I'm surprised by the success of "solo" content in a MMO. Sure, cryptic can make some amazing D&D stories but it would take a lot of time, and MMO players don't care much about lore and stuff like that. Text is just something we don't read. I don't care about Valindra's past or who's going to be the next ruler of the red wizards. No offense meant to people who actually spend a lot of time writing all this, but MMO players aren't here for that.
If they spend too much time making nice solo quests sure they will please all the D&D fans for a week or two (the time you need to enjoy all the solo levelling content, actually), and then the MMO players who don't give a **** about lore will just start leaving the game.
This is IMO why no new additions to the foundry happened lately, no one plays it because they made rewards lousy to stop exploits and botting, and no one is attracted by stories only in a MMO, except a tiny minority of players. If they start turning the whole game into a big foundry then it will slowly die and no one will care about it.
What is needed is a system that scales the enemies AND rewards based upon how many people are on a team - 1-2 people should only be slightly tougher than solo, but 4-5 should be about on par with epic dungeons, (for level 60s), and should give better rewards. After all, when all is said and done, it's the rewards that keep people playing - provide a good return on time invested, and people will happily keep on playing...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
What is needed is a system that scales the enemies AND rewards based upon how many people are on a team - 1-2 people should only be slightly tougher than solo, but 4-5 should be about on par with epic dungeons, (for level 60s), and should give better rewards. After all, when all is said and done, it's the rewards that keep people playing - provide a good return on time invested, and people will happily keep on playing...
My concern with a system like this is that it would essentially kill solo play completely. If doing the same content in a group equals better rewards, it pretty much takes away any desire to run it solo. As this poll (so far) seems to indicate, there is a significant interest for solo content among the player base. If solo play is marginalized to the point of being a waste of time, the player base will likely suffer.
Personally, I would rather see "static" difficulty levels (e.g. normal, hard, nightmare) that you could choose at the outset rather than an auto-scale system that chooses your difficulty strictly on how many people are in the group. 2 or 3 really well geared players are at least the power equivalent of a full 5man party of fresh 60s, so such a group could choose the highest setting and get a better challenge/reward experience.
I definitely like the idea of some type of varying difficulties for PVE content, though. The range of gear and ability among players seems fairly broad, so allowing different difficulty options seems like a great way of keeping people engaged with the content.
After all, when all is said and done, it's the rewards that keep people playing - provide a good return on time invested, and people will happily keep on playing...
Today I played foundry mission that lasted 40-60 mins. I gathered perhaps few silvers and maybe one blue item but the real reward was the story and quests. It was best time I've had with this game. The quest structures were so far beyond anything Cryptic has given us.
Each to their own but for me loot has always been the bonus, it comes when it comes. I play to save those poor peasants
I voted PvP because I think that area needs the most work.
More PvP zones, more to do for lower levels like an alternate "game" to play in addition to the three node game.
Why not a "challenge dual" 1 v 1 or expand the faction thing to be more inclusive of lower levels and the unguilded.
Maybe tourneys - last toon standing wins kind of stuff.
Same class challenges. Equestrian challenges.
But mostly better scaling, balancing, grouping and accounting for gear better
Unfortunately I suspect that, because making PvP work more better would require a lot of work without as much visible, advertisable "new content", that it will take a back seat to flashy new areas, dungeons and gear that make for good screen shots and promo videos. (not that i would particularly blame you)
Just my 2 AD
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
Today I played foundry mission that lasted 40-60 mins. I gathered perhaps few silvers and maybe one blue item but the real reward was the story and quests. It was best time I've had with this game. The quest structures were so far beyond anything Cryptic has given us.
Each to their own but for me loot has always been the bonus, it comes when it comes. I play to save those poor peasants
On the one hand, I totally see where you're coming from. At the same time, there's no avoiding the point that a lot of people run content *just* for the rewards - the story line and exploration only feel novel for the first time or three you run it - after that, it's just getting through another run...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
I'm surprised by the success of "solo" content in a MMO.
