Easy 5-mans + No Raids = No Need for any real type of cooperation
No Real type of Cooperation = No Need for Guilds
No Need for Guilds = Lack of a sense of Community in the Game
One of the best things about MMO's is working together with your friends to achieve goals. I feel this game is very lacking in this area. AMIRIGHT? or no...
chidy1776Member, Neverwinter Beta UsersPosts: 0Arc User
edited July 2013
I somewhat agree but i would first off say "easy" is relative. Maybe youre farming epic dread vault and CN but the rest of the comunnity isnt. Also i will point out there isnt much cooperation in games anymore. The ppl that are doing well wont take you if you arent already geared and know the fights, and if u end up getting in everyone will just leave if you wipe one or two times, and more than likely belittle you for your mistakes. This is the case in the vast majority of games, most ppl want fast easy clears and want gear more than experiencing the content. This is why every boss is. Cheesed into kite around or knock everything off a cliff, and the vast majority of each dungeon is skipped.
What makes a good, strong community is a pasion for and enjoyment of a given thing or task, not cooperation out of neccessity. The community is the individual players, and most i run into share the traits in the above parag
Paul 60 guardian fighter on mindflayer.
Rising Star, fun friendly, community focused guild on mindflayer. We strive to help each other and enjoy the game together. Talk to me for info, or feel free to check and join our community at risingstarneverwinter.enjin.com
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shadowmystryMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 28Arc User
edited July 2013
This game really needs 10 or 15 or 20 or 25 man raids. They would add soo much appeal to NW.
As is:
- GG - you need to be in a guild but don't need the guild other then to be able to go there.
- Dung's - guild groups may go a bit smother but a good friends list works just fine.... even trade isn't bad
- PvP - no real end game need for it... so no guild needed
But if they added raids that used 10 or 15 players guilds would actually have a purpose. And the way the classes are set up it would be very fun working out raid comps.
3 weeks of asking for help to form a guild in Protectors Enclave & no response apart from the occasional smirk = No Community
Players more interested in farming AD & exploiting than playing the game = No Community
Players having a grudge against those who spend money on the game = No Community
Worthless Loot / Everything Readily available on the Auction House leads to the game completely losing its value, why bother doing anything if you can just buy it all? why bother running for anything if nothing is actually unique or hard to get? This all leads to a massive malaise in the game that unfortunately is already rooted because of all the exploits that have and do exist. Having things so easy like this makes the game more disposable which in turn = No Community
I am one of those players who buy gear off ah and some perks of Zstore.
I don't run dungs because they take time which i don't have and and there's a chance of getting into unpleasant group or I have to play the way it is written on forums because my way is not optimal and blah-blah-blah.
I raise profession and run foundry quests many of which are beautiful, unique, challenging and immersive.
Look at "Whispers from the Void" or "Nethorelak Saga".
Why bother doing useless pvp and dungs if you can slowly get your ad, sell some ecnhants on ah and just spend 10-20 bucks a month to get what you need?
I.E. no reason. Gimme reason I will go.
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shadowmystryMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 28Arc User
I am one of those players who buy gear off ah and some perks of Zstore.
I don't run dungs because they take time which i don't have and and there's a chance of getting into unpleasant group or I have to play the way it is written on forums because my way is not optimal and blah-blah-blah.
I raise profession and run foundry quests many of which are beautiful, unique, challenging and immersive.
Look at "Whispers from the Void" or "Nethorelak Saga".
Why bother doing useless pvp and dungs if you can slowly get your ad, sell some ecnhants on ah and just spend 10-20 bucks a month to get what you need?
I.E. no reason. Gimme reason I will go.
Question... why buy gear if your never going to use it (by this I mean going into a dungeon)?
Its a double edged sword though man, if the gear wasn't available on the Auction House then it forces you to engage with other people and the community to fulfil those goals of getting 'x' gear or whatever..
Im not saying you shouldn't have an Auction House, its a core part of any MMO that HAS to exist in my opinion, I just feel that with the way everythings been exploited & farmed to death in such a short period of time it is to the detriment of the playerbase.
This isn't a slanging match and your perfectly entitled to spend money on the game, I have & have been insulted for it in game as well so that's why I highlighted it.
Your point on dungeons being useless though ties in with the gear being available, sure the dungeons are tbh boring as sin but they are a necessary evil to achieve your goals and with them sidestepped your missing half the game and probably half the community..
