I haven't posted in a while to much dead are and playing MWO takes up a ton of my time. However I have planned to play 3 games next year. Mechwarrior Online, Mechwarrior Tactics and Neverwinter. With that being said the first two easily got me hooked Neverwinter has the power too but they have to eliminate one feature that MMO's can't live without. The grind. I believe Neverwinter can overcome this. With the ability for generated content being one key element. However the devs will need to do their part to not feel like your grinding for levels on end. I also hope that if this is accomplished the players of today respect story over leveling twice per day.
Honestly I think foundry missions and the ability to run five man Dungeon delves are a better alternative than a set grind, but personally I have never been a huge fan of grinds either...but also since it's D&D a lot people will be doing the alt thing as well which can be grindy in itself, but again being able to level solely through foundry missions might eliminate that as well since it's a lot of brand new adventures aside from the cryptic story line.
You really can never truly eliminate it I think (hehe just loot at GW2 "no grind" grind ) but you can sure minimalize it
I'm not a fan of grinds myself. I played LOTRO for a long time and having to kill 150 of a certain type of beast, then another 350 of the same type to get stat (trait) points was just horrible for me. I think that was the worst possible implementation that I have ever seen in my entire gaming career. I liked LOTRO, loved the artwork, but that mechanic ruined the game for me.
Having played EVE for several years, I liked the fact that I didn't need to grind anything. Improving skills was time based, you simply clicked the skill you wanted to learn or upgrade and there was a fixed time it took to achieve that skill. No grind at all. With the various changes made to the game, the developers took into account that long term players may have an advantage over new ones, and made the game more meaningful to them, so that they could enjoy game play at their level, while still enabling the higher skill level players to have an enjoyable time. With their next release, scheduled for December, they are again addressing this issue.
As has been written here and in other places, the Foundry will be a huge boon to the players, offering new content on an almost daily basis. You won't have the usual staple of ten daily missions you need to run at cap, you can pick and choose those dungeons that appeal to you and your personal goals for your character. This has been something long lacking in the MMO genre, and I think it is one of the key components that will make this game succeed for a long time to come.
This will be wierd.I mean some people will be able to farm the easy quests and level up faster.
Ofcourse this might be done afther you finish the main quest and begin it in a tougher difficulty...Diablo II style.
Totally forgot about difficulty mode. The quests made actually are scalable, so no "difficulty mode" should exist in this game. Cryptic and Foundry people however, do have easier or harder NPC races to place in combat of course (the difference between an orc minion and berserker for example.)
rekluze057Member, Neverwinter Beta UsersPosts: 17Arc User
edited September 2012
I think the game will manage to avoid feeling like a grind simply because of the UGC. They already said you'll be able to level to cap playing nothing but Foundry missions, so being able to cap without, in theory, having to repeat a single questline makes for what appears to be a truly unique leveling system for an MMO.
Also, the idea of making alts down the line a much more appealing prospect than it is in virtually any other game since not only do you get to experience all new mechanics, but you get to do that without playing through the exact same content you leveled your first character through.
I would also love to see quest arcs to be repeatable, but not a requirement. I would also like to see several story arcs that converge to a single point. I realize alignment is not a part of D&D 4.0 but if there is a type of choice to be made in one quest, you are still able to complete the quest but instead of getting the "following" quest it puts you on a different quest path that eventually leads back to a major point in the quest arc to complete the quest arc. I'm thinking of something similar to old school RPG's where you can be a jerk to NPC's and it changes the next quest given to something a slimeball would want to do, or if you are the "goody goody hero" you have a quest more suited to the Hero type, if you choose to be neutral you get the standard quest. Basically there is 3 or more options which influence for a short time. It always bugs me to roll and RP an evil character to be in a quest that the only choice is to be all gushy and nice to the NPC when if I was RPing my toon through quest I would taunt or make fun of them and only help them if they paid me well.
I would also love to see quest arcs to be repeatable, but not a requirement. I would also like to see several story arcs that converge to a single point. I realize alignment is not a part of D&D 4.0 but if there is a type of choice to be made in one quest, you are still able to complete the quest but instead of getting the "following" quest it puts you on a different quest path that eventually leads back to a major point in the quest arc to complete the quest arc. I'm thinking of something similar to old school RPG's where you can be a jerk to NPC's and it changes the next quest given to something a slimeball would want to do, or if you are the "goody goody hero" you have a quest more suited to the Hero type, if you choose to be neutral you get the standard quest. Basically there is 3 or more options which influence for a short time. It always bugs me to roll and RP an evil character to be in a quest that the only choice is to be all gushy and nice to the NPC when if I was RPing my toon through quest I would taunt or make fun of them and only help them if they paid me well.
