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My Mod 5 wish list

hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
edited September 2014 in General Discussion (PC)
This is my serious attempt at providing a list (and hopefully some food for thought) about what I'd like to see in Mod 5. Lively discussion is of course welcomed!

1. Numero uno: a redcap mini-me (see attached image). We have a slyblade kobold, a lizardfolk shaman, and a quickling (and a friggin' Erinyes!) so just because the majority of a particular critter are evil and/or enemies doesn't mean that one will never decide to follow us. I know that there never needs to be much of a story behind why a companion follows us, but here are a couple to consider:

a. The Fomorians fed the redcap's kin and/or sweetheart to trolls.

b. Someone clued the redcap in on how they got that way (hint: press 'J' and read the lore page). I don't have a problem promising said redcap rivers of Fomorian blood for dipping. The gods know, the Fomorians have it coming in spades.

(as promised)

screenshot_2014_08_06_22_32_42.jpg

2. An "inactive mounts" inventory tab. Between lockboxes, events, and the Zen store, they're beginning to pile up. It would be great if we could better enjoy all of these awesome mounts by treating them more like companions.

3. A per-player housing zone -- a place to which we could invite friends, chat, or relax. It would be *really* neat if, while inside that zone, our companions could be instanced (you'd have to treat it like the Driftwood Tavern whereby we couldn't summon them). It could be tricky since companions could come and go, but it would be really neat.

4. Improved companion AI. I know, it depends on what information is available to the AI engine, but a couple of things come to mind:

a. Attempt to move out of the "big red areas" instead of just standing there.

b. Borrow some more AI from enemies (e.g. a Quickling companion should run around seeking combat advantage like the enemy version does).

5. Separate augments from companions and allow one companion and one augment to both be summoned. I don't think it would imbalance gameplay at all and would make companions infinitely more viable and easier to enjoy. Coding it could be a challenge, but a worthy one, I think.

6. Expand crafting, but in a way that relies less on random drops (e.g. from heroic encounters) and more on requiring specialized skills. For instance:

a. Maybe in addition to drinks made of sap, the redcaps also know how to mix a potent compound that you need, but in order to get it you have to climb up and raid one of their homes.

b. Said home would come with a zone that you have to fight through, and that zone should have some randomness involved (maybe as simple as being chosen at random from a small set of them, or maybe something more complex). You should not be able to go through it on "autopilot".

c . And to do *that*, you need someone who can pick the lock (e.g. slyblade kobold, wererat thief, etc.)

d. Or maybe the door is sealed with Dark Fey magic and you need a companion who knows how to dispel it.

e. Or, maybe you don't just need a particular companion, but a companion who has had the opportunity to learn that particular skill (e.g. dispelling Dark Fey magic). Quest trees galore! Maybe only certain types of companions can learn certain types of skills (no one should expect their Cleric Disciple to be able to learn to pick locks!)

f. This could be made more generic: allow a companion to learn a single skill useful in these types of quests. Certain companions would be able to learn certain skills. Something to think about...



I could go on, but I really want to get back ingame!
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
Post edited by hustin1 on
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Comments

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    cheesegromitcheesegromit Member Posts: 540 Arc User
    edited August 2014
    Only three things I really want:

    1. Major balance pass on TR and DC. Possible at least.

    2. Review of campaign progress, especially Sharandar. I don't expect this since they are now charging to skip it.

    3. Review of what is character bound and what is account bound. I'd like to see much more BoA and the ability to share across alts. I don't expect this to happen either.

    Edit - two more:

    4. The ability to permanently relocate all pop-up windows. Including the refining window and the congratulations you've opened something and got stuff window.

    5. A lockbox with leadership assets.
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    ordensmarschallordensmarschall Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 1,060 Bounty Hunter
    edited August 2014
    1. More disguised skill nodes. Instead of the standard altar, backpack, stone block, mushrooms, and magic ball; more things like the whetstone in the Mithral Mines or the stack of boxes behind the 2nd Lorekeeper.

    2. More secret doors.

    3. More dungeons like Cloak Tower, Pirate King, and Cragmire Crypt with their squirreled away treasure chests, puzzles, and side rooms. Plus they had dungeoneering atmosphere, unlike Spellplague or Dread Vault that seemed more like long boring rail-road tunnels.

