dramatically decreased.
#1b) Remove all boon points from Non-Progressive Campaigns and redistribute them evenly as rewards throughout the Progression Campaigns. - Considering this suggestion will allow for the removal of campaigns for newer campaigns without players losing earned boon points.
Description and Goal: The goal is to streamline how and where boon points are earned.
Area of Impact: - All players will be impacted, however the value of Non-Progressive Campaigns will change. - No longer would Tyranny of Dragons or Acquisitions Incorporated need to be such a low level or recommended at such a low level.
#1c) Raise the Non-Progressive Campaigns and their associated dungeons to the max level cap (I only suggest this change if boons are redistributed to progressive campaigns) - Considering this suggestion will streamline current epic dungeons with end gamers and remove the need to scale players based on new player item levels in those zones and dungeons. - In order to do any Non-Progressive Campaign, players will have to be max level 80 with a recommended item level of 20,000. - It will totally be optional as the boons are suggested to be redistributed.
Description and Goal: The goal is to streamline campaigns as end game activities or options for max level players.
Area of Impact: - All players will be impacted, however the challenge will be adding value back to Non-Progressive Campaigns.
Mitigation: - Host NEW ""Astral Diamond Events"" that require players to adventure into those zones and complete daily or weekly objectives as well as killing enemies in heroic encounters. - Use Sybella Artis shop to offer exclusive or limited time items for completing "Legacy Campaign quests" (Non-Progressive Campaigns) * Mount of Month, New Appearance of the Month, Weapon Transmute Pack of the Month, etc. - Allow ALL quests in legacy campaigns to count towards completing Sybella Artis's weekly quests. - Doing Non-Progression Campaigns zones should reward players with NEW exclusive items, transmutes, and mounts. - Doing Non-Progression Campaigns dungeons should reward players with revamped artifacts, revamped neck/waist gear sets, and exclusive consumables.
i like this idea except I think the evil campaign should just be off to the side and the core, sharandar, icewind dale dread ring and tyranny of dragons should be the core campaign for 40-70. I think ttyranny should be streamlined and the boons kept in place. elemental evil is a terrible experience. not fun compared to the 4 I mentioned. right now a lot of new people seem lost. there needs to be a clear structure for them to follow. especially getting to undermountain. the new 80's even have a very hard time finding undermountain and an even harder time making it thru undermountain. the celeste quest forget the name of it needs to be nerfed. one guy who joined my guild just gave up there and quit undermountain. I've been trying to get him to finish that quest with my help but he seems scarred by it.
WARNING: This is sore spot with me. I will explain why I am against "juggling boons" and this should never be implemented without specific guarantee it will not be the same as before.
The last time Cryptic Studios attempted smoothing only the Elemental Evil campaign, was 2018. They removed many of the redundant questing and made it were EE can be finished in a weekend or less if you are not in need of sleep. As a result, anyone at that time with a character mid way through in the Fiery Pit was completely desolated and rendered incapable of finishing the the campaign. The fallout was probably less than 1% so we got ignored. The fallout carries on to other returning players to this day. All I ever wanted was a simple apology, but Cryptic can't even say they are sorry. Many affect players just quit playing at that point. You can read the thread here. I know I will not be happy, if I were to lose boons again or be locked out of an unfinished campaign ever again.
#1a) Separate the Progression Campaigns from all other campaigns, make them mandatory, and provide clear guidance through Sergeant Knox. - According to their in-game descriptions, the following campaigns: - Elemental Evil is used for levels (60 - 70), Undermountain is used for levels (70 - 80)
These campaigns provides players with enough experience gain for reaching the levels mentioned above. The amount of quests given at level 60 and 70 is overwhelming as stated in previous suggestions. This is just a suggestion to pull out these campaigns mentioned above, that are important for progression, and readjust the quest given once a player reaches level 60 and 70.
Description and Goal: The goal is to clearly define the road of progression for new players of neverwinter. - Once a player has completed both of these campaigns on one toon, then buyout is available for additional toons.
Area of Impact: - New players should not have an option to buy out these campaigns. - Veteran players should be grandfathered in as they have already completed these campaigns several times. - Recruiters can easily assist new players as the number of campaigns neccessary to reach end game is dramatically decreased.
#1b) Remove all boon points from Non-Progressive Campaigns and redistribute them evenly as rewards throughout the Progression Campaigns. - Considering this suggestion will allow for the removal of campaigns for newer campaigns without players losing earned boon points.
Description and Goal: The goal is to streamline how and where boon points are earned.
Area of Impact: - All players will be impacted, however the value of Non-Progressive Campaigns will change. - No longer would Tyranny of Dragons or Acquisitions Incorporated need to be such a low level or recommended at such a low level.
#1c) Raise the Non-Progressive Campaigns and their associated dungeons to the max level cap (I only suggest this change if boons are redistributed to progressive campaigns) - Considering this suggestion will streamline current epic dungeons with end gamers and remove the need to scale players based on new player item levels in those zones and dungeons. - In order to do any Non-Progressive Campaign, players will have to be max level 80 with a recommended item level of 20,000. - It will totally be optional as the boons are suggested to be redistributed.
Description and Goal: The goal is to streamline campaigns as end game activities or options for max level players.
Area of Impact: - All players will be impacted, however the challenge will be adding value back to Non-Progressive Campaigns.