Easy or not I do think you need cooperation in dungeons. I finished yesterday Karrundax and personally I think it was an EPIC battle in which all of us had to work hard to bring him down. Having that you also have to consider the fact that this is going to expand and raids may come in the future, and more challenging dungeons.
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raazhaelMember, Neverwinter Beta UsersPosts: 14Arc User
edited July 2013
The monsters, enemies are very easy to kill.
You forgot to mention that.
The name D&D don't make justice to the difficult that should be, killing enemies.
Is not about killing in mob that make a battle, fun and challenge. But the difficult in killing only one enemy, like in Dungeons and Dragons, that makes the difference.
Question... why buy gear if your never going to use it (by this I mean going into a dungeon)?
Easy. It allows me to kill things even easier and just a sense of doing something in the game other than just seeing the user-created content. So, this is how I like it. If I want to change my playstyle in a future I will do that. Whatever suits my fancy and all that.
Forgot to add. I don't have a lot of time to play.
Oftentimes it is only 30-45 minutes per day.
As I followed the games development upon hearing it was to be an MMO instead of a single player/Co op, I fondly remembered my time playing NWN 1&2 on PW worlds. The RP was incredible,the people amazing and most server communities were tight. I had truly hoped this game being based in The Realms would be much the same, at least on Mindflayer where most role players are. Sadly this game is filled with people who simply want to exploit,cheat and if those two aren't possible rush through content as quickly as possible, get the shinies at the end and move on. I blame this on the games design and business model. Neither are conducive to a community as we who remember fondly the past are seeking. This game will always be about farming AD and gear once you are level capped. In my "opinion" it is a huge failure on Cryptics part. The game is good for one play through but that's it. It has nothing to make a player want to stay long term.
As I followed the games development upon hearing it was to be an MMO instead of a single player/Co op, I fondly remembered my time playing NWN 1&2 on PW worlds. The RP was incredible,the people amazing and most server communities were tight. I had truly hoped this game being based in The Realms would be much the same, at least on Mindflayer where most role players are. Sadly this game is filled with people who simply want to exploit,cheat and if those two aren't possible rush through content as quickly as possible, get the shinies at the end and move on. I blame this on the games design and business model. Neither are conducive to a community as we who remember fondly the past are seeking. This game will always be about farming AD and gear once you are level capped. In my "opinion" it is a huge failure on Cryptics part. The game is good for one play through but that's it. It has nothing to make a player want to stay long term.
It is the same gear grind as almost everywhere else.
I have had my share of gear fever in my life and want to step away from it.
Not much of chillaxed peeps doing stuffz and fooling around. Alas, there's no world to fool around also.
Easy 5-mans + No Raids = No Need for any real type of cooperation
No Real type of Cooperation = No Need for Guilds
No Need for Guilds = Lack of a sense of Community in the Game
One of the best things about MMO's is working together with your friends to achieve goals. I feel this game is very lacking in this area. AMIRIGHT? or no...
You bring up an interesting point. I heavily disagree with your assumption that the reason for lack of cooperation or community has to do with easy 5 mans and no raids. There are plenty of those that have dedicated themselves and invested themselves into the game. The real problem for guilds from my viewpoint is speed in which you get to end game. XP burn is insane. Another serious problem is the inability to schedule content from levels 1-59, because if you try scheduling a guild run for later in the week, they've already long leveled past it.
Worse, good challenges such as delves, skirmishes and even GG cant be scheduled because of the queue system or rotation makes it almost valueless (or impossible). It gets no better later on, as your choice becomes chance of a purple or 5 guaranteed purples per 5 man party if you run during the rotation. These have burned holes in guild planning for us in Tyrs and I've spoken to guild leaders decimated by these needless gating requirements in the game. They can be removed or improved, but they need to change. There needs to be an alternate way to quest when PEOPLE can, not when Cryptic wants to. There should never be obscene benefits to run at a random or set timeframe, as either way would block many from running at all. Most guilds face these dilemmas every day and it is choking out the guild community.
For the pug world, the lack of a top tier party grouping feature such as in DDO leaves those looking for a group, or particular quest, without much choices but to wait around forever for their quest's rotation to come up. So many I've spoken to wind up soloing, getting bored, then quitting. They don't get the community feel of D&D. It's so wrong.
Lastly, I will say that we have a great community spirit in our guild, so we remain strong. With content like this that levels waaay too fast there's only so much a guild leader can do by themselves... they need a TEAM of folks working together, and dare I say, cooperating. Heck, even more they need to enjoy playing together. My advice to guild leaders, guild size does not matter. Quality over quantity. Hire by personality. It's only one way, but it's worked groovy for us!
