I'm excited that I will finally have more area to explore, new mounts and companions, a new campaign system, permanent buffs, and new story line to play.
The only thing that had me down was the TR nerfing, but from a recent update I hear that it's been made much less severe, LA may still suffer, but overall it's a lot less stressful. Glad the devs got it all sorted out.
Not sure if the new professions will really be worth using economically wise, but there may be something about them worthwhile. I can't really tell since bringing up a profession to max level would take far to much time to be able to test them on the preview before it goes live.
I've also seen some, what appears to be, new Pargon paths. I'm not sure if they will be launched initially with the module, but atleast I know that there is progress on them. Which is good enough for me right now.
This is my opinion on this module, What's your opinion?
Arc, proud officer of Novus Ordo
New to the game? Check out my build guide to give you an idea on how to set up your characters!
It seems alright, nothing that I'd say I'm excited about though.
The campaign system is unusual, bite sized pieces of basic questing separated by long waits. In some ways it'll suit me as I work full time don't have huge amounts of time to play. If it was more fleshed out with multiple branches and choices it might be more interesting.
The biggest thing I was looking forward to, although with a degree of trepidation, was the ability to upgrade companions. Whilst not quite as expensive as I thought they might be, I don't see myself upgrading beyond level 20 and I'll never be able to afford to upgrade to 30.
Professions are too much of a grind in this game for my tastes, so I doubt I'll bother with the new ones. I certainly didn't see anything in them that I thought I "must have".
I'm interested to see if/how things change between now and release and what this campaign system means for future content.
It seems alright, nothing that I'd say I'm excited about though.
The campaign system is unusual, bite sized pieces of basic questing separated by long waits. In some ways it'll suit me as I work full time don't have huge amounts of time to play. If it was more fleshed out with multiple branches and choices it might be more interesting.
The biggest thing I was looking forward to, although with a degree of trepidation, was the ability to upgrade companions. Whilst not quite as expensive as I thought they might be, I don't see myself upgrading beyond level 20 and I'll never be able to afford to upgrade to 30.
Professions are too much of a grind in this game for my tastes, so I doubt I'll bother with the new ones. I certainly didn't see anything in them that I thought I "must have".
I'm interested to see if/how things change between now and release and what this campaign system means for future content.
You have a respectable opinion and you make good points.
Arc, proud officer of Novus Ordo
New to the game? Check out my build guide to give you an idea on how to set up your characters!
I'm definitely looking forward to the new content and areas. I've gotten into the second area and am gathering the materials needed for a Malabog Castle key. I guess a lot of people went for the key first, but once they announced that the Banshee gate was ready to be unlocked, I figured I'd check out the quests there.
For me it's been a pretty solid release candidate. They've stated that they're working on the geometry in the Blighted Grove, so the holes that have been reported there should all be getting fixed. I haven't noticed anything else bug-wise, although with the reports of the 4 set bonuses not working, I'll have to check my Valiant Warrior set in combat.
As for the task times in the campaign system, I originally felt that they should be shortened as well, but have reconsidered and adjusted my stance to some extent. With basically all the quests being dailies [approximately], it doesn't give you much to do after you've completed them for the day, but... with the tasks gated at 20 hours, people won't be blowing through the content in one day, which in my mind is a good thing. It should keep the locusts busy for at least a week or so, getting everything they need to get to the end.
I'm not sure if additional quests would solve anything, as they're not generally repeatable... maybe a few non-repeatables by campaign tier to help fill the voids?
As for crafting, I've always been a big fan [of crafting]. I enjoy this system a lot and like the "realism" of the ingredients and the steps in making items. So far with artificing and weaponsmithing, the gear has been decent... for the most part on par with same level drops. One thing I really wish for would be new animations for the alternate weapons. That was one issue that I disliked in DDO... the generic animations for all types of weapons. While using a battleaxe on my guardian fighter seemed like a nice change of pace, stabbing with the haft of the axe over his shield just looks ridiculous.
Overall, I like the module quite a bit. I'm looking forward to it going live... less than 3 weeks to go!
I'm not sure if additional quests would solve anything, as they're not generally repeatable... maybe a few non-repeatables by campaign tier to help fill the voids?
Some non-repeatable quests that are unlocked as you go through the campaign system and expand on the story would be great. It would also help make it seem like I'm making some actual progress storyline wise.
I would also like to see more variety in the daily quests so that they aren't repeating themselves every other day. I think have 4 sets of dailies instead of 2 would go a long way in this regard.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited August 2013
I am really looking forward to it...but it isn't perfect.
What I really like is the focus on repeatable solo content with worthwhile rewards - something that was really missing until now. I also like the ability to upgrade companions, and will be using that for a couple of my companions - I haven't been to the new dungeon yet, but it sounds great, and the new skirmish is great.
However....
The two new professions seem utterly pointless to me. The only use I see for them is to make items for cosmetic changes to other items...I have not seen a single thing that looks like it can be sold for more than the cost of materials. At least the existing creafing professions have a purpose - I raised mailsmithing to 20 to make my reinforced gauntlets, and now have a decent income from making shirts and pants, but as far as the new professions are concerned...I don't see the point.
What this means is that the new professions are not going to encourage people to pay for profession packs to get toos and assets for those - oh, some will, but I think the majority will see the professions as pretty much useless. I would really, really recommend adding something similar to the rinforced gauntlet recipes, or basically anything to give the new professions a purpose.
Hoping for improvements...