Mitigation: - Host NEW ""Astral Diamond Events"" that require players to adventure into those zones and complete daily or weekly objectives as well as killing enemies in heroic encounters. - Use Sybella Artis shop to offer exclusive or limited time items for completing "Legacy Campaign quests" (Non-Progressive Campaigns) * Mount of Month, New Appearance of the Month, Weapon Transmute Pack of the Month, etc. - Allow ALL quests in legacy campaigns to count towards completing Sybella Artis's weekly quests. - Doing Non-Progression Campaigns zones should reward players with NEW exclusive items, transmutes, and mounts. - Doing Non-Progression Campaigns dungeons should reward players with revamped artifacts, revamped neck/waist gear sets, and exclusive consumables.
i like this idea except I think the evil campaign should just be off to the side and the core, sharandar, icewind dale dread ring and tyranny of dragons should be the core campaign for 40-70. I think ttyranny should be streamlined and the boons kept in place. elemental evil is a terrible experience. not fun compared to the 4 I mentioned. right now a lot of new people seem lost. there needs to be a clear structure for them to follow. especially getting to undermountain. the new 80's even have a very hard time finding undermountain and an even harder time making it thru undermountain. the celeste quest forget the name of it needs to be nerfed. one guy who joined my guild just gave up there and quit undermountain. I've been trying to get him to finish that quest with my help but he seems scarred by it.
WARNING: This is sore spot with me. I will explain why I am against "juggling boons" and this should never be implemented without specific guarantee it will not be the same as before.
The last time Cryptic Studios attempted smoothing only the Elemental Evil campaign, was 2018. They removed many of the redundant questing and made it were EE can be finished in a weekend or less if you are not in need of sleep. As a result, anyone at that time with a character mid way through in the Fiery Pit was completely desolated and rendered incapable of finishing the the campaign. The fallout was probably less than 1% so we got ignored. The fallout carries on to other returning players to this day. All I ever wanted was a simple apology, but Cryptic can't even say they are sorry. Many affect players just quit playing at that point. You can read the thread here. I know I will not be happy, if I were to lose boons again or be locked out of an unfinished campaign ever again.
So please, no boon juggling! Thank you. </p>
it's less problematic but you can lose some titles: i have island hopper (from spinward) in all character that have done it before that change, and don't have it in the one that have done EE after
I'm not sure if this is big enough to ask it here but…
Make the game save last N lines of the chat between relogs/restarts. It should help in those awkward cases when you got a pm just a second before you've clicked Change Character -> Ok. Also it oftenly would be nice to keep seeing some conversation in Alliance or Zone chat after you switched to another character.
#1a) Separate the Progression Campaigns from all other campaigns, make them mandatory, and provide clear guidance through Sergeant Knox. - According to their in-game descriptions, the following campaigns: - Elemental Evil is used for levels (60 - 70), Undermountain is used for levels (70 - 80)
These campaigns provides players with enough experience gain for reaching the levels mentioned above. The amount of quests given at level 60 and 70 is overwhelming as stated in previous suggestions. This is just a suggestion to pull out these campaigns mentioned above, that are important for progression, and readjust the quest given once a player reaches level 60 and 70.
Description and Goal: The goal is to clearly define the road of progression for new players of neverwinter. - Once a player has completed both of these campaigns on one toon, then buyout is available for additional toons.
Area of Impact: - New players should not have an option to buy out these campaigns. - Veteran players should be grandfathered in as they have already completed these campaigns several times. - Recruiters can easily assist new players as the number of campaigns neccessary to reach end game is dramatically decreased.
#1b) Remove all boon points from Non-Progressive Campaigns and redistribute them evenly as rewards throughout the Progression Campaigns. - Considering this suggestion will allow for the removal of campaigns for newer campaigns without players losing earned boon points.
Description and Goal: The goal is to streamline how and where boon points are earned.
Area of Impact: - All players will be impacted, however the value of Non-Progressive Campaigns will change. - No longer would Tyranny of Dragons or Acquisitions Incorporated need to be such a low level or recommended at such a low level.
#1c) Raise the Non-Progressive Campaigns and their associated dungeons to the max level cap (I only suggest this change if boons are redistributed to progressive campaigns) - Considering this suggestion will streamline current epic dungeons with end gamers and remove the need to scale players based on new player item levels in those zones and dungeons. - In order to do any Non-Progressive Campaign, players will have to be max level 80 with a recommended item level of 20,000. - It will totally be optional as the boons are suggested to be redistributed.
Description and Goal: The goal is to streamline campaigns as end game activities or options for max level players.
Area of Impact: - All players will be impacted, however the challenge will be adding value back to Non-Progressive Campaigns.
Mitigation: - Host NEW ""Astral Diamond Events"" that require players to adventure into those zones and complete daily or weekly objectives as well as killing enemies in heroic encounters. - Use Sybella Artis shop to offer exclusive or limited time items for completing "Legacy Campaign quests" (Non-Progressive Campaigns) * Mount of Month, New Appearance of the Month, Weapon Transmute Pack of the Month, etc. - Allow ALL quests in legacy campaigns to count towards completing Sybella Artis's weekly quests. - Doing Non-Progression Campaigns zones should reward players with NEW exclusive items, transmutes, and mounts. - Doing Non-Progression Campaigns dungeons should reward players with revamped artifacts, revamped neck/waist gear sets, and exclusive consumables.
i like this idea except I think the evil campaign should just be off to the side and the core, sharandar, icewind dale dread ring and tyranny of dragons should be the core campaign for 40-70. I think ttyranny should be streamlined and the boons kept in place. elemental evil is a terrible experience. not fun compared to the 4 I mentioned. right now a lot of new people seem lost. there needs to be a clear structure for them to follow. especially getting to undermountain. the new 80's even have a very hard time finding undermountain and an even harder time making it thru undermountain. the celeste quest forget the name of it needs to be nerfed. one guy who joined my guild just gave up there and quit undermountain. I've been trying to get him to finish that quest with my help but he seems scarred by it.