1) Dungeon Delves. Not only you can't schedule guild runs (let's say: Monday 28th Feb, CN, epic DV, SP, Spider guild runs) but even if you try to do that, without DD it is not worth it. I do the occasional pug without DD maybe once per week but what's the point when 9 times of 10, you get Dark Bracers of Lolth in epic Spider Temple? Then, you run with DD and it's a "RUN RUN RUN" because it lasts only 1 hour and normal people with jobs/studying can get a max of 2 per day.
2) The chat. Chatting locks you out of combat. This is even worse than the DD problem. If I wanna say something DURING a boss fight, either I'll make sure I'm far away from combat or I'll die because I can't move or do jack. This is the worst thing for a MMO. I bet we all discuss tactic before boss of course, but if something goes wrong or if you just wanna tell the DC to put Astral Shield closer to the edge in Spellplague, you just CAN'T.
One game I played that had an excellent community setup, most of the time, was Atlantica Online.
There were a few guild dungeons for low levels(20-30) and medium levels (50-60), but they had really nice Nation dungeons for endgame(95-120). A Nation was comprised of 5 guilds, with the leader of one guild being the Nation leader. The boss was hard and required the higher geared players, but the dungeon wasn't too hard overall. Someone could explain what to do in the entire dungeon in about a minute or two. The trash mobs all had decent loot and had a chance of really great loot.
The thing is Nation Dungeons were also highly limited. You could only get the keys for them through guild participation, a weekly basis for owning certain cities, and/or buying them from other people. Owning certain cities was directly based on guild participation. This meant that Nation Dungeons were limited and could not be mass farmed.
The Nation Leaders would usually listen closely to people in Nation chat and give out end game loots according to who actually needed them. If there wasn't anyone who needed them, they'd sell off the item to either buy another Nation Dungeon key or spread the wealth equally to all the players who ran the dungeon.
Neverwinter's guilds, on the other hand, are basically just places to talk to multiple friends at once, without having to type /r.
2) The chat. Chatting locks you out of combat. This is even worse than the DD problem. If I wanna say something DURING a boss fight, either I'll make sure I'm far away from combat or I'll die because I can't move or do jack. This is the worst thing for a MMO. I bet we all discuss tactic before boss of course, but if something goes wrong or if you just wanna tell the DC to put Astral Shield closer to the edge in Spellplague, you just CAN'T.
Yes the chat is still an epic fail, and has forced us to go to 3rd party software. Grant it some of us like it, but some just don't, and more would use voice if the feature in game still wasnt a buggy mess. This would also improve guild chat use, which would improve the community feel in guilds throughout the game.
As for texting during combat, not much they can do here. Its a pain in all mmos I've ever played, as sure as shootin', I'm going to accidently click into text window when I'm trying to fight! .
I cannot agree that there is no sense of community in Neverwinter. My own guild, of which I am a founder member (not leader cuz I didn't have party leader when we made the guild), started out as just 5 of us that formerly played a few other games together (STO, GW2, BSGO, Aion, Diablo3 etc), when we started, we didn't plan on becoming anything more than we already were. But as the weeks have passed, we've picked up a few people, and now have upwards of 50 members, more than half of which are active on our teamspeak server, each and every day.
I would say that communities are developing, and when the racers all get bored and move on to the next shiny object, those of us that actually care about the game, will still be here, still enjoying things.
I would say that communities are developing, and when the racers all get bored and move on to the next shiny object, those of us that actually care about the game, will still be here, still enjoying things.
This is very, very true. Unfortunately, not all guilds can claim success as ours can. We decided from Day One not to be the largest guild... and had a plan... that we executed. I speak to a LOT of guild leaders and officers though, and I hear their pain. There is without question a demand for better grouping and scheduling functionality. They feel its important to the survival of their guilds, and I'm not just talking about guild leaders with no plan.
Anywho, you are so right, communities HAVE formed, in spite of the challenges of a rowdy launch crowd and game which still suffers in parts (in my humble opinion) from its coop-mmo roots.
As for texting during combat, not much they can do here. Its a pain in all mmos I've ever played, as sure as shootin', I'm going to accidently click into text window when I'm trying to fight! .
It's true, but I do find the one in NW worse than any other MMO for one very simple reason.
If I'm typing "DC, please try not to stand in the red stuff, this is a mobile fight", and a red blob appears on me as I get to "stuff", hitting escape doesn't take me out of typing mode (for want of a better description) and resume control of my character to shimmy out of the way.
