I really enjoyed playing the game, the powers and interface are simple and straight forward, easily some of the games best and strongest features.
When I first started things were not made very clear and I can understands some peoples frustration at not knowing what to do and I also understand veterans frustration at having to deal with new players that less than helpful.
Sadly a number of things that been added to the game that has consistently lowered the enjoyment of the game. Maybe there are reasons for some maybe there are none for others but here are some of issues that have made playing less than enjoyable as an Elder player:
1) dailies have become very time consuming and monotonous. I understand the use of dailies but dailies should be completed timely so that other things can be enjoyed. The worst offenders in dailies is the ToD dailies where you are constantly mired by timers and lack of cohesiveness to the reasoning behind them. I have no doubt that schedules are rushed and pushed but this is starting to impact players including myself. I am getting very bored with lack of cohesive story and the fact that I spend more time trying to deal with daily stuff and refining than I do playing the parts of the game I enjoy, the game feels more like work now than something fun to play.
2) refining. Refining has become a huge problem since now we have artifact belts that are even more of a hassel to refine than artifacts. Frankly you should have just left them using the same methods as the original artifacts. One can easily spend their whole night of game time just messing around with refining.
3). artifacts. These are great additions to the game but the manner in which you have to get them is a bit off putting. It was nice to have been given class artifacts to allow people to fill their artifact slots more readily. However now that we have weapon and belts (no doubt more to come) it would be nice to actually be able to get a belt. The RNG behind the belt is beyond brutal. I have long since lost count of how many times I have ran epic LoL (was that an intended developer pun by chance?) and epic skirmish not to mention enough Rothe and Whispering dragons to have thousands of dragon coins and still NO belt. Personally I think it would be best to leave all artifacts in quest line events that can be obtained through quest or mats like in the ToD but relying on RNG of dragon or boss drops is so harsh there is likely to have more players frustrated and possibly quitting than people gunning it to do more. The drop should be loosened up at least a bit or the belts should be added to the craft artifact option of the ToD campaign.
4) boons. Boons are nice features, I did not mind working for them in the first 3 mods, but they seem to be overly harsh in requirements in the new mod. I am certain there are reasons for what requirements they currently have but we are already forced into doing dailies to achieve unlocks of skirmish and dungeons ... it is taking what several weeks just to unlock skirmish and dungeons and then you are hit with even more time to get boons ... and then the last two are shut behind either another VERY harsh RNG (not one time have I seen these items drop or show up in the chest, for me or anyone I have been in a group with) or behind a very long daily quest. Now I know it took some time to achieve boons in the first two mods, but seriously now you have us working dailies for ANOTHER two weeks or so beyond what we work towards for unlocking dungeon and skirmish? and that is for EACH boon so another MONTH of solid EVERY SINGLE day doing the same thing over and over? Why is there there no additional way to get cult secrets? Why are secrets and sigils so few and far between and yet dragon coins fall like rain from the sky?
5) area currency. At least you band aid fixed an immediate problem by allowing the stacking of at least dragon coins to 1000. I hope you intend on making something that coins only can be spent on though. It would be much nicer if you just simply add the same potions to each areas currency so we can just spend these things instead of letting them pile up. Also you did NOT stack ALL currency only the one that was causing the most immediate problem. Why not make them all at least discardable? Adding AD costs in addition to currency cost for items MOST players don't' even need does NOT encourage them to spend them. Players use potions so please make these potions purchasable with ALL area currencies, would solve just about every problem you have. The alternative allow scrips and dragon coins to buy treasure caches for each campaign. This serious issue is a problem because anyone that dedicates a large amount of time actually doing everything in this game (either on 1 or more characters) is going to at some point fill up that riches bag and find themselves unable to accept quest rewards again.
6) RNG brutality. The RNG in this game is getting severely harsh for whatever reason. It is not fun for players to sit through so much RNG it makes you want to punch your monitor or quit playing. I understand that some things are rather easy in comparison to other games, but this isn't other games this is this game. However we all spend time on this game, player time is just as valuable as developer time and we don't even get paid for this, developers get paid for playing and programing so we are PAYING (at least some of us) as well as investing time into this game and we are now finding ourselves not being able to reasonable obtain what we desire. I do NOT think we should get what we want or need on a single run, however I think after having run something a dozen times you should have at least gotten most of what you are looking for. Why are BOSS drops little more than random mob drops? ALL bosses should be dropping epic gear or loot of some sort, the ONLY RNG we should be facing is what item is dropped and or for what class it benefits and of course which player wins the roll. The fact that we can run a dungeon a hundred times and see GREEN and BLUE gear drop 9 times out of 10 runs or worse is ridiculous. If you don't want players having gear drops put some purple jewelry or maybe some high end mats like blue and purple marks of potency and various other marks that people need and can't really buy from the wonderous bizarre, perhaps throw in those coalescent wards into the mix. But making it so that many players NEVER see anything unless they run literally 100's or more times is simply too much, you are catering to a very small crowd and worse you are encouraging people to quit rather keep playing.
7) bugs/glitches. The longer I play the more bugs and glitches that seem to seep into the game, in some cases existing ones that are minor nuisances end up becoming serious issues. Perhaps the least enjoyable part of the game is how many players handle dungeon runs, in particular the CN and SP dungeons are the worst ones. The dungeons have glitches and or ways to skip or bypass areas. CN allows you take a series of difficult jumps to skip portions of the dungeon to "make it faster". These need to be shut down and players need to either run the dungeon proper or if they don't have the time don't do it and allow the ones that do have the time make the money from it. Spell Plauge is probably the worst in terms of glitching since many people still seem to be able to drag mobs into a pit of acid or something and lure a boss out for him to sit in a pool of acid (think that is the first boss they do that on) and some bizzare glitching on the second boss involving pulling him through the blocked door in some fashion. Again I know this game seems to have some tight schedules to adhere to, but the amount of bugs and glitches is growing tremendously and very few of them are getting fixed and some are actually getting worse.