WARNING: This is sore spot with me. I will explain why I am against "juggling boons" and this should never be implemented without specific guarantee it will not be the same as before.
The last time Cryptic Studios attempted smoothing only the Elemental Evil campaign, was 2018. They removed many of the redundant questing and made it were EE can be finished in a weekend or less if you are not in need of sleep. As a result, anyone at that time with a character mid way through in the Fiery Pit was completely desolated and rendered incapable of finishing the the campaign. The fallout was probably less than 1% so we got ignored. The fallout carries on to other returning players to this day. All I ever wanted was a simple apology, but Cryptic can't even say they are sorry. Many affect players just quit playing at that point. You can read the thread here. I know I will not be happy, if I were to lose boons again or be locked out of an unfinished campaign ever again.
So please, no boon juggling! Thank you. </p>
the end result was worth it imo for many generations to come after you. I've never seen a complaint since then in the bugs threads? why didn't you repost this in the bug thread for them to touch on?
Description and Goal: Easier use of Mastercrafting accountwide. I have a large workshop but carry my stuff in a bag??? Why not have a large storage in my workshop for all stuff that belongs in the workshop. Make an accountwide storrage room where i can see all my stuff. Maybe with an tooltip where I can see for which recepe the selected part is for. It can look like the chart u use to send your adventurer. (I play the german version, hopefully you know what I mean)
Area of impact:
everyone who does Mastercrafting would love it, I think.
Risks & Concerns
Haven´t made a MMORPG by myself. So sorry, don´t know. Can´t think of any...
5
lordaeolosMember, NW M9 PlaytestPosts: 167Arc User
Improve Gameplay Visual Cues
Create a means to adjust the size of and interact with buff/ debuff on a target. Currently with high resolution monitors it can be difficult, to impossible to tell what buffs/ debuffs are applied to a target, let alone how many stacks are there because the icons are too small and non intractable. when adjusting the UI to make these more visible it makes the rest of the UI far too large.
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
Create a means to adjust the size of and interact with buff/ debuff on a target. Currently with high resolution monitors it can be difficult, to impossible to tell what buffs/ debuffs are applied to a target, let alone how many stacks are there because the icons are too small and non intractable. when adjusting the UI to make these more visible it makes the rest of the UI far too large.
downside: none
Yes, an bring those adjustabilties (is that word correct?) to console, too. Please. Thanks
1
lordaeolosMember, NW M9 PlaytestPosts: 167Arc User
edited July 2020
Goal: Improve Crafting Material Management
Description: 1. Create new Crafting Storage Cabinet, and tool box attached directly to Workshops - This storage should have roughly double the storage space as current character inventories 2. Make all non-bound professions items eligible to be put into a normal inventory bag, trade-able to other players, and able to put into the personal bank 3. Eliminate Professions tab entirely on character inventory 4. Create ability to add /remove from workshop storage using sending stone
The idea here would be to allow for better visibility, storage and management of professions resources, the only time they would be on a character would be while gathering, preparing to sell or trading of resources/ tools
Reasons: - The workshop is an entire building of artisans doing crafting, it's not thematic for the player character to be running around with supplies in there own inventories. - Professions inventory is far to small on a character - Professions resources are limited in capabilities that create a lot of frustrations for players (can't trade, put in the bank, etc)
Area of Impact: Crafting System
Risks and Concerns: Risk is loss of inventory space on characters, this could be mitigated by automatically putting crafting resources into the players workshop, or giving the players 1 free bag (you will after all be taking away all the professions dedicated inventory slots)
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
4
plasticbatMember, NW M9 PlaytestPosts: 12,404Arc User
This only really affects players who are playing on PC. When the game is minimized or not the primary window, it would be great if there was a way to notify you if someone messages you or a queue pops. For example, if the window glows on the task bar or if there is a sound that plays. This way, a player with the game not as the primary window is aware that something is happening and they should bring it back to the foreground.
Area of Impact: This affects ease of use.
Risks & Concerns: None aside from the time it takes to add the feature.
This reminds me something I like to have.
Description and Goal: provide an option to allow the chat window to be a separate window from the game.
This only affects PC users.
It would be helpful to allow (as an option) chat window a separate window from the game so that: 1. one can relocate the chat window to another monitor (for those who has multiple monitors) and enlarge to the size they want without blocking the game screen. Benefit to the player who has more than one monitor. 2. when the game is minimized, the chat window can stay up. Benefit to all players. 3. This is just an addition to @thefabricant notification idea.
Area of Impact: quality of life
Risks & Concerns: Some players may not like it. Hence, it should be an option.
*** 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. ***
Lots of great ideas in here. Would love to see many of these become reality. But let me throw in one big one:
NO CHARGE FOR CHANGING FASHION
Hey, "quality of life" stuff that doesn't really affect game play involves altering the look of our characters. By all means, throw a zillion different fashion items and dyes into the Zen store or as Event rewards. That's awesome. But once we've purchased a fashion piece, don't charge us AD to change it out for something we already own. Instead, encourage us to play with look and feel of our characters, which helps keep variety (and INTEREST!) going. Maybe one day I feel like dressing like a Chef and riding my pig around. Another morning I decide to start the game off all gothic and moody. Or maybe I like that cool armor look I was wearing last month. Or I feel more like wielding an axe than a shield this week. Or I just want to keep running around in my pajamas (that is what the Sunite clothes are, right?).