I find that I have to either laboriously delete the text, dying in the delay, or hit return and send an incomplete line. The latter wouldn't be so bad, but some folks have difficulty reading English, and so will puzzle over an incomplete and apparently gnomic outburst like this- asking what it means, slowing you both down.
So for me, the biggest, most glaring and unforgivable flaw in the chat system is the inability to stop chatting in an emergency, in the way that I am used to. That obviously also has a bearing on accidentally focussing the chat window, and typing "wwwwwwwwwaaaasas111112e", where you'd have to hit return and look like a tool/cause confusion if you wanted control back, too.
It would be a small fix, but add a lot to how friendly the interface feels in a busy fight.
the hinderance to communication, is that it is an action oriented fight style, you have to keep moving, and moving and typing do not mix. Many MMO's are very static, which allows you to talk somewhat during combat, we just cannot do that in Neverwinter, and that makes things all the more awkward when it comes to maintaining good communication. I know you could say that we have in-built voice chat, but I've never seen it used yet.
It's true, but I do find the one in NW worse than any other MMO for one very simple reason.
If I'm typing "DC, please try not to stand in the red stuff, this is a mobile fight", and a red blob appears on me as I get to "stuff", hitting escape doesn't take me out of typing mode (for want of a better description) and resume control of my character to shimmy out of the way.
I find that I have to either laboriously delete the text, dying in the delay, or hit return and send an incomplete line. The latter wouldn't be so bad, but some folks have difficulty reading English, and so will puzzle over an incomplete and apparently gnomic outburst like this- asking what it means, slowing you both down.
So for me, the biggest, most glaring and unforgivable flaw in the chat system is the inability to stop chatting in an emergency, in the way that I am used to. That obviously also has a bearing on accidentally focussing the chat window, and typing "wwwwwwwwwaaaasas111112e", where you'd have to hit return and look like a tool/cause confusion if you wanted control back, too.
It would be a small fix, but add a lot to how friendly the interface feels in a busy fight.
Oh absolutely. Personality I'd like to see the abolition of all "red splats" and instead replaced with legitimate combat system with chance of weapon connecting based on the length and location of the weapon. DDO is a great example of this. I can see utilizing splats for casters damage and control effects spells, but for DPS it looks kind of silly, stifles text communication, but more importantly works against rooting element that was placed in the game to add "difficulty." The splats will never be removed they are here to stay.
Easy 5-mans + No Raids = No Need for any real type of cooperation
No Real type of Cooperation = No Need for Guilds
No Need for Guilds = Lack of a sense of Community in the Game
One of the best things about MMO's is working together with your friends to achieve goals. I feel this game is very lacking in this area. AMIRIGHT? or no...
that no need for guilds equate at no sense of community is higly arguable, in fact many a guild are little closed worlds by themselves that little care about the rest of the community . One of the best thing of MMO is meeting different people from different part of the worlds, people that you would have no chance to meet otherwise, not to create a group with your next door neighborhod that you see day in day out and play only with them and nobody else, and that is what happening where the guild are needed otherwise you cannot face the raids and 5 men dungeons, you end creating closed groups where it is difficult to enter
that no need for guilds equate at no sense of community is higly arguable, in fact many a guild are little closed worlds by themselves that little care about the rest of the community . One of the best thing of MMO is meeting different people from different part of the worlds, people that you would have no chance to meet otherwise, not to create a group with your next door neighborhod that you see day in day out and play only with them and nobody else
That's not true either. We are a guild that attracts those from all over the world, and we've been an active part of this community since the beginning of 2012. Some guilds have been here even longer.
Strong guilds = a strong game. Strong PUGs = even stronger guilds (this is where we recruit from). It's very cyclical. Both are very important to the games success and survival from my point of view.
the hinderance to communication, is that it is an action oriented fight style, you have to keep moving, and moving and typing do not mix. Many MMO's are very static, which allows you to talk somewhat during combat, we just cannot do that in Neverwinter, and that makes things all the more awkward when it comes to maintaining good communication. I know you could say that we have in-built voice chat, but I've never seen it used yet.
This is just not true. DDO is much more action oriented than Neverwinter but the chat system is much more better. As the one above you stated, if you are trying to type in chat "DC, please try not to stand in the red stuff, this is a mobile fight", in DDO you can just hit "escape" or any other button to go back to your action, casuing the chat to stay there with half of sentence done but without the NEED to hit enter.
