Paladin Class
A more active healer type would be great. Its a popular class and would be another huge draw back for players much like ranger was this patch.
Harper Campaign:
Create Boons to get players into your better foundry content. If there is progression people will play it. There are some truly exceptional foundries that could really use some exposure.
Luskan Conflict: Give us a few open war issues with them pesky Pirates up north!
Great work just some things I would like to see in the future.
Harper campaign would go better with the Bard class wouldn't you think?
Maybe just much harder class to input into the game. Paladin could use modified GF equipment and animations. Bard I would imagine would be a whole unique set of animations.
Paladin Class
A more active healer type would be great. Its a popular class and would be another huge draw back for players much like ranger was this patch.
Module 2 is not even out a week and you ask for module 3 already???
They should start fixing all they broke with module 2 first (like dungeon queues just to name one), start reworking the refining feature and balance the game out due to artifacts, new class etc. I don't care at all about any new classes at the moment with the current state of the game after module 2.
And then, when all this is done, they should focus on module 3. There could be nothing worse than to work on new content while the current content is so bugged. The bugs would multiply.
And it speaks for itself that players talk about module 3 after one week already. So the new content isn't really longterm motivating...
0
khalith01Member, Neverwinter Knight of the Feywild UsersPosts: 32
edited December 2013
1. New classes for sure. I am pretty bad with the alts, I like having one of every class, using a different race/gender combo for every character I make. I don't particularly care what it is.
2. Add a quest at 60 that gives you more direction on where to go. I.E. when you hit 60 it mentions dungeons and pvp while a new 60 in greens is not at the right GS to queue up for dungeons. Something along the lines of "go assist in the campaign for the sharandar and the dread ring to grow stronger for challenges ahead first."
3. New campaign against a new enemy but add something grander to the mix. Imagine a zone like the dread ring where you have a small encampment and you begin doing dailies against this new enemy, once the server reaches a certain point, change the camp in to a small fort with a new set of dailies available. Have that grow further in to a castle, add a daily vendor there, auction house, etc. but only after the players have put in sufficient contributions.
4. Player housing with the option to use gold or astral diamonds to buy upgrade/add things to it.
They're likely going to focus on things that attract new players, keep old players, and motivate players to buy Zen.
I think player housing can do some of this, especially the last one, but the investment from the devs could be kind of high. Especially since it would need to be useful in addition to decorative. I'd be happy with decorative, but a lot of others wouldn't be.
Some new PvP maps would seem to me to be a good investment. I don't PvP at all, but it doesn't seem like it would be hard to do, and it would keep a lot of PvP'ers happy and sticking with NW.
New classes are a given, these attract people, get people to buy Zen for boosters and packs, and refresh old content for existing players. The only question I have is on their timing. Obviously, ranger took a lot longer than they thought it would last spring.
PvP leaderboards
new PvP maps
PvP premande and GS matching
PvP 3v3 and 1v1 arenas
(see a theme here)
a combination of a new class + pvp content would be nice.
U R 2 E Z- SENT IV GWF undefeated 16k GS
FaceRoller- regen recovery TR (put on the shelf for now) 14k GS
Supreme CHAOS - IV GF (put on the shelf for now) 16k GS
White Khalifa- tene/hp/regen CW (retired) 11k GS (tene)
Death From Above- TANK ranger 16kGS
(all halfling everything)
Proud rank 6 of: <Enemy Team>
[SIGPIC][/SIGPIC]
0
silvergryphMember, NW M9 PlaytestPosts: 740Arc User
3. New campaign against a new enemy but add something grander to the mix. Imagine a zone like the dread ring where you have a small encampment and you begin doing dailies against this new enemy, once the server reaches a certain point, change the camp in to a small fort with a new set of dailies available. Have that grow further in to a castle, add a daily vendor there, auction house, etc. but only after the players have put in sufficient contributions.
One of the great things about instancing tech is that different versions of zones can be flagged per character. So, you don't even have to wait for the server to accomplish some goal. For example, once a character has completed a certain quest then every time they go back to the zone hub they load into the version with the fort. But a character new to the area loads into the encampment version.