    4. Loot that doesn't just fall like sack, but uses the designs you see for loot in the lower level instances.
    [SIGPIC][/SIGPIC]
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    hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited August 2014
    1. More disguised skill nodes. Instead of the standard altar, backpack, stone block, mushrooms, and magic ball; more things like the whetstone in the Mithral Mines or the stack of boxes behind the 2nd Lorekeeper.

    2. More secret doors.

    3. More dungeons like Cloak Tower, Pirate King, and Cragmire Crypt with their squirreled away treasure chests, puzzles, and side rooms. Plus they had dungeoneering atmosphere, unlike Spellplague or Dread Vault that seemed more like long boring rail-road tunnels.

    4. Loot that doesn't just fall like sack, but uses the designs you see for loot in the lower level instances.

    For me, Cragmire has far and away the best dungeon "feel", with Cloak Tower coming in 2nd. I've spent a lot of time soloing Cragmire just so I can find every little nook and cranny that groups skip in their mad rush to get to the chest (there are a lot!). Another neat side area is the undead dungeon in Temple of the Spider. There are a couple of surprises in there!

    Cloak Tower just screams for secret doors and secret passageways in the upper levels! A loose brick here, a particular book in a bookshelf there, maybe you have to do something in neighboring rooms to unlock an area; the place has lots of potential.
    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
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    charononuscharononus Member Posts: 5,715 Arc User
    edited August 2014
    OP is way to companion focused. I guess that's good for PWE because it means they make money, but I would hate to see such a dependence put on companions.
    Here's my wants

    1) Smash your face in difficulty dungeon with excellent farmable loot. The dungeon should be harder than CN at min GS when someone is at 17GS if that makes sense. It should take you a long time to get geared enough to run it, and it should require absolute perfection to down the bosses. No voice chat to coordinate and no static to run it with don't bother trying.

    2) 10 man raid content of the same variety as #1.
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    dfncedfnce Member, NW M9 Playtest Posts: 509 Arc User
    edited August 2014
    How about

    1) Don't introduce new annoying bugs. To name a few since M3: popping non-allocated point window, refinement button blocked (last patch), chat crippled with absent menu (patch before last patch), non-stacking items in bank (M4 patch?). Not even mention BoE/BoP description issues. Some already fixed, but seems devs lowered their responsibility bar, too easy to introduce new bugs now, long delay to get a fix as usual.
    2) let DC do same damage as SW, SW already can heal better than DC and does damage in same time. SW are fine. DC should do same.
    EX-DL-BtS / ITF-KC-KB / BF-HD-IBS / FtF-IT-ST-Dis / CA-GW-PG
    "When no appropriate rule applies, make one up."
    — (The unwritten rule)


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    bernatkbernatk Member, NW M9 Playtest Posts: 115 Arc User
    edited August 2014
    My only wish is let the setting be Darksun or Planescape.
    JMYwySk.jpg
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    djoffer1djoffer1 Member Posts: 404 Arc User
    edited August 2014
    I love suggestion 5, atm i really want to play around with different companions because there is a lot of fun ones around, but well unless you are using an augment you are really putting yourself at a major disadvanteges...
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    echokazulechokazul Member Posts: 149 Arc User
    edited August 2014
    1: A way to reorder my characters on select screen. I've got a couple of each class, as I played around with different characters and builds, and would like to group my three main characters up on top.

    2: Some NPC or worktable that makes it easier to refine when you have tons of enchantments and runestones in your bags.

    3: Some way to improve your chances of getting the rare drops required from Heroic Encounters (looks at her poor GF trying to complete her Black Ice set)

    4: (And this has been mentioned) Some love for the poor DC.

    EDIT: Oh, and 5: Some way to turn off the visuals for enchantments. What's the point of spending all that money on dyes if you can't see them through the visuals anyways.
    Kyba Fell- Tiefling GF (Main)
    RainFeather- Dragonborn DC
    Rune Fell- Drow CW
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    clericalistclericalist Member, NW M9 Playtest Posts: 595 Arc User
    edited August 2014
    1. Make new dungeons with deadly traps, and when I mean deadly I am not talking about the lame joke they have now, I am talking about instant death and multiple red injuries as the penalty, perhaps even a special "trap injury" kit which would cost much more than the current injury kits. These traps would also be invisible except for rogues or specialised trap finder companions, and they would be randomly spawned, this would give the the rogues some love they deserve for dungeons and perhaps generate more zen purchases for Cryptic.