Practical example:
You are in a dungeon. You want to type "Everyone come here please". You are starting to type "Everyone..." then you see a mob coming to you. You click with the mouse on any part of the screen, you are back to your action and you kill the mob. Then you click on the chat and finish your sentence "...come here please".
THIS is a chat system.
In neverwinter, this is also not possible because of the stupid forced mouse look.
Basically, a lack of community is what happens when you take a game that was originally intended to only have a co-operative online component to it, and try to turn it in to a full blown (yet half arsed) MMORPG.
Guilds in this game literally were an after thought, as was communication between players. The game was three quarters developed as a game that would more closely resemble Kingdoms of Amalur: Reckoning than any MMO.
This is the appropriate answer to give anyone complaining about the lack of community, the lack of end game content, the lack of worthwhile PvP, the lack of a functioning economy... basically the lack of things that make an MMO good.
To those few people that seem to think this game does have a community, talk again in 3 - 4 months when your guild members have all reached the level cap, have seen that there is still no content in the game worth calling an end game, that there is no side-show entertainment of any form, and see how long they stay around for. People like me are only here now because we have not got to end game yet. I personally know full well that when I get there, I'll have nothing to do. Since leveling in this game is so easy, I will not consider the time I have invested to be so great that I feel obliged to hang around, and so I simply will not.
Seriously, what do they expect us to do at level 60? roll an alt to re-do the same boring, stale, cliche, painfully linear, poorly voice acted content all over again? If given the choice between having to re-do all the leveling content in this game, or poke my own eye with a red hot, razor sharp needle, I am not at all joking in saying that it would be a tough decision (if I could cool the needle off before poking my eye, I would take that in a second).
This is just not true. DDO is much more action oriented than Neverwinter but the chat system is much more better. As the one above you stated, if you are trying to type in chat "DC, please try not to stand in the red stuff, this is a mobile fight", in DDO you can just hit "escape" or any other button to go back to your action, casuing the chat to stay there with half of sentence done but without the NEED to hit enter.
Practical example:
You are in a dungeon. You want to type "Everyone come here please". You are starting to type "Everyone..." then you see a mob coming to you. You click with the mouse on any part of the screen, you are back to your action and you kill the mob. Then you click on the chat and finish your sentence "...come here please".
THIS is a chat system.
In neverwinter, this is also not possible because of the stupid forced mouse look.
Actually, I remember another very action-oriented small game where you can start typing something in the middle of the combat, then hit escape, do something and finish the line. It is called Dragon Saga.
Basically, a lack of community is what happens when you take a game that was originally intended to only have a co-operative online component to it, and try to turn it in to a full blown (yet half arsed) MMORPG.
Guilds in this game literally were an after thought, as was communication between players. The game was three quarters developed as a game that would more closely resemble Kingdoms of Amalur: Reckoning than any MMO.
This is the appropriate answer to give anyone complaining about the lack of community, the lack of end game content, the lack of worthwhile PvP, the lack of a functioning economy... basically the lack of things that make an MMO good.
To those few people that seem to think this game does have a community, talk again in 3 - 4 months when your guild members have all reached the level cap, have seen that there is still no content in the game worth calling an end game, that there is no side-show entertainment of any form, and see how long they stay around for. People like me are only here now because we have not got to end game yet. I personally know full well that when I get there, I'll have nothing to do. Since leveling in this game is so easy, I will not consider the time I have invested to be so great that I feel obliged to hang around, and so I simply will not.
Seriously, what do they expect us to do at level 60? roll an alt to re-do the same boring, stale, cliche, painfully linear, poorly voice acted content all over again? If given the choice between having to re-do all the leveling content in this game, or poke my own eye with a red hot, razor sharp needle, I am not at all joking in saying that it would be a tough decision (if I could cool the needle off before poking my eye, I would take that in a second).
I just hope Cryptic does something on Foundry part. Adds an incentive to make quests beyond receiving tips from players and for playing foundry beyond 4k ad
They can even allow players make dungeons and raids and add their rewards for completing them like it was stated in one of the threads.
Actually, I remember another very action-oriented small game where you can start typing something in the middle of the combat, then hit escape, do something and finish the line. It is called Dragon Saga.
Yep, I could do the same in DCUO and GW2 also. I wasn't trapped in chat. I'm so glad that it's not just me who finds this weirdly glaring inadequacy disabling, BTW.
This sounds like a cheap victory, if the devs wanted one. It'd improve the playing experience at a stroke.
