At the moment Never winter is just a dailies day by day with some dungeon grouping with guildies or heaven forbid (pugs pick up groups), this was the case in dread ring once the content was completed its just a dailies grind fest. Others would argue there is PVP and for those that love PVP great but for those that dont its a big 8(.
The new expansion has launched with two zones and a hub zone (caer Konig) and the implimentation of the black ice dynamic which is great apart from its only useable in Icewind Dale (currently).
The game in essence is FREE to play BUT is you want to advance properly your restricted to HAVE to use the AH/Zen market to buy essential items like Bags, Gauntlets to actually refine Black ice at a reasonable level, coupled with regular promotional pages for cheap item from Zen market, Upgrades, chances for rare loot ect.
I personal find it futile to spend money on a chance at something and I find the game is slowly bottlenecking the player to the point that when end content is reached they have nothing to do apart from dailies and revisits to old zones in a dungeoun crawl OR play an alt. But what is you dont want alts, what is your tired of same old dungeon crawls and only wait for new content to restart the bloomin grind! there is a solution, in fact there are many.. heres some ideas that wont neccisarily detract from the need to use the Zen market by offer freedom and fun in the dungeons and dragons world.
1.
In the old days when we played D&D on the table with pen and paper, we bought modules, and whilst currently in Neverwinter online modules are free just months and months apart. So how about this, a selection of say 10 different modules.. each with a story and dungeoun and we buy it to play it! So if say a guild wanted to adventure in the haunted dwelling of Captain barosa and have a chance to get Captain Barosas sword of Cleaving with epic stats, you first of all buy the use of this module and those that have bought it can farm it daily! each module can offer something specific to each class, and modules can be added if and when needed..
2. The random generated dungeon crawl, yep you have a team of say 3 or 4 or 5 wanting to do a dungeoun for 30 mins with epic loot, the game checks your levels and gear and generates a random set of rooms and corridors with level appropriate mobs and loot to match and hey presto an uniue experience each time with traps, triggers, secret door ect.
3. Epic weapon quests.. one for each class, revisit soe of the old zones in an attempt to collect components to achieve your epic weapon, but make it LOOOONG and HAAARD so the end result is something that is not only Uber you worked hard for it!
4. Completely PVP zones, if you like PVP, have a massive PVP zone with quest hubs and repeatable quests but in the hard world of teams ganking you
5. Class specific training, were currently getting instant artifacts, but have to grind to get them. What about class specific legendary artifacts where the artifact is achievable by a tiered training system ergo each level 61 achieved gives you 1 training point to put into your class specific tier of training so your actually benefiting always just by playing.
6. Special crafting expertise on weapon and armour FX, yep you want fire on your sword but not the enchant that gives it, level you specialised FX crafting to apply a visual effect on your equipment, great fun!
7. Once per 12 hour skill, an amazing skill accompanied y animation and FX to perform once every 12 hrs, yep the uber heal the uber attack but only once every 12 hrs making it a real daily..
8. Pet Wars, yes enter the arena and make your companions compete, enchants on companions will take effect so you need to get good gear on your companions BUT the rewards for your player are AWESOME! advance through the system to have 2v2 pets compete and upto 5 vd 5 pets compete.. what a spectator sport with replays on take downs!
9. faction vs faction zone where players compete to dominate land and dwellings BUT with extras like taking down a castle structure mean taking down the mining post and quarry where the stone comes from to take down the walls giving those attacking and defending multiple options along with zone aids like balistas, battle mages and clerics, evil summoners, armies etc..
ome on guys lets steer away from the grind abit and have some fun but hey implement some zen stuff as well 8)
While I do agree with fixing the Foundry and making it more enticing for the player base (100% behind that mind you as I love Foundry Quests!)...
I like a bunch of the OPs suggestions. Not sure how viable they are from a technical/manpower standpoint, but they are cool! :cool:
Many thanks for your comments, everything is achievable from a technical perspective. Im from a games dev background and the suggestions posed previously are all implementable with a little forethought and planning. The message im trying to convey is lean towards sand box a tad so were not steered all the way. This gives players the choice and adds longevity to the title. It makes sense to have dynamics to revisit for gain or personal choice, but it also makes sense to impliment some of the feel of the original D&D as Cryptic did with the board game idea.
Who knows they might even listen to some of the suggestions 8).
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I like a bunch of the OPs suggestions. Not sure how viable they are from a technical/manpower standpoint, but they are cool! :cool:
Many thanks for your comments, everything is achievable from a technical perspective. Im from a games dev background and the suggestions posed previously are all implementable with a little forethought and planning. The message im trying to convey is lean towards sand box a tad so were not steered all the way. This gives players the choice and adds longevity to the title. It makes sense to have dynamics to revisit for gain or personal choice, but it also makes sense to impliment some of the feel of the original D&D as Cryptic did with the board game idea.
Who knows they might even listen to some of the suggestions 8).