We've already known for a while they were coming, so why not add them in the next module?
Also improved character creation to allow for more varied body shapes and faces (kinda disappointed that all Tieflings need to have downturned mouths and hawkish noses).
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klangeddinMember, NW M9 PlaytestPosts: 882Arc User
edited December 2013
I do not have any particular request for the added content, the DnD lore is so full of material that whatever they'll add, I'm sure it will be cool. But I would like to see some of the current "game systems" to be changed with the next module.
My biggest "concern" would be to remove the whole "timed event" concept (DD, Skirmish, PvP, ecc...) and move those rewards to daily quests, it would require some rebalancing, sure, but I think it can be done with a bit of work.
And of course, improvements to the Foundry. Unique rewards obtainable only in there and a more powerful editor tool, allowing creators to do cutscenes, boss fights, change the weapon skins of monsters, ecc...
Some UI improvements on the queue window would be nice as well, it all feels so disorganized at the moment.
1. Pants for my warrior girls. Dresses as the only option for female characters (or going without) is getting old.
2. Increased DD events. It's hard to earn Epic gear if there is only one DD event when you can play. Just go ahead and unlock the DD chest all the time for levels below 60. I level beyond most dungeons before a DD comes up and even then I run them looking for Epic gear for my epic characters.
3. A 20 person skirmish.
4. The option to turn off Perfect Armor Enchantment effects. Sometimes they are a bit much. The blood swirl from my Perfect Bloodtheft can be nauseating when I'm standing around in PE.
2. Increased DD events. It's hard to earn Epic gear if there is only one DD event when you can play. Just go ahead and unlock the DD chest all the time for levels below 60. I level beyond most dungeons before a DD comes up and even then I run them looking for Epic gear for my epic characters.
They are working on keys that will let you open the chest when DD isn't active.
They are working on keys that will let you open the chest when DD isn't active.
Another expense. No, thanks. There should not be an increase in gateways between players and the most basic PvE content. How about keys to purchase per time you want to PvP?
Another expense. No, thanks. There should not be an increase in gateways between players and the most basic PvE content. How about keys to purchase per time you want to PvP?
the keys would simply allow players to DD whenever they want instead of making them wait until the scheduled "delve" time. in other words, this key will unlock the chest at the end of the dungeon. and if i remember correctly, the cost of the keys on the test server weren't ridiculously priced. but of course, anything seen there is subject to change.
as for PvP keys, you're either there for the daily rAD or the glory... it's not really a good comparison as there is no chest to unlock in pvp.
the keys would simply allow players to DD whenever they want instead of making them wait until the scheduled "delve" time. in other words, this key will unlock the chest at the end of the dungeon. and if i remember correctly, the cost of the keys on the test server weren't ridiculously priced. but of course, anything seen there is subject to change.
as for PvP keys, you're either there for the daily rAD or the glory... it's not really a good comparison as there is no chest to unlock in pvp.
The DD chest is only for character-bound items, right? Otherwise this is an invitation for mass exploiting 24/7 rather than only at DD times...
the keys would simply allow players to DD whenever they want instead of making them wait until the scheduled "delve" time. in other words, this key will unlock the chest at the end of the dungeon. and if i remember correctly, the cost of the keys on the test server weren't ridiculously priced. but of course, anything seen there is subject to change.
as for PvP keys, you're either there for the daily rAD or the glory... it's not really a good comparison as there is no chest to unlock in pvp.
Keys for a price create a gateway for access to PvE content, which limits the availability of content to players and doesn't fix the DD problem. That you can PvP anytime for glory to earn PvP gear is an example of a lack of a gateway and an unfair advantage. If PvE players must buy keys to have access to rewards at the end of their content, then it would be fair to place such gateways before PvP players.
0
dardoveMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
Keys for a price create a gateway for access to PvE content, which limits the availability of content to players and doesn't fix the DD problem. That you can PvP anytime for glory to earn PvP gear is an example of a lack of a gateway and an unfair advantage. If PvE players must buy keys to have access to rewards at the end of their content, then it would be fair to place such gateways before PvP players.