It kinda surprises me too. Less about the lore side of things and more to the fact that the solo content is so easy and fairly mindless. Also the way the campaigns are the solo content there is extremely repetitive and tiring. The way I see it is that solo content is fine but has less re-playability (usually not very rewarding either) however for me, I can do a dungeon over and over again and it can still feel rewarding to do so. Doing the campaign stuff just makes me want to be done with it as soon as possible. There's even been times I've abandoned dailies for weeklies because I've had enough of it, I do have 6 toons though. Of course everyone has their own opinion but I feel that dungeons would be more time efficient to develop and give the max play time.
I guess that i am part of the "1%" (as if) people who prefer solo gameplay over group/party gameplay, because the NW community is pretty terrible and not everyones cup of tea. I do not (only if i really have no other choice) want to be grouped up, with people who play NW only to exploit every aspect of the game.
So yeah, if it gets me away from the "ggogogogogogo!? We are twelve years old and don't have much time left" - faction i am all for solo content. Preferably, as people already mentioned, in the style of Champions online's Comic series/adventure packs with COSTUME pieces as rewards.
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psyb3rtr011Member, NW M9 PlaytestPosts: 340Arc User
edited April 2014
Definitely more Solo content, to add from comments above and my own for exactly what:
1) More Class specific Solo Dungeons, with possibility of Class Specific equipment as reward.
2) More Race specific Solo Dungeons, with possibility of Race Specific equipment as reward.
3) More Religion Specific Solo Dungeons, with possibility of Religion Specific equipment as reward.
4) Promote Foundry Adventures to Official Game Dungeons.
For clarification, the Class/Race/Religion Specific items should either be Free Transmute, or New Enchantments that only work for the specific Class/Race/Religion.
Heck, you could even have Purples that are combinations that only work for specific Class/Race/Religion combinations: For instance:
Half-Orc Great Weapon Fighter of Grummsch Enchantments that give a Bull Charge Power as a Daily, and can be enhanced up to level 3 only through collecting more of them, and refining them in a manner similar to the Artifacts, with only more of these specific Enchantment stones working.
or
Elven/Half-Elven Archer Hunters of Corellian Enchantments that give something like a Maelstrom of Chaos as a Daily (Similar to above for increasing)
or
Human Guardian Fighters of Torm that gives Searing Light as a Daily (Similar to above for increasing)
etc...
Best of all, these could be Armor or Weapon only Enchantments, that when used on the specific Armor or Weapon, transmute them to the Diety Specific Form (Great Axe for Gruumsch, Tormite Armor for the Torm, etc)
Psyb3rTr011
AKA Cyber Troll and Euben Hadd
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psyb3rtr011Member, NW M9 PlaytestPosts: 340Arc User
I guess that i am part of the "1%" (as if) people who prefer solo gameplay over group/party gameplay, because the NW community is pretty terrible and not everyones cup of tea. I do not (only if i really have no other choice) want to be grouped up, with people who play NW only to exploit every aspect of the game.
So yeah, if it gets me away from the "ggogogogogogo!? We are twelve years old and don't have much time left" - faction i am all for solo content. Preferably, as people already mentioned, in the style of Champions online's Comic series/adventure packs with COSTUME pieces as rewards.
Another 1%'r here... Which is why I call for more puzzles, and Race/Class/Religion Specific Dungeons and Equipment.
Psyb3rTr011
AKA Cyber Troll and Euben Hadd
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psyb3rtr011Member, NW M9 PlaytestPosts: 340Arc User
edited April 2014
"Today I played foundry mission that lasted 40-60 mins. I gathered perhaps few silvers and maybe one blue item but the real reward was the story and quests. It was best time I've had with this game. The quest structures were so far beyond anything Cryptic has given us.
Each to their own but for me loot has always been the bonus, it comes when it comes. I play to save those poor peasants "
Ditto.. In fact, my 4th character is ONLY doing Foundry Missions, each of the Skirmishes once (Twice since I got 30th level, to complete Rhix's Daily Skirmish), and Special Events... Which she is only doing once.
Enjoying the hell out of the Foundries. Some quality stuff out there. But definitely handicapped due to a lack of Skill Nodes and decent treasure. But that is another topic altogether. (You would think, that once they promote something to Daily Foundry eligible, they could take it, tweak it a slight bit, and add Skill Nodes and a decent end reward.)