(Disclaimer: I am a pathological multitasker- in other MMOs, I was infamous for chatting in /g while tanking raids and things. I'm used to being able to do this sort of thing calmly and easily, once I have the character and role down, it's part of the long-term fun for me.)
Question... why buy gear if your never going to use it (by this I mean going into a dungeon)?
1. Better gear lets you do everything better, from dungeons & raids, to daily quests, to farming. (Always saw the same thing in WoW - "why you need Raid level gear if you don't Raid?"... as the guy asking this plowed through his dailies and resource farming in half the time of the person he was asking /facepalm)
Comments
What makes a good, strong community is a pasion for and enjoyment of a given thing or task, not cooperation out of neccessity. The community is the individual players, and most i run into share the traits in the above parag
Rising Star, fun friendly, community focused guild on mindflayer. We strive to help each other and enjoy the game together. Talk to me for info, or feel free to check and join our community at risingstarneverwinter.enjin.com
As is:
- GG - you need to be in a guild but don't need the guild other then to be able to go there.
- Dung's - guild groups may go a bit smother but a good friends list works just fine.... even trade isn't bad
- PvP - no real end game need for it... so no guild needed
But if they added raids that used 10 or 15 players guilds would actually have a purpose. And the way the classes are set up it would be very fun working out raid comps.
Well, no real cooperation at epic levels = wipe.
And pugs usually = no communication = no cooperation = wipe
I loathe the communication system in Neverwinter, but it's not the community that makes it bad.
Players more interested in farming AD & exploiting than playing the game = No Community
Players having a grudge against those who spend money on the game = No Community
Worthless Loot / Everything Readily available on the Auction House leads to the game completely losing its value, why bother doing anything if you can just buy it all? why bother running for anything if nothing is actually unique or hard to get? This all leads to a massive malaise in the game that unfortunately is already rooted because of all the exploits that have and do exist. Having things so easy like this makes the game more disposable which in turn = No Community
I don't run dungs because they take time which i don't have and and there's a chance of getting into unpleasant group or I have to play the way it is written on forums because my way is not optimal and blah-blah-blah.
I raise profession and run foundry quests many of which are beautiful, unique, challenging and immersive.
Look at "Whispers from the Void" or "Nethorelak Saga".
Why bother doing useless pvp and dungs if you can slowly get your ad, sell some ecnhants on ah and just spend 10-20 bucks a month to get what you need?
I.E. no reason. Gimme reason I will go.
Question... why buy gear if your never going to use it (by this I mean going into a dungeon)?
Im not saying you shouldn't have an Auction House, its a core part of any MMO that HAS to exist in my opinion, I just feel that with the way everythings been exploited & farmed to death in such a short period of time it is to the detriment of the playerbase.
This isn't a slanging match and your perfectly entitled to spend money on the game, I have & have been insulted for it in game as well so that's why I highlighted it.
Your point on dungeons being useless though ties in with the gear being available, sure the dungeons are tbh boring as sin but they are a necessary evil to achieve your goals and with them sidestepped your missing half the game and probably half the community..
You forgot to mention that.
The name D&D don't make justice to the difficult that should be, killing enemies.
Is not about killing in mob that make a battle, fun and challenge. But the difficult in killing only one enemy, like in Dungeons and Dragons, that makes the difference.
My true opinion.
Easy. It allows me to kill things even easier and just a sense of doing something in the game other than just seeing the user-created content. So, this is how I like it. If I want to change my playstyle in a future I will do that. Whatever suits my fancy and all that.
Forgot to add. I don't have a lot of time to play.
Oftentimes it is only 30-45 minutes per day.
It is the same gear grind as almost everywhere else.
I have had my share of gear fever in my life and want to step away from it.
Not much of chillaxed peeps doing stuffz and fooling around. Alas, there's no world to fool around also.
You bring up an interesting point. I heavily disagree with your assumption that the reason for lack of cooperation or community has to do with easy 5 mans and no raids. There are plenty of those that have dedicated themselves and invested themselves into the game. The real problem for guilds from my viewpoint is speed in which you get to end game. XP burn is insane. Another serious problem is the inability to schedule content from levels 1-59, because if you try scheduling a guild run for later in the week, they've already long leveled past it.