Bottom line, don't charge me to use something I've already obtained. It just discourages a non-gameplay affecting aspect of the game.
Now, if you REALLY want to add "quality of life" to fashion, how about letting us save looks that we've cobbled together rather than having to recreate them item by item, color by color, every time we feel like a change?
For xbox, please switch jump and interact. Pressing LB and A to jump is silly... I miss click all the time, interact with things I dont want to, mute group members, etc... if I want to interact, I dont mind the extra step of pressing LB.
#3) In-Game Notifications with LINKS about CDPs, Patch Notes, Upcoming Streams for both Cryptic & Content Creators, and submitting in-game feedback for Console Players
As the number of pages for feedback show, we have a small sample of the community from various platforms responding. It is also noticeable from glossing over the responses, many of us are returning and devoted respondents. However, there are players who are not being reached, communicated with, and given the chance to communicate feedback on these topics (especially on console). This is largely because there is not a consistent, well established line of communication with those players so that their voices can be heard along with the many great voices here.
Just as there are notifications for shard shutdowns, there should be in-game notifications with LINKS to provide the very vital information that is posed in these forums for the general players on console. It is unfair to those players on console to be affected by decision making processes that aim to include their feedback but fails to affirm adequate communication with in-game LINKS and notices as information is posted on these forums.
Our reporting system, especially on console, needs to be addressed.
How we submit in-game feedback on console especially to our community manager and cryptic needs to be discussed and addressed.
A starting point is In-Game Notifications with LINKS to the forum posts for console players. Not a post that says "Check the forums".
1
therealprotexMember, NW M9 PlaytestPosts: 526Arc User
edited July 2020
Description: Sort "Special Currencies" lists ("Episodic Content", "Seals", "Campaign Currencies", ... in the wealth tab) alphabetically. Goal: Find specific currency easier. Area of Impact: Simple UI change. Risks: No risk at all.
1
plasticbatMember, NW M9 PlaytestPosts: 12,404Arc User
Description: search feature for inventory
Add a search feature for the inventory that includes regular inventory, purse, useful items, profession, fashion/pets. Highlight the items that fit the search text.
Goal: easier to find an item in the sea of items without scanning one by one.
Area of impact: UI
Risk: no risk except the usual ... programming time. new bug, ...
*** 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. ***
Improvments related to the character/account 1.As always, rp shared with the bank 2. Better sharing system of profession items 3. Less BOC more BOA
Companions and mounts
4. Just a suggestion... an idea that in my opinion would be AMAZING with the companion. I suggest to make a customizable companion. Example: there is a quest that gives me a companion with normal stats. I can choose between a list of double stat, single stat, damage stat (all low level stats)... This companion doesn't level up like the others. There is a chain of quest (daily, weekly) that increase the rarity and the level step by step. When the last quest is completed the companion has the max level and rarity but now the player has to complete other "challenges" in order to unlock a random stat bonus. This challanges should be something like "kill 1000 mob at sharandar" or "complete castle never in hardcore with 0 death". 5. At least make some companion sharable with all the toons of the account. 6. More mount skills. Maybe a new mount combat system
Improvements of dg and queue
7. Public queue NEEDS AN URGENT fix. In my opinion this is is most important thing to consider. I don't care about ANY other thing. Just fix the public queue in a way that 18k toons are 100% able to complete a trial. Dont write 18k in the minimum requirements when IT'S IMPOSSIBLE for an 18k party to complete ANY trial.
8. Double the amount of rad with the PUBLIC queue or half the amount with a premade party group
9. Better loot tables in EVERY dungeon or trial. I don't want to drop armors or green useless artifacts. At least let me drop some new artifact or so e recent artifact.
Technical Improvements
10. I dont want to report bugs in the forum. I want to report bugs and glitches with a ticket system directly to devs. I'm sick of people decreasing the urge of fix beacause "the game is perfect/ it's not lag, it is just your connection ..." Take a look to the bug report section. Actually there are a lot of bugs but less of the half is reported. I dont want an answer to my report like "yes, i have the same problem"... About this topic cryptic is stuck to the paleolithic compared to EVERY online game existing IN THE WORLD....
11. Server improvments. Allocate more servers in different countries. Why all europe players must have more than 200 of ping? You dont understand that some mechanics in the dungeons are impossible with lag. Push and pull codg, jumping on the platforms in lostmauth, jumping from one dragon to another in tiamat...
Better rewards
12. Daily reward system. Daily login reward. Weekly login reward... Neverwinter is one of few games that still doesn't have a login reward. Dont even dare to mention VIP. I have to pay or play in order to have VIP. Don't even dare to mention sybella weekly quests. I need to level a char to 80 in order to unlock sybella quests. A login reward is free to everyone, maybe something boa, 100k 50%rad, some pres ward...
Improve the VIP
13. A shared guild bank. A portable minic for the donations. Something different, something new.
Description and Goal: Shared Refinement across characters Area of Impact: Refinement Points should be sharable across all characters and accessed via a shared bank slot. Currently, the bank allows for shared AD, Gold/Resources, Trade Bars, Companion Upgrade Tokens, and even the new Insignia Powder. This would result in a huge QoL increase as it would decrease inventory space for unrefined objects (saved because you don't know when or where you will need to use them). Risks & Concerns: Potential risks- Possible increase in price of P-Wards and C-Wards due to higher utilization since refinement points would be more easily and readily available. Current RP cap per toon is 40M; could be adjusted to 100M/account.
