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  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited August 2014
    magenubbie wrote: »
    I agree it's madness for something like CN or VT to still drop R4s. But raising those to r7s will only make these r7s go on the AH or be used to refine. It will still overgear the PvE players for the content when r7s drop easily enough to be affordable once you hit 60. You can't involve PvE in solving the solution.

    And the PvP enchantments I suggested won't fix everything either. It only allows for more diversity and potential risks when you go full against a specific class. New CWs can run around with a 20% against GWF enchantment, but if the GWF is fully specced against TRs... you get the idea. It would add an extra layer of strategy that is available to everyone.

    Overgearing is a problem in all MMOs. At some point, all players gets overgeared unless there is a system that sets the level on the dungeons based on the gearscore or something. The new M4 dungeon took us 15 min to complete the first run. That is BAD. They need more levels of dungeons and one level should be hard for a group with full 10s and perfects. You cant just have PvE for low geared players. I'm full geared and I want some fun too without taking off my gear that I worked hard to get.
    ZengiaH@ejziponken
  • edited August 2014
    This content has been removed.
  • hfgtfsdfshfgtfsdfs Member Posts: 688 Arc User
    edited August 2014
    Maybe they should just level the field. Give everybody 10s and perfects and raise the dungeon level so its hard for a player with that gear. :)
    ZengiaH@ejziponken
  • edited August 2014
    This content has been removed.
  • vedran541vedran541 Member Posts: 199 Arc User
    edited August 2014
    I have to agree with Zeng. Im not a particularly poor guy and i spent plenty of money on the game. But i really see no way for me to refine anything of the new stuff (belts/weapons) unless i spend real money. And even spending real money would cost a lot... Not just little bit, but a lot. I really think the "real money" sinks in the game are a bit over the top.

    I would love to get a reply from a Dev or system designer on how they figured we would afford refining all these new things?
  • ryugasiriusryugasirius Member Posts: 996 Arc User
    edited August 2014
    hfgtfsdfs wrote: »
    No way to progress
    Lets say I'm a new player, I start leveling and its going okay. When I reach lvl 60 I want to do some PvP but I get stomped every time because I have no enchants. What do I do to get a greater/perfect Vorpal? that I need? And Soulforge? And rank 8-9s? Three artifacts and the new artifact belt/weapon? I start to realize that it will take me years of farming to get those and I really don't want to wait that long to be able to compete on the higher levels in the game. What would I even farm?

    Well, in no proper MMO I know of a new player has a real chance to compete with a veteran player in a month (or even in 6 months).

    People who started playing earlier will always have more resources than a new player. There are still many things in the game that you can do to get AD (way more than there were in the past, with rhix quests revamp, DR lairs and so on) and buy refining materials.
  • kyobi16kyobi16 Member, NW M9 Playtest Posts: 68 Arc User
    edited August 2014
    A good and fix to this is to make a new Dungeon a lot similar to Castle Never maybe a bit harder that drops Enchants at the end or maybe refine stones or Keys!
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited August 2014
    Many good points in this thread.


    One potential solution to the current issues is to in a year or so release a large mod where the level cap is RAISED, and have gear and enchantments available only at the new cap that are notably superior to current ones. At the same time they should ensure that the cheapest way, by far, to refine the new enchantments is to use other shards of the same type, with most of the new shards being bound and found in the end chest, but with considerably rarer BoE unbound enchants (and gear) being dropped. Of course the endgame dungeon(s) for that mod should be made correspondingly harder.

    This would to some extent reset the playing field.
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    edited August 2014
    mconosrep wrote: »
    One potential solution to the current issues is to in a year or so release a large mod where the level cap is RAISED, and have gear and enchantments available only at the new cap that are notably superior to current ones.
    This is more or less what Rift did when they launched 2.0 and added two new continents. Level cap jumped from 50 to 60, mobs in the new zones scaled accordingly, and regular Green drops more powerful than previous BiS gear from top tier raids.

    The rivers of QQ were a wonder to behold. Gear that people had spent months and months grinding, crafting, and perfecting made obsolete overnight. Lost them a fair few players.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • mconosrepmconosrep Member Posts: 0 Arc User
    edited August 2014
    This is more or less what Rift did when they launched 2.0 and added two new continents. Level cap jumped from 50 to 60, mobs in the new zones scaled accordingly, and regular Green drops more powerful than previous BiS gear from top tier raids.

    The rivers of QQ were a wonder to behold. Gear that people had spent months and months grinding, crafting, and perfecting made obsolete overnight. Lost them a fair few players.

    Good point, although a similar happens in WoW every expansion, and it seems to work there quite well.

    The issue though for Neverwinter is that the HUGE gap in power between new players and veterans needs to be made more bridgeable than it is now.
  • magiquepursemagiquepurse Member Posts: 0 Arc User
    edited August 2014
    magenubbie wrote: »
    You can't involve PvE in solving a PvP problem.

    That is true.

    Other games solved this in a very simple way:

    They made everything needed for PvP, available THROUGH PvP.


    What is that meaning?

    You farm PvP, and based on all kinds of criteria, you buy everything you need to improve your chars. So that means you should be able to buy legendary artifacts, rank 10s, gear, from PvP currency/PvP performance alone. These PvP items should be less optimal in PvE.