I guess that i am part of the "1%" (as if) people who prefer solo gameplay over group/party gameplay, because the NW community is pretty terrible and not everyones cup of tea. I do not (only if i really have no other choice) want to be grouped up, with people who play NW only to exploit every aspect of the game.
So yeah, if it gets me away from the "ggogogogogogo!? We are twelve years old and don't have much time left" - faction i am all for solo content. Preferably, as people already mentioned, in the style of Champions online's Comic series/adventure packs with COSTUME pieces as rewards.
The community is terrible but the game is great. After doing the two campaigns on my two favourite characters, I'm currently trying to do them on a 3rd one for module 3, and gods it's an awful experience. It feels like eating an entire truck of **** because the campaigns are both plainly bad with no redeeming qualities, both in the best kill 10 rats style. Levelling quests are also uninteresting except for the learning the class part, and i often feel bad and just want to be done asap to do the dungeon (i like) after the second solo dungeon the levelling zone has to offer.
Now I haven't seen a successful exploits in ages because I'm only playing with the legit channel people only. And i have a blast clearing dungeons. There are some elitists jerks like me who enjoy pulling 30 mobs at once during runs there but it's just because it's the only way for me to get some challenge and have fun. Also, trying to beat your own legit clear time record may be one of the last things some people have fun to do, given the poor rewards design (poor farmability and nothing to sell) of the new content we had during the last 6 months.
. . . I voted solo content as I'd like to see more quests through out the world as well as multiple ways to end a quest with varying rewards and outcomes depending on the choices made. I'd also like to see more racial and class quests too. However, as long as it's not PvP... I want to see more of it, whatever it is! Some new delves through out the GS range would be nice too.
. . . Not just more delves at the highest tier like we got with Valindra's Tower, but more through out the progression of a character and more to choose from once you're 60 to get your T2+ gear. I'm starting to feel the repetitiveness of running the same delves again, over and over. So, I'd really like to see at least one more delve for each type of armor piece, basically allowing us to choose from a few delves to try and get that piece of set armor.
I voted more solo content as well, but I wouldn't mind group content if I ever joined a guild. I just don't like pugs that much. Pretty much anything that isn't pvp is something I wouldn't mind seeing more of as well.
I really like the idea of more diversity that you suggest. One thing that might be interesting is if all the areas in the game had a level 60 version that players could choose at cap with new quest lines and maybe set in a timeline after the adventurers have defeated the previous menace at the lower levels.
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited April 2014
It seems the "one percenters" aren't exactly one percenters. Nice!
Honestly quite shocked by the results thus far and thanks for the feedback everybody.
I'm especially intrigued to see so many vote for solo content due to a desire for more class and race specific quests. That wasn't something I would have predicted to come out of this poll but it is great information for the developers to know going forward.
Now just to repeat I do not plan on ever giving you guys an 'all of the above' or multiple choice poll. The developers already know that we want more of everything.
What they don't know is what you want the most.
Solo Content? Really? Hell, it is the most no fun content in mmorpgs. This is massively multiplayer online game, don't we already have more then enough solo content? The entire way from 1 to 60 is solo quest zones with solo contests and solo mini dungeons. Solo campaigns, which I hate myself for them being "solo". Skirmishes, dungeons, PvP - I vote for anything, for everything that would encourage players to play together.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
Its not a big surprise. Solo tends to be easy and instant. You dont need to wait for groups. You dont need to deal with stupid. If you fail, you know who to blame, and its drama free. You dont even have to fight over loot. You can learn without guilt or pity. You can play at your own pace, when you want, how you want.
Playing with others offers a random chance of two extremes. Either great fun, or great frustration. Solo content tends to fill in the gaps between these two extremes.
So, more lvl 60 solo content, and some challenging if possible. Some content you can't hope to beat solo at first but needs some work on your gear and tactics. That would be also interesting to do with small groups of 2 or 3.
Right now, there's really nothing to do in small groups.
Olaf, freelance guardian fighter.
Enorla, Oh so devoted cleric.
Well if you're considering more solo content, instead of another campaign system, maybe think about raising the level cap and pave the way to t3 dungeons and items.
The problem with raising the level cap is that it automatically makes dungeons we have obsolete. In other games like WoW, with each expansion, the dungeons from the past one, being lower level became useless and no one visited them anymore unless it was as a tourist.