Hope it makes sense.....
Unfortunately it's clear as said in the Foundry Dev responses (and they use the same engine so for the main quests too,) that6 one quest cannot affect the outcome of another. Oh sure, you could create a quest later based on how players give feedback, but no alignment/faction influence is going to be used in this game.
And there is alignment in version 4, it's just not used in this MMO game alas.
Unfortunately it's clear as said in the Foundry Dev responses (and they use the same engine so for the main quests too,) that6 one quest cannot affect the outcome of another. Oh sure, you could create a quest later based on how players give feedback, but no alignment/faction influence is going to be used in this game.
And there is alignment in version 4, it's just not used in this MMO game alas.
I have a series in mind based on Myth Drannor. I think with creative storytelling in each module, we should be able to tell our stories the way we wish. For example, maybe we can weave our what-if themes within each quest and based on if they choose A or B, simply make new quests based off of their choices. They may need to wait a while, but its no different than waiting for your favorite author's newest book, or for favorite actor's next film.
I imagine if you have a favorite Foundry designer, you'll be able to pull up his entire catalog of quests and see a description of each one before choosing to run that quests.
Comments
Honestly I think foundry missions and the ability to run five man Dungeon delves are a better alternative than a set grind, but personally I have never been a huge fan of grinds either...but also since it's D&D a lot people will be doing the alt thing as well which can be grindy in itself, but again being able to level solely through foundry missions might eliminate that as well since it's a lot of brand new adventures aside from the cryptic story line.
You really can never truly eliminate it I think (hehe just loot at GW2 "no grind" grind ) but you can sure minimalize it
Having played EVE for several years, I liked the fact that I didn't need to grind anything. Improving skills was time based, you simply clicked the skill you wanted to learn or upgrade and there was a fixed time it took to achieve that skill. No grind at all. With the various changes made to the game, the developers took into account that long term players may have an advantage over new ones, and made the game more meaningful to them, so that they could enjoy game play at their level, while still enabling the higher skill level players to have an enjoyable time. With their next release, scheduled for December, they are again addressing this issue.
As has been written here and in other places, the Foundry will be a huge boon to the players, offering new content on an almost daily basis. You won't have the usual staple of ten daily missions you need to run at cap, you can pick and choose those dungeons that appeal to you and your personal goals for your character. This has been something long lacking in the MMO genre, and I think it is one of the key components that will make this game succeed for a long time to come.
My Best,
Ezra Steel
Devs, and comment on repeating a quest from the main/side storyline chains?
Or is that where Delves come in only those being repeatable?
This will be wierd.I mean some people will be able to farm the easy quests and level up faster.
Ofcourse this might be done afther you finish the main quest and begin it in a tougher difficulty...Diablo II style.
Totally forgot about difficulty mode. The quests made actually are scalable, so no "difficulty mode" should exist in this game. Cryptic and Foundry people however, do have easier or harder NPC races to place in combat of course (the difference between an orc minion and berserker for example.)
Oh I would think all quests would be repeatable if one chooses to, or to farm that rare gear. Maybe I've been in DDO too long tho
At least we wont HAVE TO run a quest more then once if we don't want to...
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Also, the idea of making alts down the line a much more appealing prospect than it is in virtually any other game since not only do you get to experience all new mechanics, but you get to do that without playing through the exact same content you leveled your first character through.
Hope it makes sense.....
Unfortunately it's clear as said in the Foundry Dev responses (and they use the same engine so for the main quests too,) that6 one quest cannot affect the outcome of another. Oh sure, you could create a quest later based on how players give feedback, but no alignment/faction influence is going to be used in this game.
And there is alignment in version 4, it's just not used in this MMO game alas.
I have a series in mind based on Myth Drannor. I think with creative storytelling in each module, we should be able to tell our stories the way we wish. For example, maybe we can weave our what-if themes within each quest and based on if they choose A or B, simply make new quests based off of their choices. They may need to wait a while, but its no different than waiting for your favorite author's newest book, or for favorite actor's next film.
I imagine if you have a favorite Foundry designer, you'll be able to pull up his entire catalog of quests and see a description of each one before choosing to run that quests.
TYRS PALADIUM - A Premier Neverwinter Online Guild
No Drama. Camaraderie. TEAM Focus. That's the TYRS way. If that's your style, come join us!
Research our Guild here: Read our official Recruitment thread | Sign up here: Tyrs Guild Website! | NEVERWINTER GUILD LEADERS: Join the Fellowship!