PLEASE add a simple ‘Enter’ button for the keyboard.
Concern: For me to send out guild mail that looks decent, I have to sit for literally an hour, and copy/paste mail from the second screen app and send it to myself. This is a ridiculously long process that could be solved with a simple add on.
Area Of Effect: Mail
I do not see any bugs from this. —————— STRONGHOLDS:
Add ability to summon the coffer. (Even if it’s a VIP add in.) — Make it easier to swap guilds around within alliances, especially with M19 leader changes. — Add a bulletin board/mail option that is available across all guilds in an alliance. Maybe adding in a roll for “Alliance Leader” to have access to edit things. As an alliance leader it would make life so much easier to be able to just throw out one message that everyone can see. ———————-
I hope everyone’s suggestions for the strongholds are considered. Please realize how important alliances are to us. There are some very good ideas here to make it a little easier until it can get some real attention.
Description and Goal: Introduce "Damage Dummies" that provide an AoE attack at a set levels of DPS (I'd suggest in a Quest, Dungeon, and Raid scale) for between 1-5 minutes (selected) when activated. This can allow for healers and tanks to test their build changes in a non-live environment.
Area of Impact: Locating a space to safely position them (to allow non-impactful rez), power creation/tuning and allocation.
Risks & Concerns: Potential abuses of the damage aura, overtuning duration of the damage, locating feature in-world without creating crowding/bottlenecks.
====
Description and Goal: Reconfigure the Paingiver table to true DPS - giving a measure of total damage done divided by personal in-combat time. Providing a more accurate reflection of DPS performance, instead of "rewarding" players who get first hits in, or are in a dungeon for longer.
Area of Impact: Dungeon/Trial UI modifications.
Risks & Concerns: Lack of timers available backend to measure personal in-combat time may make this hard to implement.
Trash Bin in the inventory, gives players a second chance to reconsider what they trashed~
Concern: I don't think it's happened to me, but I know people that have accidentally trashed items n' lost it forever. Then there only option it to poke support.
Area of Effect: Inventory/less support requests
Lockbox collection page, show all the old lockboxes ever released.
Concern: None here~
Area of Effect:Collections/Collectors
Old Module Vendors in outdated mod zones, tasks/quests drop old seals for that mods armor/weapons for transmutes ect.
Concern: Only concern would be is it's more bulk to the Special Currencies, but we already have that issue~
Area of Effect: End-game players wanting transmutes and Newer players that didn't get to experience the older modules can still earn the old gear. Overall I'd like to see these old mods getting some love rather than being thrown aside when a new one is released. Neverwinter really needs to consider that the more modules ya add.
Add old transmutes back to the specific dungeon they came from with a low chance to drop~
Concern: More influx of end-game players running leveling dungeons for said transmutes. The very few with these said transmutes left atm might get angry with them being reintroduced~
Area of effect: Brings back the old forgotten transmutes many of us love like the grey wolf sword/pirate host hat/reaver edge/ect
Buff visibility selection, disable/enable
Concern: Only going to be used by a small amount of players~
Area of Effect: Buff Bar, less useless visuals!
Vanity Pets single per character, no million chickens.
Concern: May result in some players getting a hard to get vanity pet on one character n' not on the character they wanted, making vanity pets all account bound would fix this concern.
Riches Option menu, for further enabling/disabling certain currencies being visible.
Concern: No negative for adding this, with the introduction of more and more currencies being able to hide the old ones is nice~
Area of Effect: Riches inventory bulk
Base recommended Stats shown in content on players stat page~ So if there in lets say LoMM if they go to there stats there will be a number next to things like Armor Pen/Crit/Combat Advantage to show what players should generally need~
Concern: Might look a lil' messy~ But there's a few ways to go about it.
Area of Effect: Stats/QoL to differing stages of content.
Removal of Invocation Blessing/or granted upon invoking.
Concern: Some might not like the removal of a buff they can somewhat control, though it takes up inventory and is mostly not even worth. Granting 1,301(Level 80) to two stats depending on which 1 of 4 buffs granted~
Description and Goal: Add possibility to import/export characters to/from console to/from PC.
Area of Impact: non-gameplay mechanics
Risks & Concerns: Development hours used might be considered wasted by players not affected by this implementation. Software version inconsistency will be problematic
Ranger Stancekeep ranger stance across load screens, currently defaults to primary weapon , should stay at last selected: Training DummiesGive training dummies set amount of hp to better allow console players to calculate actual average DPS, Dummy starts at X amount of HP before player engages, once engaged dummy losses hp down to zero. ESO does a wonderful job of this. Refine marks and Enchanting stonesGot r1,2,3 marks? rather than turn them into RP refine them into Greater marks CompanionsWould be really great to share companions account wide, mounts too
Companions make noises. Some are audible rather sparsely (Pollar Bear Cub), others are quite irritating with all the talk (Watler), some are downright nearly unbearable due to a buggy loop (Quasit). While one can find some sounds useful as a sign that a companion is summoned, there is really no reason why not to give the player a choice if he wants to listen to some witty comments or not.
Comments
Description and Goal:
Currently the quest tracker and minimap lower fps by about 30%, which is very extreme for such features. UI shouldn't have such impact on framerate.
Area of Impact: graphics/visuals, overall smoothness, and game availability for different hardware specs.
Risks & Concerns: No problems, except core team or whoever time on optimizing this.