I don't think the devs want that here.
The problem with raising the level cap is that it automatically makes dungeons we have obsolete. In other games like WoW, with each expansion, the dungeons from the past one, being lower level became useless and no one visited them anymore unless it was as a tourist.
I don't think the devs want that here.
They already made old dungeons and even PvP obsolete by implementing Black Ice gear.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
I Want more Challenging Content, I've never been in a game in wich all clases can clean almost all solo content, and make more Challenging dungeons in wich all clases are needed... Not just mass and mass of enemies or stuff like Valindra in Valindra's Tower, I want a boss almost impossible to Tank if you are not a well geared GF or GWF and having a good DC healing the Tanker... Also I don't like Foundry system, or what I mean is that I'd like to have Quest with stories made by Cryptic (not by normal players), but good stuff, not like what you see when you enter in this game and see a ****ty cinematic of a Dragon... Also I would remove all cinematics from the bosses I don't like them and are a waste of time, I would also like more maps with less Quest in them but longer and with a little story that envelop you and with better rewards, also the Skirmishes should be improved, maybe have some better reward like peridots, white perl or potions?... If it was up to me I would restructure the game a lot... For example, one of the things I didn't liked least was that the Epic dungeons are exactly the same as the normal dungeons... it's like if the game developers said... "eh... yeah, to make the epic dungeons just copy paste the normal ones and only multiply the hp and attack of the monster by 5, let's go home soon...".
There could be Mini bosses that appear randomly in the map or Raid of demons in the towns, also I found the proffesion task not a bad idea, but I would have done something about the religion one chooses, so you get a little bonus, for example, for those who had chosen tempus something about the thematic of Tempus (like get a liitle % of power and def or a chance to deal 50% of weapon damage, etc...) and get new titles like "Son of Tempus" and stuff...
I Want more Challenging Content, I've never been in a game in wich all clases can clean almost all solo content, and make more Challenging dungeons in wich all clases are needed... Not just mass and mass of enemies or stuff like Valindra in Valindra's Tower, I want a boss almost impossible to Tank if you are not a well geared GF or GWF and having a good DC healing the Tanker... Also I don't like Foundry system, or what I mean is that I'd like to have Quest with stories made by Cryptic (not by normal players), but good stuff, not likAlso I would remove all cinematics from the bosses I don't like them and are a waste of time, I would also like more maps with less Quest in them but longer ae what you see when you enter in this game and see a ****ty cinematic of a Dragon... nd with a little story that envelop you and with better rewards, also the Skirmishes should be improved, maybe have some better reward like peridots, white perl or potions?... If it was up to me I would restructure the game a lot... For example, one of the things I didn't liked least was that the Epic dungeons are exactly the same as the normal dungeons... it's like if the game developers said... "eh... yeah, to make the epic dungeons just copy paste the normal ones and only multiply the hp and attack of the monster by 5, let's go home soon...".
There could be Mini bosses that appear randomly in the map or Raid of demons in the towns, also I found the proffesion task not a bad idea, but I would have done something about the religion one chooses, so you get a little bonus, for example, for those who had chosen tempus something about the thematic of Tempus (like get a liitle % of power and def or a chance to deal 50% of weapon damage, etc...) and get new titles like "Son of Tempus" and stuff...
The cinematics are actually loading screens, that's why they are unskippable.
It would be nice if there were puzzle-oriented solo dungeons that would take many hours to complete, with a token that would save your progress. That could open the way for LoG/EoB-style dungeons that really force you to think instead of just killing everything in sight.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
with this module 3 <font color="orange">HAMSTER</font>, the only thing I won't like to see is pvp focused content. I really hope they fix this new module adding the dungeon and more exploration since the area can get a good boost on expansion for pve.
That's my opinion of course and some people like pvp, but not me or my friends.
IMO, its ok to add an open world PvP area, but it really needs to be a side-line to the pve NON-pvp content. And not be required for improving your character. Nothing should 'force' someone to pvp.
My concern with a system like this is that it would essentially kill solo play completely. If doing the same content in a group equals better rewards, it pretty much takes away any desire to run it solo. As this poll (so far) seems to indicate, there is a significant interest for solo content among the player base. If solo play is marginalized to the point of being a waste of time, the player base will likely suffer.