Ok, so tell me, what is your solution that both gives players a chance to get the DD chest at anytime and still gives incentive to run the dungeon during the dungeon delve hour?
What I would love to see in M3 is some Guild content. To be honest, beside group making, there is none it his game so far. Gauntylgrym only requires you to have a guild, nothing more.
Some examples that might me considered :
- We got campaigns, right ? Why don't you expand them into guild content ? Every member is making his quest, lvling up his guild in the campaign, and the guild gets some unlockable content : like guild banners for PvP or buffs to PvE ?
- Guild housing ? Come on, we have all played Neverwinter Nights, give us out own Stronghold to take care off, with private taverns, merchants and stuff !
Also improved character creation to allow for more varied body shapes and faces (kinda disappointed that all Tieflings need to have downturned mouths and hawkish noses).
Couldn't agree more, though I wouldn't hope for too much. While it seems like a no brainer that more body shapes would be fun, it's not quite that easy to do. Every piece of armor needs to be custom made to fit with the new body types. That's why every "body type" is just a slight variation of each other. If we could be really fat, really tall or really short, all the armor and clothes would glitch like there's no tomorrow. That's why you don't see really fat halflings, or really short orcs.
Anyway, a few things I really want:
1. More paragon-paths that makes a difference. Right now, the paths don't matter until level 30+. What if we could instead have paths that changes your skills from lvl 1? A DC could for instance focus mainly on healing, mainly on DPS or both. A skill that damages the enemies when you choose the DPS path, can be a pure healing skill if you choose to be a healer.
2. Make the GWF and GF different. Having the same paragon paths for both is just silly, and gives us yet another reason to not play the GF. If they hate the class so much, why include it in the first place?
3. More cosmetic options would be really nice. Right now we have to go the Zen-market or AH to get cosmetic clothes, and even those are seriously limited. Why not open up a cosmetic clothing store in the game? It could be regular clothes, for all I care. Regular pants, shirts, dresses, you name it. You would still have to pay Zen to get the really gorgeous stuff, but why would anyone want to run around in the deep, scary, mucky, filthy cave in a wedding dress?
4. Let us craft useful stuff. There have been occasional stuff I can use, but most of the time, I wonder why I even bother with the crafting stuff at all. I know they need to make money somehow, but would it really be that bad to let us craft a bag of holding, or something? Or those cosmetic clothes? Or gear we can actually use?
5. And finally, there's the one thing I've wanted since my very first time in a MMORPG: More dungeons for lower levels. "It doesn't make sense!", "Who would play them?", "We play one, level up and ignore it" and so on and on. I've heard it all before. But think about it: Instead of unlocking the Cloak Tower, what if we unlocked three different dungeons, all the same level? So when you're doing the daily dungeon, you could pick which one you want to do for the reward. That way you can do a different dungeon three days in a row, instead of doing the CT three times in a row. Second, there's dungeon gear. Each dungeon could have different gear as reward, so it would pay off to do all three.
We have a nice dungeon finder in this game, so finding a group for a dungeon won't be an issue. Plus, every dungeon could have an Epic version, essentially making a heck of a lot more dungeons to pick from at endgame. That's a good thing, right? People want more endgame content? Give the low-level players new dungeons, and you can reuse that to make all the endgame content people could want. That's a win-win. Not to mention it makes levelig up alts a lot more fun, as we don't have to run through the same dungeon for the 30th time. Instead, we'd be running each dungeon ten times.
Comments
Maybe just much harder class to input into the game. Paladin could use modified GF equipment and animations. Bard I would imagine would be a whole unique set of animations.
Paladin's in dnd are more self healing fighters than "healers"
"http://www.d20srd.org/srd/classes/paladin.htm"
(I think that is more 3.5 than 4 but same concept in both)
This means with pallies focus on saves and defense they're more of a tank class than a healer.
--
I'll never retrace my steps.
Some of my best friends are Imaginary.
Fascinate would be the hard part I would imagine.
Fascinate will be quite easy. It doesn't exist in 4th edition.
god I hate 4e
new PvP maps
PvP premande and GS matching
PvP 3v3 and 1v1 arenas
(see a theme here)
I think the them is more PvE content.