    2. Monsters with physical/magical immunity/resistance, this would end the 5cw runs (or any other op 5 of the same runs). It would also be a good way to address the general issue of op classes, since every class would have a meaningful weakness, it would force them to seek help from others and not make them op all the time.

    3. Related to the monsters, have arcane/necrotic/etc. damage have heightened or lowered affects depending on the monster class.

    4. Reward the dungeon crawlers with meaningful loot should they happen to take a detour.

    5. Since the my personal wish list will likely never see the light of day :(, all I want is general quality improvement like so many others are asking for.
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    rezielereziele Member, Neverwinter Beta Users Posts: 66
    edited August 2014
    More challenge in the game for higher gs would be good for pve. But there's nothing more I want to see developed in game except PvP. Its about time they wake up.
    ~We need more PvP types. Tired of Dominations!~
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    psychicslugpsychicslug Member Posts: 210 Arc User
    edited August 2014
    1) turn undead, real priest spells and healing abilities.
    2)Druids & paladins classes in one shot
    3) more open areas so we don't feel confined maybe a jungle or deep open forest with lots of trees and hidden ruins with an open dungeon.
    4) some more lower level path choices, because making another character and running through the same old same old is getting boring.
    5) More types of weapons and styles of armor for all levels and the ability to set a look and keep it even if changing out gear.
    6) The ability to make more dye types with alchemy, the ability to use leadership to improve companions (level), Some new skills like animal handling to help with mounts to improve (level).

    Stuff I would like but will never happen
    1) all encounters adjust to level, so you can experience things at what ever level you want. Gear score still matters because and epic person doing a 5th level adventure will have a much easier time than one who is the right level, but can get killed if over confident (kind of like that guild game you know the one).
    2) PVP and PVE the two shall never meet, completely put them on another server or something so the issues with one do not effect the other.

    2
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    echokazulechokazul Member Posts: 149 Arc User
    edited August 2014
    magenubbie wrote: »

    3: The foundry: It is supposed to be the flagship feature of the game, but it has been neglected for the past year. It needs updating, additional features that are already available in-game, and it needs a reason to be played. But most of all, it needs to be noticed and worked with. Contests, multi-user maps, more quests tools.. the works.

    Oh yes, THIS! You know what? The Foundry was one of the things that drew me into this game, and I had completely forgotten about it until you brought it up. We definitely need more with this! Gear that can be earned, contests with awesome prizes, we need rewards both for creating and running Foundry missions! What we really need is different categories. Allow us to review foundries on story, gameplay, and puzzles. Give people rewards for spinning a good story into a foundry mission, or creating a clever puzzle world. Heck, give people rewards for running different categories. Give an incentive to do more then the generic 'Daily' and farming quests that have no cleverness, just ways for people to get through their dailies quickly.
    Kyba Fell- Tiefling GF (Main)
    RainFeather- Dragonborn DC
    Rune Fell- Drow CW
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    anharmonanharmon Member Posts: 175
    edited August 2014
    magenubbie wrote: »
    My wish list is short, yet kinda demanding. Here we go, in random order:

    -snip-

    That ... sums up what I was going to say, perfectly. I'd extend #1 to just be [properly] balancing all classes, so they all have roughly equal (I'm not expecting perfectly, but roughly) ease in both PvE and PvP, but other than that, I agree with you completely.
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    crazymikeecrazymikee Member Posts: 694 Arc User
    edited August 2014
    they could probably add player instance housing by creating a new profession to turn supplies into building materials, would be pretty awesome to see that.
    Coach Mike - 19.1k PvP CW
    CRAZY MIKE - 14.6k PvE CW

    Backbone - 16.7k PvP HR
    [SIGPIC]http://i59.tinypic.com/s3hts7.png[/SIGPIC]
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    jorifice1jorifice1 Member Posts: 1,042 Arc User
    edited August 2014
    I have six demands for Mod 5:
    1) Make.
    2) My.
    3) Warlocks'.
    4) Stuff.
    5) NOT!!!!!
    6) PINK!!!!!!!!!!

    That is all.