Whilst I understand your point one could argue that what you've described is exactly what we currently have. Existing solo content is good for leveling to 60 and getting some boons but the "better" rewards are gated behind group content. There's a potentially key difference in that it's currently different content with the better rewards rather than the exact same thing.
For me, I'm only really interested in solo content. I don't mind playing with others but prefer it on a casual ad hoc basis rather than an organised group, the open world heroic encounters in module 3 are an example where I can group for a purpose then go my own way.
I don't really mind repetitive content that much, so long as it's fairly brief, fun and easy to access. Arcane reservoir and the Dread ring mini dungeons are examples of the sort of content I've been happy to play regularly. Arcane reservoir has the better access but its rewards are no use beyond Sharandar. The Dread ring minis have better rewards but take a bit more time to get to. The Arcane reservoir minis are gated behind other quests, they're a bit longer as well.
I still think the single best source of variable content in this game is the foundry. The problem for me is that I'm driven to play Neverwinter by a desire to develop my character somehow, be it stats, gears or something else and the foundry lacks any meaning rewards.
You dont need to wait for groups. You dont need to deal with stupid. If you fail, you know who to blame, and its drama free. You dont even have to fight over loot. You can play at your own pace, when you want, how you want.
Playing with others offers a random chance of two extremes. Either great fun, or great frustration.
+1 on all of this, with emphasis on the last bit. The addition of potential frustration is something that is a really strong put-off for me in multiplayer games.
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degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
edited April 2014
I vote for PVP. Yes, I know that Module 3 is coming out and we'll have one little zone with "open world" PVP. But seriously, how difficult would it be to make another map or two (or three? Or four?)? Or create a different type of PVP besides Domination?
not surprised at all with the poll.
currently i think many players feel dungeons are unfun, queue is <font color="orange">HAMSTER</font> waiting 40 mins trying to get in, unwanted classes, and some classes are really quite useless. and nobody wants to stand around spamming "HR LFG ANY T2". so until those issues are corrected adding more "group content" does nothing but alienate part of the player base that are playing those un wanted classes.
and, judging from the reactions to the upcoming "PVP mod", many pve players are already feeling alienated, and betrayed.
the only logical step for now, is more solo content, more ways for the unwanted, and casual players to feel like they can progress. or players that don't have an hour play time to devote to "LFG T2".
all the rewards that are available to dungeon runners should be attainable in an open world solo realm. it would encourage alternate ways for people to play, and still feel like they are progressing and earning a character living. and as far as "group" play, i have often met new friends just helping out doing the "solo" content while leveling, and did not rely on a broken queue system or standing around "LFG" all day.
Comments
What is needed is a system that scales the enemies AND rewards based upon how many people are on a team - 1-2 people should only be slightly tougher than solo, but 4-5 should be about on par with epic dungeons, (for level 60s), and should give better rewards. After all, when all is said and done, it's the rewards that keep people playing - provide a good return on time invested, and people will happily keep on playing...
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
My concern with a system like this is that it would essentially kill solo play completely. If doing the same content in a group equals better rewards, it pretty much takes away any desire to run it solo. As this poll (so far) seems to indicate, there is a significant interest for solo content among the player base. If solo play is marginalized to the point of being a waste of time, the player base will likely suffer.
Personally, I would rather see "static" difficulty levels (e.g. normal, hard, nightmare) that you could choose at the outset rather than an auto-scale system that chooses your difficulty strictly on how many people are in the group. 2 or 3 really well geared players are at least the power equivalent of a full 5man party of fresh 60s, so such a group could choose the highest setting and get a better challenge/reward experience.
I definitely like the idea of some type of varying difficulties for PVE content, though. The range of gear and ability among players seems fairly broad, so allowing different difficulty options seems like a great way of keeping people engaged with the content.
Each to their own but for me loot has always been the bonus, it comes when it comes. I play to save those poor peasants
More PvP zones, more to do for lower levels like an alternate "game" to play in addition to the three node game.
Why not a "challenge dual" 1 v 1 or expand the faction thing to be more inclusive of lower levels and the unguilded.