Area of Impact: All Zones/Instances
Risks & Concerns: command line /Timers could display Epic HE countdown timer for that Zone/Instance.
Description and Goal: Add RP to the shared bank. This would allow more ease in upgrading items on main characters when someone has more than one character.
Area of Impact: Character management
Risks & Concerns: None.
Description and Goal: Separate enchantment from items. Some items are used in many loadouts, but only with different enchantments, which in this case means that each change of loadout requires additional time to swap the enchantments. With this change, you'll be able to manage items and enchantments more easily
Area of Impact: ease of use, UI
Risks & Concerns: After separation, enchantments should give stats both with and without item being slotted.
This only really affects players who are playing on PC. When the game is minimized or not the primary window, it would be great if there was a way to notify you if someone messages you or a queue pops. For example, if the window glows on the task bar or if there is a sound that plays. This way, a player with the game not as the primary window is aware that something is happening and they should bring it back to the foreground.
Area of Impact: This affects ease of use.
Risks & Concerns: None aside from the time it takes to add the feature.
Area of Impact: Ease of use, removes need for third party software to determine if an item with +% DR is working as intended.
Risks & Concerns: None
having a lot of different currency is a thing that i personally like, it make all look medieval; but having a lot of junk in inventory it's not a nice thing.
i propose an exchange currency: make an npc in PE (and one in stronghold that has the guild marks) from where you can buy currency using other currency (every curerncy)
----------------------------------------------
can exchange (buy and sell, the thing is bidirectional) : ad, gold, campaign currency, south sea credits, event currency (only sell not buy), seals, all the pvp ones, tarmalunes, guild's mimic food/stones/shard of powers/lumber.... (at the moment can't remeber other currencies, but ALL of them)
----------------------------------------------
making progression in older campaigns, workshop, stroghold, ... ; worth the time invested to upgrade your character; not all the player can do or enjoy doing the queues, or got fed up (like myself) with them after having 8 times the same dungeg pop in a row (i'm not gonna talk about dps facetanking, healer dancing, or tank sleeping, and even less about the idea that in older dungeon doesn't exist any mechanics that a lot of player seem to think, i will not do it!)
Area of Impact: revitalization of old zones and currencies, campaign, economy, 'wealth equalization'
Risks & Concerns:
1-there is the neeed to impose an exchange rate for all currencies: naturally latest campaing will have higer value.
2-it might be added a tax to use the exchange (like the AH 10% of what you will exchange will be used to pay the moneychanger)
3-create an interface where it is easy to choose what to exchange and for what (can be done in a couple of different ways, i sell my currencies for moneycharger credits, and buy currencies with them; an easy tab where choosing in a piramidal style the curerncy on both side i can direclty do the exchange (like campaing->dread ring->thayan scrolls))
4-keep up to date with content the moneychanger: update rates with every new modules/episodes, and put the new currencies when it is appropriate; it can be implemented in 2 diffent ways : new campaing:
a) put immediatly nthe new currencies to buy, for lover rate (need a lot to buy little), high tax;
b) wait for the end of all the related episodes and start of the new ones, to put currencies in the moneychanger. (an example now: you will not find the avernus and vallenhas currencies because they are the latest episodes, but will find undermountain ones)
The last time Cryptic Studios attempted smoothing only the Elemental Evil campaign, was 2018. They removed many of the redundant questing and made it were EE can be finished in a weekend or less if you are not in need of sleep. As a result, anyone at that time with a character mid way through in the Fiery Pit was completely desolated and rendered incapable of finishing the the campaign. The fallout was probably less than 1% so we got ignored. The fallout carries on to other returning players to this day. All I ever wanted was a simple apology, but Cryptic can't even say they are sorry. Many affect players just quit playing at that point. You can read the thread here. I know I will not be happy, if I were to lose boons again or be locked out of an unfinished campaign ever again.
So please, no boon juggling! Thank you.
Make the game save last N lines of the chat between relogs/restarts. It should help in those awkward cases when you got a pm just a second before you've clicked Change Character -> Ok. Also it oftenly would be nice to keep seeing some conversation in Alliance or Zone chat after you switched to another character.
Area of Impact: In-Game Chat
Risks & Concerns: None?
Easier use of Mastercrafting accountwide.
I have a large workshop but carry my stuff in a bag??? Why not have a large storage in my workshop for all stuff that belongs in the workshop.
Make an accountwide storrage room where i can see all my stuff. Maybe with an tooltip where I can see for which recepe the selected part is for. It can look like the chart u use to send your adventurer. (I play the german version, hopefully you know what I mean)
Area of impact:
everyone who does Mastercrafting would love it, I think.
Risks & Concerns
Haven´t made a MMORPG by myself. So sorry, don´t know. Can´t think of any...
Create a means to adjust the size of and interact with buff/ debuff on a target. Currently with high resolution monitors it can be difficult, to impossible to tell what buffs/ debuffs are applied to a target, let alone how many stacks are there because the icons are too small and non intractable. when adjusting the UI to make these more visible it makes the rest of the UI far too large.
downside: none
Guild Leader: Mistaken Identity (formerly Midnight Express)
My Twitch Stream
See my Youtube Channel for guides and more
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
Description:
1. Create new Crafting Storage Cabinet, and tool box attached directly to Workshops
- This storage should have roughly double the storage space as current character inventories
2. Make all non-bound professions items eligible to be put into a normal inventory bag, trade-able to other players, and able to put into the personal bank
3. Eliminate Professions tab entirely on character inventory
4. Create ability to add /remove from workshop storage using sending stone
The idea here would be to allow for better visibility, storage and management of professions resources, the only time they would be on a character would be while gathering, preparing to sell or trading of resources/ tools
Reasons:
- The workshop is an entire building of artisans doing crafting, it's not thematic for the player character to be running around with supplies in there own inventories.
