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Content and game mechanics additions that would be really great.

morgrim66morgrim66 Member Posts: 47 Arc User
It would be really great if the design staff and Cryptic could consider the following:
  • More PvP maps - Those currently available are getting old. Some variety would be fantastic. Perhaps some underground arenas with environmental hazards to spice things up. Stuff like lava, traps, pitfalls, possibly even trap mechanisms players could control.
  • New alternative leveling quest paths - People who level multiple 'toons have to run the same missions over and over. This is reducing the replay value of the game for many people I am sure and hindering the sales of additional character slots for you.
  • Find a way to allow rogues to disable traps while in combat - Although the ability of a rogue to disable traps is great, in dungeons with people running around and jumping into combat as quickly as they do, this ability becomes pretty useless. I rarely get a chance to disable traps in a party. However if a rogue could disable traps on a battlefield, during a fight, it becomes more useful. It might even been critical to completing the fight successfully if designed properly. This would allow you to expand the combat role of rogues somewhat, and design some fights around the ability to disarm traps. Especially if the traps were more lethal. Finally if you cannot do as I request because if how the "use action" code is implemented (because I get that it may share the same code as opening chests, doors, levers, etc...) You might make traps similar to the backpacks that require thievery kits, and give some rewards (like blades, and metal, misc crafting supplies) just like a chest.
  • Allow foundry builders to create epic level group dungeons with epic rewards. This would expand the role of foundry quests in the game. Currently everyone I know over level 60 uses foundry only for daily AD quests, and the always select the fastest easiest ones. Allowing foundry dungeons that have been vetted by your support team to give epic rewards, or alt least Drake and Unicorn Coin rewards at the minimum, would give players more motivation to play Foundry other than just to grind out dailies.
  • Fix the voice chat. It rarely works properly...

Just some thoughts.
Morria Grim 16,133 DC
Morgrim Orcbane 16,530 CW
Bloodlust Barbie 15,646 OP Tank
Post edited by morgrim66 on

Comments

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited September 2013
    If it's possible to code that picking flowers is a valid action while in combat, then it's possible to code it for disaming traps.
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  • dardovedardove Member, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited September 2013
    morgrim66 wrote: »
    Allow foundry builders to create epic level group dungeons with epic rewards. This would expand the role of foundry quests in the game. Currently everyone I know over level 60 uses foundry only for daily AD quests, and the always select the fastest easiest ones. Allowing foundry dungeons that have been vetted by your support team to give epic rewards, or alt least Drake and Unicorn Coin rewards at the minimum, would give players more motivation to play Foundry other than just to grind out dailies.

    If they are going to go the seals route, I would prefer if went with the idea someone else suggested in the past which is a unique seal for foundry only and unique rewards just for it.
  • morgrim66morgrim66 Member Posts: 47 Arc User
    edited September 2013
    dardove wrote: »
    If they are going to go the seals route, I would prefer if went with the idea someone else suggested in the past which is a unique seal for foundry only and unique rewards just for it.

    That works for me, so long as they find some way to make the spending of time on foundry more meaningful.
    Morria Grim 16,133 DC
    Morgrim Orcbane 16,530 CW
    Bloodlust Barbie 15,646 OP Tank
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