Maybe tourneys - last toon standing wins kind of stuff.
Same class challenges. Equestrian challenges.
But mostly better scaling, balancing, grouping and accounting for gear better
Unfortunately I suspect that, because making PvP work more better would require a lot of work without as much visible, advertisable "new content", that it will take a back seat to flashy new areas, dungeons and gear that make for good screen shots and promo videos. (not that i would particularly blame you)
Just my 2 AD
On the one hand, I totally see where you're coming from. At the same time, there's no avoiding the point that a lot of people run content *just* for the rewards - the story line and exploration only feel novel for the first time or three you run it - after that, it's just getting through another run...
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
It kinda surprises me too. Less about the lore side of things and more to the fact that the solo content is so easy and fairly mindless. Also the way the campaigns are the solo content there is extremely repetitive and tiring. The way I see it is that solo content is fine but has less re-playability (usually not very rewarding either) however for me, I can do a dungeon over and over again and it can still feel rewarding to do so. Doing the campaign stuff just makes me want to be done with it as soon as possible. There's even been times I've abandoned dailies for weeklies because I've had enough of it, I do have 6 toons though. Of course everyone has their own opinion but I feel that dungeons would be more time efficient to develop and give the max play time.
So yeah, if it gets me away from the "ggogogogogogo!? We are twelve years old and don't have much time left" - faction i am all for solo content. Preferably, as people already mentioned, in the style of Champions online's Comic series/adventure packs with COSTUME pieces as rewards.
1) More Class specific Solo Dungeons, with possibility of Class Specific equipment as reward.
2) More Race specific Solo Dungeons, with possibility of Race Specific equipment as reward.
3) More Religion Specific Solo Dungeons, with possibility of Religion Specific equipment as reward.
4) Promote Foundry Adventures to Official Game Dungeons.
For clarification, the Class/Race/Religion Specific items should either be Free Transmute, or New Enchantments that only work for the specific Class/Race/Religion.
Heck, you could even have Purples that are combinations that only work for specific Class/Race/Religion combinations: For instance:
Half-Orc Great Weapon Fighter of Grummsch Enchantments that give a Bull Charge Power as a Daily, and can be enhanced up to level 3 only through collecting more of them, and refining them in a manner similar to the Artifacts, with only more of these specific Enchantment stones working.
or
Elven/Half-Elven Archer Hunters of Corellian Enchantments that give something like a Maelstrom of Chaos as a Daily (Similar to above for increasing)
or
Human Guardian Fighters of Torm that gives Searing Light as a Daily (Similar to above for increasing)
etc...
Best of all, these could be Armor or Weapon only Enchantments, that when used on the specific Armor or Weapon, transmute them to the Diety Specific Form (Great Axe for Gruumsch, Tormite Armor for the Torm, etc)
AKA Cyber Troll and Euben Hadd
Another 1%'r here... Which is why I call for more puzzles, and Race/Class/Religion Specific Dungeons and Equipment.
AKA Cyber Troll and Euben Hadd
Each to their own but for me loot has always been the bonus, it comes when it comes. I play to save those poor peasants "
Ditto.. In fact, my 4th character is ONLY doing Foundry Missions, each of the Skirmishes once (Twice since I got 30th level, to complete Rhix's Daily Skirmish), and Special Events... Which she is only doing once.
Enjoying the hell out of the Foundries. Some quality stuff out there. But definitely handicapped due to a lack of Skill Nodes and decent treasure. But that is another topic altogether. (You would think, that once they promote something to Daily Foundry eligible, they could take it, tweak it a slight bit, and add Skill Nodes and a decent end reward.)
AKA Cyber Troll and Euben Hadd
The community is terrible but the game is great. After doing the two campaigns on my two favourite characters, I'm currently trying to do them on a 3rd one for module 3, and gods it's an awful experience. It feels like eating an entire truck of **** because the campaigns are both plainly bad with no redeeming qualities, both in the best kill 10 rats style. Levelling quests are also uninteresting except for the learning the class part, and i often feel bad and just want to be done asap to do the dungeon (i like) after the second solo dungeon the levelling zone has to offer.