They should start fixing all they broke with module 2 first (like dungeon queues just to name one), start reworking the refining feature and balance the game out due to artifacts, new class etc. I don't care at all about any new classes at the moment with the current state of the game after module 2.
And then, when all this is done, they should focus on module 3. There could be nothing worse than to work on new content while the current content is so bugged. The bugs would multiply.
And it speaks for itself that players talk about module 3 after one week already. So the new content isn't really longterm motivating...
2. Add a quest at 60 that gives you more direction on where to go. I.E. when you hit 60 it mentions dungeons and pvp while a new 60 in greens is not at the right GS to queue up for dungeons. Something along the lines of "go assist in the campaign for the sharandar and the dread ring to grow stronger for challenges ahead first."
3. New campaign against a new enemy but add something grander to the mix. Imagine a zone like the dread ring where you have a small encampment and you begin doing dailies against this new enemy, once the server reaches a certain point, change the camp in to a small fort with a new set of dailies available. Have that grow further in to a castle, add a daily vendor there, auction house, etc. but only after the players have put in sufficient contributions.
4. Player housing with the option to use gold or astral diamonds to buy upgrade/add things to it.
5. New pvp maps.
I think player housing can do some of this, especially the last one, but the investment from the devs could be kind of high. Especially since it would need to be useful in addition to decorative. I'd be happy with decorative, but a lot of others wouldn't be.
Some new PvP maps would seem to me to be a good investment. I don't PvP at all, but it doesn't seem like it would be hard to do, and it would keep a lot of PvP'ers happy and sticking with NW.
New classes are a given, these attract people, get people to buy Zen for boosters and packs, and refresh old content for existing players. The only question I have is on their timing. Obviously, ranger took a lot longer than they thought it would last spring.
:cool: yeah !! i prefer this one !!!!
a combination of a new class + pvp content would be nice.
FaceRoller- regen recovery TR (put on the shelf for now) 14k GS
Supreme CHAOS - IV GF (put on the shelf for now) 16k GS
White Khalifa- tene/hp/regen CW (retired) 11k GS (tene)
Death From Above- TANK ranger 16kGS
(all halfling everything)
Proud rank 6 of: <Enemy Team>
[SIGPIC][/SIGPIC]
One of the great things about instancing tech is that different versions of zones can be flagged per character. So, you don't even have to wait for the server to accomplish some goal. For example, once a character has completed a certain quest then every time they go back to the zone hub they load into the version with the fort. But a character new to the area loads into the encampment version.
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We've already known for a while they were coming, so why not add them in the next module?
Also improved character creation to allow for more varied body shapes and faces (kinda disappointed that all Tieflings need to have downturned mouths and hawkish noses).
My biggest "concern" would be to remove the whole "timed event" concept (DD, Skirmish, PvP, ecc...) and move those rewards to daily quests, it would require some rebalancing, sure, but I think it can be done with a bit of work.
And of course, improvements to the Foundry. Unique rewards obtainable only in there and a more powerful editor tool, allowing creators to do cutscenes, boss fights, change the weapon skins of monsters, ecc...
Some UI improvements on the queue window would be nice as well, it all feels so disorganized at the moment.
2. Increased DD events. It's hard to earn Epic gear if there is only one DD event when you can play. Just go ahead and unlock the DD chest all the time for levels below 60. I level beyond most dungeons before a DD comes up and even then I run them looking for Epic gear for my epic characters.
3. A 20 person skirmish.
4. The option to turn off Perfect Armor Enchantment effects. Sometimes they are a bit much. The blood swirl from my Perfect Bloodtheft can be nauseating when I'm standing around in PE.
2. Guantlrym was an interesting try but none of its three parts was engaging enough. I'd say that it needs a complete rework.
3. An option for modifying the stats of the gear.
4. Goals where groups of people or guilds could head for.
5. No more dailies!
They are working on keys that will let you open the chest when DD isn't active.