- Professions inventory is far to small on a character
- Professions resources are limited in capabilities that create a lot of frustrations for players (can't trade, put in the bank, etc)
Area of Impact:
Crafting System
Risks and Concerns:
Risk is loss of inventory space on characters, this could be mitigated by automatically putting crafting resources into the players workshop, or giving the players 1 free bag (you will after all be taking away all the professions dedicated inventory slots)
Guild Leader: Mistaken Identity (formerly Midnight Express)
My Twitch Stream
See my Youtube Channel for guides and more
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
Description and Goal: provide an option to allow the chat window to be a separate window from the game.
This only affects PC users.
It would be helpful to allow (as an option) chat window a separate window from the game so that:
1. one can relocate the chat window to another monitor (for those who has multiple monitors) and enlarge to the size they want without blocking the game screen. Benefit to the player who has more than one monitor.
2. when the game is minimized, the chat window can stay up. Benefit to all players.
3. This is just an addition to @thefabricant notification idea.
Area of Impact: quality of life
Risks & Concerns: Some players may not like it. Hence, it should be an option.
NO CHARGE FOR CHANGING FASHION
Hey, "quality of life" stuff that doesn't really affect game play involves altering the look of our characters. By all means, throw a zillion different fashion items and dyes into the Zen store or as Event rewards. That's awesome. But once we've purchased a fashion piece, don't charge us AD to change it out for something we already own. Instead, encourage us to play with look and feel of our characters, which helps keep variety (and INTEREST!) going. Maybe one day I feel like dressing like a Chef and riding my pig around. Another morning I decide to start the game off all gothic and moody. Or maybe I like that cool armor look I was wearing last month. Or I feel more like wielding an axe than a shield this week. Or I just want to keep running around in my pajamas (that is what the Sunite clothes are, right?).
Bottom line, don't charge me to use something I've already obtained. It just discourages a non-gameplay affecting aspect of the game.
Now, if you REALLY want to add "quality of life" to fashion, how about letting us save looks that we've cobbled together rather than having to recreate them item by item, color by color, every time we feel like a change?
[The Legendary Outlaws] (Guildhall 20)
Just as there are notifications for shard shutdowns, there should be in-game notifications with LINKS to provide the very vital information that is posed in these forums for the general players on console. It is unfair to those players on console to be affected by decision making processes that aim to include their feedback but fails to affirm adequate communication with in-game LINKS and notices as information is posted on these forums.
Our reporting system, especially on console, needs to be addressed.
How we submit in-game feedback on console especially to our community manager and cryptic needs to be discussed and addressed.
A starting point is In-Game Notifications with LINKS to the forum posts for console players. Not a post that says "Check the forums".
Goal: Find specific currency easier.
Area of Impact: Simple UI change.
Risks: No risk at all.
Add a search feature for the inventory that includes regular inventory, purse, useful items, profession, fashion/pets. Highlight the items that fit the search text.
Goal: easier to find an item in the sea of items without scanning one by one.
Area of impact: UI
Risk: no risk except the usual ... programming time. new bug, ...
1.As always, rp shared with the bank
2. Better sharing system of profession items
3. Less BOC more BOA
Companions and mounts
4. Just a suggestion... an idea that in my opinion would be AMAZING with the companion. I suggest to make a customizable companion. Example: there is a quest that gives me a companion with normal stats. I can choose between a list of double stat, single stat, damage stat (all low level stats)... This companion doesn't level up like the others. There is a chain of quest (daily, weekly) that increase the rarity and the level step by step. When the last quest is completed the companion has the max level and rarity but now the player has to complete other "challenges" in order to unlock a random stat bonus. This challanges should be something like "kill 1000 mob at sharandar" or "complete castle never in hardcore with 0 death".
5. At least make some companion sharable with all the toons of the account.
6. More mount skills. Maybe a new mount combat system
Improvements of dg and queue
7. Public queue NEEDS AN URGENT fix. In my opinion this is is most important thing to consider. I don't care about ANY other thing. Just fix the public queue in a way that 18k toons are 100% able to complete a trial. Dont write 18k in the minimum requirements when IT'S IMPOSSIBLE for an 18k party to complete ANY trial.
8. Double the amount of rad with the PUBLIC queue or half the amount with a premade party group
9. Better loot tables in EVERY dungeon or trial. I don't want to drop armors or green useless artifacts. At least let me drop some new artifact or so e recent artifact.
Technical Improvements
10. I dont want to report bugs in the forum. I want to report bugs and glitches with a ticket system directly to devs. I'm sick of people decreasing the urge of fix beacause "the game is perfect/ it's not lag, it is just your connection ..." Take a look to the bug report section. Actually there are a lot of bugs but less of the half is reported. I dont want an answer to my report like "yes, i have the same problem"... About this topic cryptic is stuck to the paleolithic compared to EVERY online game existing IN THE WORLD....
11. Server improvments. Allocate more servers in different countries. Why all europe players must have more than 200 of ping? You dont understand that some mechanics in the dungeons are impossible with lag. Push and pull codg, jumping on the platforms in lostmauth, jumping from one dragon to another in tiamat...