    'Wen considered the nature of time and understood that the universe is, instant by instant, recreated anew. Therefore, he understood, there is in truth no past, only a memory of the past. Blink your eyes, and the world you see next did not exist when you closed them. Therefore, he said, the only appropriate state of the mind is surprise. The only appropriate state of the heart is joy. The sky you see now, you have never seen before. The perfect moment is now. Be glad of it.' Terry Pratchet The Thief Of Time
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    championshewolfchampionshewolf Member Posts: 601 Arc User
    edited August 2014
    jorifice1 wrote: »
    I have six demands for Mod 5:
    1) Make.
    2) My.
    3) Warlocks'.
    4) Stuff.
    5) NOT!!!!!
    6) PINK!!!!!!!!!!

    That is all.

    You're a clown. Your argument is invalid :p

    That being said

    1) Shifter race (longtooth and razorclaw)
    2) Bare foot options for clothing, specifically warlock to pull off that witch look
    3) Paladin class
    4) Missing warlock items put in the game
    5) Grimoires added to the epic gear like the level 30+ gear had, for warlocks because the level 42+ gear looks bland
  • Options
    zshikarazshikara Member, NW M9 Playtest Posts: 796 Arc User
    edited August 2014
    I would love to have player housing in the game. Just a place I can go to relax and decorate the way I want. Heck, you could even let us use the foundry creation tool to make our home if you'd like. That way it'd basically just be allowing us to make a map for ourselves. Obviously limit it in terms of size, but man, think of the houses people could make with very little effort on Cryptic's side! I'd definitely learn how to use the foundry tools for that!

    I do want more dungeons and I would enjoy seeing 10 man raids being added, but for the love of all that's holy keep them roughly the same difficulty as VT and MC are. Someone earlier suggested harder dungeons, and I personally love a good challenge, but with how bad and elitist the majority of the population is in this game (outside of my guild and the legit channel) this would basically be something only 5% to 10% of your player base would likely see if they were made extremely hard. I like the level of difficulty currently in game. Not mindless, but not bang your head into a wall for 3 hours difficult either.

    I want a way to be able to spend currencies I either cannot use or have no plan to use. Like maybe I could sell everything for like 5 or 10 AD a piece. Or heck, even gold. That'd work too. Just some way I can empty my currency tab of the stuff I can't use.

    Significant foundry updates. I want bosses, better end chest loot based on your performance in the dungeon, and more incentive to play them and to make them. That said, I still love foundry and I always play a few every weekend.
    [SIGPIC][/SIGPIC]
    ...
    Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
    Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
    ...
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    bardaaronbardaaron Member Posts: 545 Bounty Hunter
    edited August 2014
    magenubbie wrote: »
    3: The foundry:
    It is supposed to be the flagship feature of the game, but it has been neglected for the past year. It needs updating, additional features that are already available in-game, and it needs a reason to be played. But most of all, it needs to be noticed and worked with. Contests, multi-user maps, more quests tools.. the works.
    If you don't want to hand out gear rewards, consider transmutation rewards. Heck, make a profession for it and let it work with drops you can only find in foundries.
    echokazul wrote: »
    Oh yes, THIS! You know what? The Foundry was one of the things that drew me into this game, and I had completely forgotten about it until you brought it up. We definitely need more with this! Gear that can be earned, contests with awesome prizes, we need rewards both for creating and running Foundry missions! What we really need is different categories. Allow us to review foundries on story, gameplay, and puzzles. Give people rewards for spinning a good story into a foundry mission, or creating a clever puzzle world. Heck, give people rewards for running different categories. Give an incentive to do more then the generic 'Daily' and farming quests that have no cleverness, just ways for people to get through their dailies quickly.

    YES! This is my main request, and if the foundry got some love, that would be enough for me. echokazul you say the Foundry was one of the things that drew you to this game? Well the Foundry was pretty much the ONLY thing that drew me to this game. Technically a reference to a "skill based" system also caught my attention, but that turned out to be lies (at least in any meaningful D&D/RPG sense). And now it's the only thing keeping me around. The Foundry is where the most creative and interesting quests are found. Yes, there are also bad quests, but people also write bad books, and make bad movies, but it doesn't mean we should ignore good books because there are bad ones, and it doesn't mean we should stop trying to make better movies just because The Room exists.