Now I haven't seen a successful exploits in ages because I'm only playing with the legit channel people only. And i have a blast clearing dungeons. There are some elitists jerks like me who enjoy pulling 30 mobs at once during runs there but it's just because it's the only way for me to get some challenge and have fun. Also, trying to beat your own legit clear time record may be one of the last things some people have fun to do, given the poor rewards design (poor farmability and nothing to sell) of the new content we had during the last 6 months.
I really like the idea of more diversity that you suggest. One thing that might be interesting is if all the areas in the game had a level 60 version that players could choose at cap with new quest lines and maybe set in a timeline after the adventurers have defeated the previous menace at the lower levels.
Honestly quite shocked by the results thus far and thanks for the feedback everybody.
I'm especially intrigued to see so many vote for solo content due to a desire for more class and race specific quests. That wasn't something I would have predicted to come out of this poll but it is great information for the developers to know going forward.
Now just to repeat I do not plan on ever giving you guys an 'all of the above' or multiple choice poll. The developers already know that we want more of everything.
What they don't know is what you want the most.
Thanks again everybody and keep it coming.
Castle Never won't be worth farming after mod3!
Playing with others offers a random chance of two extremes. Either great fun, or great frustration. Solo content tends to fill in the gaps between these two extremes.
So, more lvl 60 solo content, and some challenging if possible. Some content you can't hope to beat solo at first but needs some work on your gear and tactics. That would be also interesting to do with small groups of 2 or 3.
Right now, there's really nothing to do in small groups.
Enorla, Oh so devoted cleric.
I don't think the devs want that here.
They already made old dungeons and even PvP obsolete by implementing Black Ice gear.
There could be Mini bosses that appear randomly in the map or Raid of demons in the towns, also I found the proffesion task not a bad idea, but I would have done something about the religion one chooses, so you get a little bonus, for example, for those who had chosen tempus something about the thematic of Tempus (like get a liitle % of power and def or a chance to deal 50% of weapon damage, etc...) and get new titles like "Son of Tempus" and stuff...
The cinematics are actually loading screens, that's why they are unskippable.
Tell that to Xylene in Quckling Den. I always make a habit of killing her before the cutscene gets triggered, so it ends up zooming in on the wall.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
IMO, its ok to add an open world PvP area, but it really needs to be a side-line to the pve NON-pvp content. And not be required for improving your character. Nothing should 'force' someone to pvp.
For me, I'm only really interested in solo content. I don't mind playing with others but prefer it on a casual ad hoc basis rather than an organised group, the open world heroic encounters in module 3 are an example where I can group for a purpose then go my own way.
I don't really mind repetitive content that much, so long as it's fairly brief, fun and easy to access. Arcane reservoir and the Dread ring mini dungeons are examples of the sort of content I've been happy to play regularly. Arcane reservoir has the better access but its rewards are no use beyond Sharandar. The Dread ring minis have better rewards but take a bit more time to get to. The Arcane reservoir minis are gated behind other quests, they're a bit longer as well.
I still think the single best source of variable content in this game is the foundry. The problem for me is that I'm driven to play Neverwinter by a desire to develop my character somehow, be it stats, gears or something else and the foundry lacks any meaning rewards.
Edit: +1 on all of this, with emphasis on the last bit. The addition of potential frustration is something that is a really strong put-off for me in multiplayer games.
Join Essence of Aggression: PVP-ing Hard Since Beta!
currently i think many players feel dungeons are unfun, queue is <font color="orange">HAMSTER</font> waiting 40 mins trying to get in, unwanted classes, and some classes are really quite useless. and nobody wants to stand around spamming "HR LFG ANY T2". so until those issues are corrected adding more "group content" does nothing but alienate part of the player base that are playing those un wanted classes.
and, judging from the reactions to the upcoming "PVP mod", many pve players are already feeling alienated, and betrayed.
the only logical step for now, is more solo content, more ways for the unwanted, and casual players to feel like they can progress. or players that don't have an hour play time to devote to "LFG T2".
all the rewards that are available to dungeon runners should be attainable in an open world solo realm. it would encourage alternate ways for people to play, and still feel like they are progressing and earning a character living. and as far as "group" play, i have often met new friends just helping out doing the "solo" content while leveling, and did not rely on a broken queue system or standing around "LFG" all day.