Better rewards
12. Daily reward system. Daily login reward. Weekly login reward... Neverwinter is one of few games that still doesn't have a login reward. Dont even dare to mention VIP. I have to pay or play in order to have VIP. Don't even dare to mention sybella weekly quests. I need to level a char to 80 in order to unlock sybella quests. A login reward is free to everyone, maybe something boa, 100k 50%rad, some pres ward...
Improve the VIP
13. A shared guild bank. A portable minic for the donations. Something different, something new.
Area of Impact: Refinement Points should be sharable across all characters and accessed via a shared bank slot. Currently, the bank allows for shared AD, Gold/Resources, Trade Bars, Companion Upgrade Tokens, and even the new Insignia Powder. This would result in a huge QoL increase as it would decrease inventory space for unrefined objects (saved because you don't know when or where you will need to use them).
Risks & Concerns: Potential risks- Possible increase in price of P-Wards and C-Wards due to higher utilization since refinement points would be more easily and readily available. Current RP cap per toon is 40M; could be adjusted to 100M/account.
Concern: For me to send out guild mail that looks decent, I have to sit for literally an hour, and copy/paste mail from the second screen app and send it to myself. This is a ridiculously long process that could be solved with a simple add on.
Area Of Effect: Mail
I do not see any bugs from this.
——————
STRONGHOLDS:
Add ability to summon the coffer. (Even if it’s a VIP add in.)
—
Make it easier to swap guilds around within alliances, especially with M19 leader changes.
—
Add a bulletin board/mail option that is available across all guilds in an alliance. Maybe adding in a roll for “Alliance Leader” to have access to edit things. As an alliance leader it would make life so much easier to be able to just throw out one message that everyone can see.
———————-
I hope everyone’s suggestions for the strongholds are considered. Please realize how important alliances are to us. There are some very good ideas here to make it a little easier until it can get some real attention.
Area of Impact: Locating a space to safely position them (to allow non-impactful rez), power creation/tuning and allocation.
Risks & Concerns: Potential abuses of the damage aura, overtuning duration of the damage, locating feature in-world without creating crowding/bottlenecks.
====
Description and Goal: Reconfigure the Paingiver table to true DPS - giving a measure of total damage done divided by personal in-combat time. Providing a more accurate reflection of DPS performance, instead of "rewarding" players who get first hits in, or are in a dungeon for longer.
Area of Impact: Dungeon/Trial UI modifications.
Risks & Concerns: Lack of timers available backend to measure personal in-combat time may make this hard to implement.
http://zap-robo.net/
- Trash Bin in the inventory, gives players a second chance to reconsider what they trashed~
Concern: I don't think it's happened to me, but I know people that have accidentally trashed items n' lost it forever. Then there only option it to poke support.Area of Effect: Inventory/less support requests
- Lockbox collection page, show all the old lockboxes ever released.
Concern: None here~Area of Effect:Collections/Collectors
- Old Module Vendors in outdated mod zones, tasks/quests drop old seals for that mods armor/weapons for transmutes ect.
Concern: Only concern would be is it's more bulk to the Special Currencies, but we already have that issue~Area of Effect: End-game players wanting transmutes and Newer players that didn't get to experience the older modules can still earn the old gear. Overall I'd like to see these old mods getting some love rather than being thrown aside when a new one is released. Neverwinter really needs to consider that the more modules ya add.
- Add old transmutes back to the specific dungeon they came from with a low chance to drop~
Concern: More influx of end-game players running leveling dungeons for said transmutes. The very few with these said transmutes left atm might get angry with them being reintroduced~Area of effect: Brings back the old forgotten transmutes many of us love like the grey wolf sword/pirate host hat/reaver edge/ect
- Buff visibility selection, disable/enable
Concern: Only going to be used by a small amount of players~Area of Effect: Buff Bar, less useless visuals!
- Vanity Pets single per character, no million chickens.
Concern: May result in some players getting a hard to get vanity pet on one character n' not on the character they wanted, making vanity pets all account bound would fix this concern.- Riches Option menu, for further enabling/disabling certain currencies being visible.
Concern: No negative for adding this, with the introduction of more and more currencies being able to hide the old ones is nice~Area of Effect: Riches inventory bulk
- Base recommended Stats shown in content on players stat page~ So if there in lets say LoMM if they go to there stats there will be a number next to things like Armor Pen/Crit/Combat Advantage to show what players should generally need~
Concern: Might look a lil' messy~ But there's a few ways to go about it.Area of Effect: Stats/QoL to differing stages of content.
- Removal of Invocation Blessing/or granted upon invoking.
Concern: Some might not like the removal of a buff they can somewhat control, though it takes up inventory and is mostly not even worth. Granting 1,301(Level 80) to two stats depending on which 1 of 4 buffs granted~Area of Effect: Inventory Space/Consumable buff
Area of Impact: non-gameplay mechanics
Risks & Concerns: Development hours used might be considered wasted by players not affected by this implementation. Software version inconsistency will be problematic
Training DummiesGive training dummies set amount of hp to better allow console players to calculate actual average DPS, Dummy starts at X amount of HP before player engages, once engaged dummy losses hp down to zero. ESO does a wonderful job of this.
Refine marks and Enchanting stonesGot r1,2,3 marks? rather than turn them into RP refine them into Greater marks
CompanionsWould be really great to share companions account wide, mounts too
Companions make noises. Some are audible rather sparsely (Pollar Bear Cub), others are quite irritating with all the talk (Watler), some are downright nearly unbearable due to a buggy loop (Quasit).
While one can find some sounds useful as a sign that a companion is summoned, there is really no reason why not to give the player a choice if he wants to listen to some witty comments or not.