Worse, good challenges such as delves, skirmishes and even GG cant be scheduled because of the queue system or rotation makes it almost valueless (or impossible). It gets no better later on, as your choice becomes chance of a purple or 5 guaranteed purples per 5 man party if you run during the rotation. These have burned holes in guild planning for us in Tyrs and I've spoken to guild leaders decimated by these needless gating requirements in the game. They can be removed or improved, but they need to change. There needs to be an alternate way to quest when PEOPLE can, not when Cryptic wants to. There should never be obscene benefits to run at a random or set timeframe, as either way would block many from running at all. Most guilds face these dilemmas every day and it is choking out the guild community.
For the pug world, the lack of a top tier party grouping feature such as in DDO leaves those looking for a group, or particular quest, without much choices but to wait around forever for their quest's rotation to come up. So many I've spoken to wind up soloing, getting bored, then quitting. They don't get the community feel of D&D. It's so wrong.
Lastly, I will say that we have a great community spirit in our guild, so we remain strong. With content like this that levels waaay too fast there's only so much a guild leader can do by themselves... they need a TEAM of folks working together, and dare I say, cooperating. Heck, even more they need to enjoy playing together. My advice to guild leaders, guild size does not matter. Quality over quantity. Hire by personality. It's only one way, but it's worked groovy for us!
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!
1) Dungeon Delves. Not only you can't schedule guild runs (let's say: Monday 28th Feb, CN, epic DV, SP, Spider guild runs) but even if you try to do that, without DD it is not worth it. I do the occasional pug without DD maybe once per week but what's the point when 9 times of 10, you get Dark Bracers of Lolth in epic Spider Temple? Then, you run with DD and it's a "RUN RUN RUN" because it lasts only 1 hour and normal people with jobs/studying can get a max of 2 per day.
2) The chat. Chatting locks you out of combat. This is even worse than the DD problem. If I wanna say something DURING a boss fight, either I'll make sure I'm far away from combat or I'll die because I can't move or do jack. This is the worst thing for a MMO. I bet we all discuss tactic before boss of course, but if something goes wrong or if you just wanna tell the DC to put Astral Shield closer to the edge in Spellplague, you just CAN'T.
There were a few guild dungeons for low levels(20-30) and medium levels (50-60), but they had really nice Nation dungeons for endgame(95-120). A Nation was comprised of 5 guilds, with the leader of one guild being the Nation leader. The boss was hard and required the higher geared players, but the dungeon wasn't too hard overall. Someone could explain what to do in the entire dungeon in about a minute or two. The trash mobs all had decent loot and had a chance of really great loot.
The thing is Nation Dungeons were also highly limited. You could only get the keys for them through guild participation, a weekly basis for owning certain cities, and/or buying them from other people. Owning certain cities was directly based on guild participation. This meant that Nation Dungeons were limited and could not be mass farmed.
The Nation Leaders would usually listen closely to people in Nation chat and give out end game loots according to who actually needed them. If there wasn't anyone who needed them, they'd sell off the item to either buy another Nation Dungeon key or spread the wealth equally to all the players who ran the dungeon.
Neverwinter's guilds, on the other hand, are basically just places to talk to multiple friends at once, without having to type /r.
Yes the chat is still an epic fail, and has forced us to go to 3rd party software. Grant it some of us like it, but some just don't, and more would use voice if the feature in game still wasnt a buggy mess. This would also improve guild chat use, which would improve the community feel in guilds throughout the game.
As for texting during combat, not much they can do here. Its a pain in all mmos I've ever played, as sure as shootin', I'm going to accidently click into text window when I'm trying to fight! .
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!
I would say that communities are developing, and when the racers all get bored and move on to the next shiny object, those of us that actually care about the game, will still be here, still enjoying things.
[SIGPIC][/SIGPIC]
My opinions are my own, and do not represent those of Perfect World Entertainment, or Cryptic Studios
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This is very, very true. Unfortunately, not all guilds can claim success as ours can. We decided from Day One not to be the largest guild... and had a plan... that we executed. I speak to a LOT of guild leaders and officers though, and I hear their pain. There is without question a demand for better grouping and scheduling functionality. They feel its important to the survival of their guilds, and I'm not just talking about guild leaders with no plan.
Anywho, you are so right, communities HAVE formed, in spite of the challenges of a rowdy launch crowd and game which still suffers in parts (in my humble opinion) from its coop-mmo roots.
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!
It's true, but I do find the one in NW worse than any other MMO for one very simple reason.
If I'm typing "DC, please try not to stand in the red stuff, this is a mobile fight", and a red blob appears on me as I get to "stuff", hitting escape doesn't take me out of typing mode (for want of a better description) and resume control of my character to shimmy out of the way.