    Will you ever see this in this game?

    No, because this game doesn't strive to be fair towards all players, this game builds upon player frustration, so they spend real money. It doesn't really work here, because the game is filled with holes through which people can escape the real money investment.

    Sadly for ZengiaH, there is no solution for the issue he described besides making the game subscription-based - will never happen, almost nobody would pay for it... I have posted by the way the exact topic a good while ago with no results.
  • twilightwatchmantwilightwatchman Member Posts: 2,007 Arc User
    edited August 2014
    mconosrep wrote: »
    Good point, although a similar happens in WoW every expansion, and it seems to work there quite well.

    The issue though for Neverwinter is that the HUGE gap in power between new players and veterans needs to be made more bridgeable than it is now.
    Oh it stabilised out eventually and the majority adapted and moved on as usual. My point was more that such a move carries it's own issues rather than to suggest it shouldn't be looked at.

    I couldn't agree more with your second sentence. That much imbalance is bad for both sides of the divide.
    Jenna Sunsoul - Justice Tankadin
    Aelar Hawkwind - Archer
    Karrin Feywinter - Mistress of Flame
    Errin Duskwalker - Executioner
    Darquess - Soulbinder
  • evileyecurseevileyecurse Member Posts: 38
    edited August 2014
    I don't know when you guys started playing but coming from a beta a player, it is definitely much easier for a new player to be competitive in few weeks compared to a year ago.

    I could still that in the first few months of the game even basic t1 armor where in the 6 digit area. Stalwarts helm was at 900k (GF t1 helm). T1 Armor for Rogue was 375k, Swashbuckling helm was at 2-3M a piece. Ancient dagger especially for CWs and GWFs were at 1.5M.

    It also took 4 greater vorpals to create one perfect vorpal and the price of which at that time was north of 16M.

    Most of the people back then was running with rank 5-6 enchants, having rank 7 you were already at the top.

    It was definitely much more expensive back then. Look at the prices now, look at rank 10 enchants its now hovering at 3.5-4M level, before it was 6-7M.
  • abecassisabecassis Member Posts: 255 Bounty Hunter
    edited August 2014
    I don't know when you guys started playing but coming from a beta a player, it is definitely much easier for a new player to be competitive in few weeks compared to a year ago.

    I could still that in the first few months of the game even basic t1 armor where in the 6 digit area. Stalwarts helm was at 900k (GF t1 helm). T1 Armor for Rogue was 375k, Swashbuckling helm was at 2-3M a piece. Ancient dagger especially for CWs and GWFs were at 1.5M.

    It also took 4 greater vorpals to create one perfect vorpal and the price of which at that time was north of 16M.

    Most of the people back then was running with rank 5-6 enchants, having rank 7 you were already at the top.

    It was definitely much more expensive back then. Look at the prices now, look at rank 10 enchants its now hovering at 3.5-4M level, before it was 6-7M.


    I dont know what game you played. But before everything was Bind on Equip. it meant that t2 and BiS gear were sold on AH for nothing. This was completly not that way to go either, so im glad things are BoP now and you have to farm it. But the biggest problem this game has that the enchantments give much more stats then gear. Everything that can be bought for alot of money is making the biggest difference.

    I would really suggest they scale down the stats on the enchantments or scale up the stats on gear. Because as of totay, enchantments make the biggest difference, which is wrong for any game.
    Dr. Phil
  • rollingonitrollingonit Member Posts: 1,322 Arc User
    edited August 2014
    I don't know when you guys started playing but coming from a beta a player, it is definitely much easier for a new player to be competitive in few weeks compared to a year ago.

    I could still that in the first few months of the game even basic t1 armor where in the 6 digit area. Stalwarts helm was at 900k (GF t1 helm). T1 Armor for Rogue was 375k, Swashbuckling helm was at 2-3M a piece. Ancient dagger especially for CWs and GWFs were at 1.5M.

    It also took 4 greater vorpals to create one perfect vorpal and the price of which at that time was north of 16M.

    Most of the people back then was running with rank 5-6 enchants, having rank 7 you were already at the top.

    It was definitely much more expensive back then. Look at the prices now, look at rank 10 enchants its now hovering at 3.5-4M level, before it was 6-7M.

    This is mostly false. I dont believe its difficult, but it is harder/more time consuming. The systems set in place after mod1 slowed progression, it didnt make it faster. Also yes stuff was BoE so eaiser to do a dungeon, get something for a diff class, and sell to buy for your class.

    You also mentioned gear that all FoTM at the time Mod1 was TR heavy and GF stalwart was OP. AoW gear was actually quite a bit cheaper but it wasnt FoTm at the time.

    The enchanting system is teetering on if it was better. Coal wards (they are the hinge) were exceptionally eaiser to get, higher chance in prayer box, lockboxes gave more tramulane bars, keys were unbound so eaiser to get them for lockboxes. The AD removeal for enchants was clearly the biggest most obvious beneficial change in that.

    I cant say its really difficult now, but I can say it wasnt more difficult during mod1.
    We can pretend.
    Fox Stevenson - Sandblast
    Oh Wonder - Without You

    Do not go gentle into that good night.
    Rage, rage against the dying of the light.
    - Dylan Thomas
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