    There are so many requests that have been made in the foundry forums that have been abandoned or just plain ignored, because the Foundry is the last thing the devs work on at present. I love it already, and having become a bit fed up with most of the standard content, it's where I spend 90% of my in-game time now. I am tired of the "Kill <font color="orange">HAMSTER</font>" and "Retrieve <font color="orange">HAMSTER</font>" quests which make up most of the content, and the Daily Quests that make up the TOD campaign (and all the others, but I've yet to get any character to lvl 60) will never hold my attention. The same thing day after day? No thank you. But there is no need for that in the Foundry. The Foundry holds a nigh-endless supply of new quests to choose from.

    Please give us the tools to make our foundry quests truly great, and an experience that the average player actual wants to have. So many people ignore it because the rewards aren't good enough. They don't think it's worth their time. That makes me sad. So many of them are so fantastic, with storylines that are better than the best Cryptic has come up with, but they don't get the recognition they deserve. Give us tools like OR logic, bosses, better loot, real timers, and on/off switches (that can be interacted with more than once) so we can create some really detailed puzzles, better options for players, more dynamic quests and encounters, and allow us to do so without wasting resources jerry-rigging them.
    magenubbie wrote: »
    4. A true story for a campaign. Ok, I know I said in random order, but honestly, this is what I'd like most.
    I'm tired of running the same thing every day with no sense of progression other than another X on my campaign sheet. Not some lazy huge map doing this and that. I want to progress through it. Like the pre-60 story.
    I want to fight my way to the final dungeon. I want to fight evil along the way, save people, help them rebuild or defend a town (for real, not the IWD things) and build a frontier base there from where I can proceed to the next map with new and harder challenges and I want a long and hard road to my goal. I know, dailies has to be a thing. I don't mind going back for dailies. What I do mind is not having the feeling I'm making a difference. In all honesty, and not to put anyone down, there are foundries with better storylines than the campaigns.
    Cryptic, you've shown us you can write excellent stories and you're on the right track with ToD. Moar please!
    While this is secondary to me, I would like this as well. It ties into some of my reasons why I stick to the foundry. The daily repetition of boring, mind-numbing tedium is why ToD only kept my attention for about 2 days. A REAL campaign with REAL adventures, please. And maybe introduce some new environment types, and especially new types of enemies. Something aquatic (sahuagin, maybe? I really want these in the Foundry actually) maybe. Or a desert campaign involving mummies and djinni, scarab swarms, giant scorpions....maybe some naga or yuan-ti? Something involving ancient curses, dark gods, and a strong, consistent story line with no "kill/fetch" quests (at least none required to progress through the story).

    No zombies, though. I have had it up to here with zombies. Vampires are cool though...We could use vampires, bat swarms, things like that. That would be awesome.
    [SIGPIC][/SIGPIC]
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    str8slayerstr8slayer Member, Neverwinter Beta Users Posts: 715 Bounty Hunter
    edited August 2014
    zshikara wrote: »
    I would love to have player housing in the game. Just a place I can go to relax and decorate the way I want. Heck, you could even let us use the foundry creation tool to make our home if you'd like. That way it'd basically just be allowing us to make a map for ourselves. Obviously limit it in terms of size, but man, think of the houses people could make with very little effort on Cryptic's side! I'd definitely learn how to use the foundry tools for that!

    I do want more dungeons and I would enjoy seeing 10 man raids being added, but for the love of all that's holy keep them roughly the same difficulty as VT and MC are. Someone earlier suggested harder dungeons, and I personally love a good challenge, but with how bad and elitist the majority of the population is in this game (outside of my guild and the legit channel) this would basically be something only 5% to 10% of your player base would likely see if they were made extremely hard. I like the level of difficulty currently in game. Not mindless, but not bang your head into a wall for 3 hours difficult either.

    I want a way to be able to spend currencies I either cannot use or have no plan to use. Like maybe I could sell everything for like 5 or 10 AD a piece. Or heck, even gold. That'd work too. Just some way I can empty my currency tab of the stuff I can't use.

    Significant foundry updates. I want bosses, better end chest loot based on your performance in the dungeon, and more incentive to play them and to make them. That said, I still love foundry and I always play a few every weekend.


    I like these ideas, they closely mirror things that I would like to see, and I believe would be highly successful for Cryptic/PWE. If they added things like this in the next module and not more boons/dailies (or both, whatever) for once I think this game would get some much-needed good press.
    [SIGPIC][/SIGPIC]
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    railakrailak Member Posts: 132 Arc User
    edited September 2014
    i would like to see 10 man raid dungeons ^_^
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    fauust01fauust01 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2014
    More then 5 ppl Content !