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milkbonedogMember, Neverwinter Beta UsersPosts: 1Arc User
edited August 2013
The new expansion was fun for a few minutes and then it got very boring. I only have two questing areas open, so I log in for 30-45 min and complete the same 6 quest over and over. The only change from one day to the next is you get a different set of 6 quests. There are 2 sets for each area. The arcane reservoir opens every 6 or 7 days and gives me something extra to do once in a while. That takes about 10-15 min. The rest is just waiting forever to get the materials so you can open a new area and then waiting about 20 hrs for your task to complete (that part doesn't bother me too much because there really isn't anything else to do anyway).
I thought the ENTIRE area was supposed to be able to be completed SOLO if you chose. Or, more accurately, you could attain all the new gear playing solo. Apparently I was wrong because if you want the new armor set you must run the dungeon. I though there was a more time consuming method for a solo player to get the gear but I do not see one.
I will not even bother to discuss the outrageous cost of companion upgrades.
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powereddjinnMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 1Arc User
edited August 2013
Even on a DC the whole thing far to short, far to repetitive, all slowed down by the 'borewall' of getting "Feywild Sparks" from 'The Battle for Sharandar" & "The Arcane Reservoir" (7 day lock-out???? for 5 days reward at best!)
Far to much is just unimaginative, & unrewarding unless you cannot run the 'epics', but if they are going to come out with new modules every 6 weeks it would probably do, every 6 months: no, it is not good enough!
Comments
So ...
3 Grid Quest and one Dungeon --wait 20hrs
after 20hrs
3 Grind Quest and one Dungeon, same like before -- wait 20hrs
after 20hrs
3 Grind Quest and one Dungeon, same like before -- wait 20hrs
I have stopped after the second turn.. done all quest, done the dungeon but not enough
blue once to claim the seed ....
I don't have time to start a Grind Fest
I try to sell my Account, but no one will buy it .... nothing worth!!
So round 300€ for nothing!!
The campaign system is unusual, bite sized pieces of basic questing separated by long waits. In some ways it'll suit me as I work full time don't have huge amounts of time to play. If it was more fleshed out with multiple branches and choices it might be more interesting.
The biggest thing I was looking forward to, although with a degree of trepidation, was the ability to upgrade companions. Whilst not quite as expensive as I thought they might be, I don't see myself upgrading beyond level 20 and I'll never be able to afford to upgrade to 30.
Professions are too much of a grind in this game for my tastes, so I doubt I'll bother with the new ones. I certainly didn't see anything in them that I thought I "must have".
I'm interested to see if/how things change between now and release and what this campaign system means for future content.
You have a respectable opinion and you make good points.
For me it's been a pretty solid release candidate. They've stated that they're working on the geometry in the Blighted Grove, so the holes that have been reported there should all be getting fixed. I haven't noticed anything else bug-wise, although with the reports of the 4 set bonuses not working, I'll have to check my Valiant Warrior set in combat.
As for the task times in the campaign system, I originally felt that they should be shortened as well, but have reconsidered and adjusted my stance to some extent. With basically all the quests being dailies [approximately], it doesn't give you much to do after you've completed them for the day, but... with the tasks gated at 20 hours, people won't be blowing through the content in one day, which in my mind is a good thing. It should keep the locusts busy for at least a week or so, getting everything they need to get to the end.
I'm not sure if additional quests would solve anything, as they're not generally repeatable... maybe a few non-repeatables by campaign tier to help fill the voids?
As for crafting, I've always been a big fan [of crafting]. I enjoy this system a lot and like the "realism" of the ingredients and the steps in making items. So far with artificing and weaponsmithing, the gear has been decent... for the most part on par with same level drops. One thing I really wish for would be new animations for the alternate weapons. That was one issue that I disliked in DDO... the generic animations for all types of weapons. While using a battleaxe on my guardian fighter seemed like a nice change of pace, stabbing with the haft of the axe over his shield just looks ridiculous.
Overall, I like the module quite a bit. I'm looking forward to it going live... less than 3 weeks to go!
Some non-repeatable quests that are unlocked as you go through the campaign system and expand on the story would be great. It would also help make it seem like I'm making some actual progress storyline wise.
I would also like to see more variety in the daily quests so that they aren't repeating themselves every other day. I think have 4 sets of dailies instead of 2 would go a long way in this regard.
What I really like is the focus on repeatable solo content with worthwhile rewards - something that was really missing until now. I also like the ability to upgrade companions, and will be using that for a couple of my companions - I haven't been to the new dungeon yet, but it sounds great, and the new skirmish is great.
However....
The two new professions seem utterly pointless to me. The only use I see for them is to make items for cosmetic changes to other items...I have not seen a single thing that looks like it can be sold for more than the cost of materials. At least the existing creafing professions have a purpose - I raised mailsmithing to 20 to make my reinforced gauntlets, and now have a decent income from making shirts and pants, but as far as the new professions are concerned...I don't see the point.
What this means is that the new professions are not going to encourage people to pay for profession packs to get toos and assets for those - oh, some will, but I think the majority will see the professions as pretty much useless. I would really, really recommend adding something similar to the rinforced gauntlet recipes, or basically anything to give the new professions a purpose.
I thought the ENTIRE area was supposed to be able to be completed SOLO if you chose. Or, more accurately, you could attain all the new gear playing solo. Apparently I was wrong because if you want the new armor set you must run the dungeon. I though there was a more time consuming method for a solo player to get the gear but I do not see one.
I will not even bother to discuss the outrageous cost of companion upgrades.
Far to much is just unimaginative, & unrewarding unless you cannot run the 'epics', but if they are going to come out with new modules every 6 weeks it would probably do, every 6 months: no, it is not good enough!
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