Another expense. No, thanks. There should not be an increase in gateways between players and the most basic PvE content. How about keys to purchase per time you want to PvP?
the keys would simply allow players to DD whenever they want instead of making them wait until the scheduled "delve" time. in other words, this key will unlock the chest at the end of the dungeon. and if i remember correctly, the cost of the keys on the test server weren't ridiculously priced. but of course, anything seen there is subject to change.
as for PvP keys, you're either there for the daily rAD or the glory... it's not really a good comparison as there is no chest to unlock in pvp.
The DD chest is only for character-bound items, right? Otherwise this is an invitation for mass exploiting 24/7 rather than only at DD times...
Keys for a price create a gateway for access to PvE content, which limits the availability of content to players and doesn't fix the DD problem. That you can PvP anytime for glory to earn PvP gear is an example of a lack of a gateway and an unfair advantage. If PvE players must buy keys to have access to rewards at the end of their content, then it would be fair to place such gateways before PvP players.
Ok, so tell me, what is your solution that both gives players a chance to get the DD chest at anytime and still gives incentive to run the dungeon during the dungeon delve hour?
Some examples that might me considered :
- We got campaigns, right ? Why don't you expand them into guild content ? Every member is making his quest, lvling up his guild in the campaign, and the guild gets some unlockable content : like guild banners for PvP or buffs to PvE ?
- Guild housing ? Come on, we have all played Neverwinter Nights, give us out own Stronghold to take care off, with private taverns, merchants and stuff !
http://www.youtube.com/watch?v=wr-buV4tYOA
Couldn't agree more, though I wouldn't hope for too much. While it seems like a no brainer that more body shapes would be fun, it's not quite that easy to do. Every piece of armor needs to be custom made to fit with the new body types. That's why every "body type" is just a slight variation of each other. If we could be really fat, really tall or really short, all the armor and clothes would glitch like there's no tomorrow. That's why you don't see really fat halflings, or really short orcs.
Anyway, a few things I really want:
1. More paragon-paths that makes a difference. Right now, the paths don't matter until level 30+. What if we could instead have paths that changes your skills from lvl 1? A DC could for instance focus mainly on healing, mainly on DPS or both. A skill that damages the enemies when you choose the DPS path, can be a pure healing skill if you choose to be a healer.
2. Make the GWF and GF different. Having the same paragon paths for both is just silly, and gives us yet another reason to not play the GF. If they hate the class so much, why include it in the first place?
3. More cosmetic options would be really nice. Right now we have to go the Zen-market or AH to get cosmetic clothes, and even those are seriously limited. Why not open up a cosmetic clothing store in the game? It could be regular clothes, for all I care. Regular pants, shirts, dresses, you name it. You would still have to pay Zen to get the really gorgeous stuff, but why would anyone want to run around in the deep, scary, mucky, filthy cave in a wedding dress?
4. Let us craft useful stuff. There have been occasional stuff I can use, but most of the time, I wonder why I even bother with the crafting stuff at all. I know they need to make money somehow, but would it really be that bad to let us craft a bag of holding, or something? Or those cosmetic clothes? Or gear we can actually use?
5. And finally, there's the one thing I've wanted since my very first time in a MMORPG: More dungeons for lower levels. "It doesn't make sense!", "Who would play them?", "We play one, level up and ignore it" and so on and on. I've heard it all before. But think about it: Instead of unlocking the Cloak Tower, what if we unlocked three different dungeons, all the same level? So when you're doing the daily dungeon, you could pick which one you want to do for the reward. That way you can do a different dungeon three days in a row, instead of doing the CT three times in a row. Second, there's dungeon gear. Each dungeon could have different gear as reward, so it would pay off to do all three.
We have a nice dungeon finder in this game, so finding a group for a dungeon won't be an issue. Plus, every dungeon could have an Epic version, essentially making a heck of a lot more dungeons to pick from at endgame. That's a good thing, right? People want more endgame content? Give the low-level players new dungeons, and you can reuse that to make all the endgame content people could want. That's a win-win. Not to mention it makes levelig up alts a lot more fun, as we don't have to run through the same dungeon for the 30th time. Instead, we'd be running each dungeon ten times.