    10
    15

    or Guild Thingys
    [SIGPIC][/SIGPIC]
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    reiwulfreiwulf Member Posts: 2,687 Arc User
    edited September 2014
    Very nice suggestions here, I agree with many of them.
    as for my own:
    1.- TR and DC revamp, making them both useful in PVE and PVP again.
    2.- New and more open maps, like the ones in IWD, make exploration interesting again, no more hallway-like maps.
    3.- Make both augment and non augment companions equally useful, change their AI increase their stats, etc...
    4.- Player housing and/or Guild houses
    5.- big foundry update, make it so it's an important part of the game, maybe a foundry campaign? lts of changes I'd like to see
    -more than 5 users per map
    -bigger maps with higher detail limits
    -sidequests that appear on the quest tracker
    -non exploitable nodes and treasure chests
    -better rewards
    -more non grass base terrains, desert, dirt, mud, etc.
    -palm trees! I want to make a tropical paradise beach XD
    2e2qwj6.jpg
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    fauust01fauust01 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited September 2014
    More Apperence Change options for armors etc
    [SIGPIC][/SIGPIC]
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    pufy2010pufy2010 Member, NW M9 Playtest Posts: 301 Arc User
    edited September 2014
    My Wish for Module 5 is

    A New Server..Module 2-3 Feature + Tyrany campgain feature and items.

    Old skills.feats restored.

    if to Powerfull half the effect...but dont change it..making it totaly useless..Like Module 4.
    Exemple : GWF prone...HR total destruction (Constrict./lone wolf/hindering/Fox

    and old bugs like Boar charge ( when u get stuned as well )

    Some love for DC's



    Module 4 is now : NeverPlayer.
    Or CwWinter.
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    hustin1hustin1 Member, NW M9 Playtest Posts: 3,462 Arc User
    edited September 2014
    tousseau wrote: »
    I would like an extra Tab on the inventory window labeled "Wardrobe" where our outfits can be stored... Perhaps only three columns wide (Head, Top, Bottom) with a quick fit button next to it to apply all three items in that row at once.

    Seconded! It's the same issue as for mounts; we can have only one among many active at a time.
    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
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    rollingonitrollingonit Member Posts: 1,322 Arc User
    edited September 2014
    Only three things I really want:

    1. Major balance pass on TR and DC. Possible at least.

    2. Review of campaign progress, especially Sharandar. I don't expect this since they are now charging to skip it.

    3. Review of what is character bound and what is account bound. I'd like to see much more BoA and the ability to share across alts. I don't expect this to happen either.

    Edit - two more:

    4. The ability to permanently relocate all pop-up windows. Including the refining window and the congratulations you've opened something and got stuff window.

    5. A lockbox with leadership assets.

    All these except 5, not for or against it.
    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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    juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    edited September 2014
    1) A travel map. You leave PE to go to other parts of the city, you have to navigate the streets to get there - and can be attacked en route. Another one when you leave the city. Say, a 2 minute ride to Helm's Hold, ten minutes to Vellosk, 15 to Whispering Caverns. All with the threat of attack while travelling. Would enhance immersion.
    2) "Normal" mode Dungeons. Ones that are meant to be played solo at the appropriate level. Make them 20 percent harder than lairs, but offer the same sort of loot in the end, with the same encounters throughout. This would be more useful to "train" for the dungeons by letting them learn the layout of the instance and what fights to expect, and counter the complaints of "I'm not going to carry some newb through a dungeon if they don't know it"
    3)Add fashoin clothing crafting to the Tailoring profession. Have it work in combo with Alchemy - dyes and cloth to make fashion outfits, not ones as elaborate (even at max level) as Zen or event items, but would add some more usefulness to making the dyes.
    4) Rework GF taunts. Enforced Threat is anything but that... high DPS can pull the mobs off the GF. Enforced should be just that - ENFORCED. The mob has no choice... it has been taunted, will immediately turn to the GF and keep attacking for X amount of time.
    5) A true story based campaign, and not one that can be done in a matter of hours, but not yet another time-gated daily grind.
  • Options
    sugarliessugarlies Member, Neverwinter Beta Users Posts: 99
    edited September 2014
    Possibility to use your cosmetic gear while also seeing your true gear in the interface.

    Reason: It's so annoying to switch back and forth when you want to put (refine) an enchant that dropped in your artifact.
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