I find that I have to either laboriously delete the text, dying in the delay, or hit return and send an incomplete line. The latter wouldn't be so bad, but some folks have difficulty reading English, and so will puzzle over an incomplete and apparently gnomic outburst like this- asking what it means, slowing you both down.
So for me, the biggest, most glaring and unforgivable flaw in the chat system is the inability to stop chatting in an emergency, in the way that I am used to. That obviously also has a bearing on accidentally focussing the chat window, and typing "wwwwwwwwwaaaasas111112e", where you'd have to hit return and look like a tool/cause confusion if you wanted control back, too.
It would be a small fix, but add a lot to how friendly the interface feels in a busy fight.
[SIGPIC][/SIGPIC]
My opinions are my own, and do not represent those of Perfect World Entertainment, or Cryptic Studios
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Oh absolutely. Personality I'd like to see the abolition of all "red splats" and instead replaced with legitimate combat system with chance of weapon connecting based on the length and location of the weapon. DDO is a great example of this. I can see utilizing splats for casters damage and control effects spells, but for DPS it looks kind of silly, stifles text communication, but more importantly works against rooting element that was placed in the game to add "difficulty." The splats will never be removed they are here to stay.
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!
That's not true either. We are a guild that attracts those from all over the world, and we've been an active part of this community since the beginning of 2012. Some guilds have been here even longer.
Strong guilds = a strong game. Strong PUGs = even stronger guilds (this is where we recruit from). It's very cyclical. Both are very important to the games success and survival from my point of view.
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!
This is just not true. DDO is much more action oriented than Neverwinter but the chat system is much more better. As the one above you stated, if you are trying to type in chat "DC, please try not to stand in the red stuff, this is a mobile fight", in DDO you can just hit "escape" or any other button to go back to your action, casuing the chat to stay there with half of sentence done but without the NEED to hit enter.
Practical example:
You are in a dungeon. You want to type "Everyone come here please". You are starting to type "Everyone..." then you see a mob coming to you. You click with the mouse on any part of the screen, you are back to your action and you kill the mob. Then you click on the chat and finish your sentence "...come here please".
THIS is a chat system.
In neverwinter, this is also not possible because of the stupid forced mouse look.
Guilds in this game literally were an after thought, as was communication between players. The game was three quarters developed as a game that would more closely resemble Kingdoms of Amalur: Reckoning than any MMO.
This is the appropriate answer to give anyone complaining about the lack of community, the lack of end game content, the lack of worthwhile PvP, the lack of a functioning economy... basically the lack of things that make an MMO good.
To those few people that seem to think this game does have a community, talk again in 3 - 4 months when your guild members have all reached the level cap, have seen that there is still no content in the game worth calling an end game, that there is no side-show entertainment of any form, and see how long they stay around for. People like me are only here now because we have not got to end game yet. I personally know full well that when I get there, I'll have nothing to do. Since leveling in this game is so easy, I will not consider the time I have invested to be so great that I feel obliged to hang around, and so I simply will not.
Seriously, what do they expect us to do at level 60? roll an alt to re-do the same boring, stale, cliche, painfully linear, poorly voice acted content all over again? If given the choice between having to re-do all the leveling content in this game, or poke my own eye with a red hot, razor sharp needle, I am not at all joking in saying that it would be a tough decision (if I could cool the needle off before poking my eye, I would take that in a second).
Actually, I remember another very action-oriented small game where you can start typing something in the middle of the combat, then hit escape, do something and finish the line. It is called Dragon Saga.
I just hope Cryptic does something on Foundry part. Adds an incentive to make quests beyond receiving tips from players and for playing foundry beyond 4k ad
They can even allow players make dungeons and raids and add their rewards for completing them like it was stated in one of the threads.
Yep, I could do the same in DCUO and GW2 also. I wasn't trapped in chat. I'm so glad that it's not just me who finds this weirdly glaring inadequacy disabling, BTW.
This sounds like a cheap victory, if the devs wanted one. It'd improve the playing experience at a stroke.
(Disclaimer: I am a pathological multitasker- in other MMOs, I was infamous for chatting in /g while tanking raids and things. I'm used to being able to do this sort of thing calmly and easily, once I have the character and role down, it's part of the long-term fun for me.)
1. Better gear lets you do everything better, from dungeons & raids, to daily quests, to farming. (Always saw the same thing in WoW - "why you need Raid level gear if you don't Raid?"... as the guy asking this plowed through his dailies and resource farming in half the time of the person he was asking /facepalm)
2. Style/appearance.