8) rewarding content. The new content after the base game just seems to be getting less and less rewarding. People argue that the gear in the game is about having options but when you have sets that are just great and then new content comes out with a higher tier set but less desirable set bonuses it leaves a lot of people scratching their head and wondering why they are playing and grinding out new content when its not really benefiting them that much? Should new content be giving things that people would be hard pressed to pass up? Right now the new contents seems to be aimed at giving people that are failing at dungeon runs for T2 sets and giving them a chance to get set pieces slightly easier and possibly faster. However the new sets still seem for the most part to be inferior to T2 set pieces, maybe with some exceptions. Is it the reasoning of the creators that T2 is the pinnacle of this game and once you have set yourself up in T2 pieces and R8 enchantments you might as well stop playing? People talk about gearflation but in any game that relies on gear and not skill that is going to be an issue no matter what and the only advancement in this game is gear and enchantments. Enchantments are annoying and boring to refine after R8 (9 and 10 would be nice to strive for but the effort is more than the reward is worth) so we are left at striving for better gear pieces. So having said that, forward progress should dictate that if a new mod is out then the gear in that mod while not the same as other should be something players (or at least most players) would want to strive for and NOT just for transmutation or collection purposes.
9) lockboxes. This is purely optional and essentially "at your own risk" but what on earth happened to these? The drop from these appears to have just gone the way of the artifact belts and boon books. We currently have lockboxes that actually have a chance to only give 2 scales and a R4 enchant? Seriously? You pay real money or work hard to buy zen with AD through the exchange and you only get 2 scales and a R4 enchant? Who thought that was acceptable? In every past lockbox the minimum enchant was what R5 mostly 6 or better, so why on earth could you have not at least made it 2 scales and 1 - 3 R5 or higher enchants? Out of 50 lock boxes opened a handful where R4 enchant rewards a bunch where companion upgrades (laughable since it was just runestones and xp books for them) some artifact refinement (no belt at all) and some misc R6 and 7 enchants. Hardly seemed worthwhile and certainly feels like a total waste, can't even sell that stuff to feel like you make back the money spent or get as much as it is worth if you sold zen on the exchange.
10) not really multi character friendly. It is becoming extremely apparent that having more than 2 characters is not something the designers want. I like to play a lot and in order to do that you have to be adaptable and have characters in demand. So I have several level 60 toons most of which have at least all the MOD 1&2 boons and most of the IWD ones. However working up more than one toon through ToD is a nightmare. Even doing them one at a time makes you want to pick your brain out of your head with a ice scream scoop. I don't like playing one or two classes that end up not being in demand but fun for me so I play typically 3 or 4 maybe even 5 just to always be able to participate in something, if a group needs a DC, I can do that, if they need or want a GF, yep I can fill in, need a CW or SW? No problem got em both, want a GWF I have that too. I can fill any role needed pretty much at any given time. But now working up more than my CW and DC through ToD is just so mind numbing and painful I can't bring myself to do it, I want to but i'm so sick of dailies and what not that i'm now confined do running content on either a CW or a DC (at least those are my 2 best classes). Maybe i'm just getting burned out getting so many characters through campaigns. I actually got full Black Ice gear sets with MH/OH sets for CW, DC, GWF, and GF, that is 4 toons that have gone completely through the IWD campaign and got the full rewards from it ... so it is possible that i'm just burned out totally as that was A LOT of work to do on 4 characters. I have to say that GF was the hardest one to get all that on to boot.
11) in game item costs. It is FANTASTIC you lowered the price on the cosmetic stuff, but surely it would be nice to throw a player a bone and make it so we can at least upgrade our mounts cheaper. The cost is still pretty much at the price you would buy a mount from the zen store for at 500:1 exchange. Having said that the zen store mount is account wide, so shouldn't the mount upgrade in game at the very least be priced at half of that? We are given two slots for characters and so therefore the mount upgrade to purple should be lower. There are neat mounts out there that I might want to buy that aren't purple and i'd have to spend an arm and a leg just to get those to purple (for the record I bought a clydesdale when it was on sale and I also bought a gelatinous cube).
12) zen store items need to be all purple. It is great to have a zen store, there are pros and cons but the biggest issue in the zen store is everything companion and mount wise in there should be purple, why on earth would you have people spend real money to get inferior mounts (green and blue) is beyond me. Green mounts are the EXACT same as white mounts you buy for gold so that is even more of an issue. I'm not sure this would prolong game life but it certainly would do more to encourage people to spend money if they are getting something more than a freebie player would (ie. green and blue companions and mounts). Anything that involves money to be spent should be purple quality period.
13) game events. These are great, I started playing when the Winter Festival started last year, I spent my whole Christmas vacation playing (although fishing for hours did seriously where on my nerves). The couple of CTA's after that were a blast and rewarding. However like the in game loot the quality of the CTA and game Events is seemingly dwindling to no longer be worth while. The Gate Crasher CTA was retched, it was toned down or maybe not scaled properly in general but too long waits between waves made that CTA nearly unbearable, I suffered through 60+ times (count going off how many dye packs I had) and I have to say not only did I NOT get the companion but the companion was not for sale so couldn't buy it ... the enchant drops have gotten severely worse. In fact since the pirate CTA it seems the enchant drops have steadily declined, why? We only get R1 and R2 enchants (cept whatever you get from the chest) and if you consider how many enchants are needed to upgrade to a R5 or R6 then you should know that the drop rate should have been left alone, its bad enough that you have to feed stacks of R1 & R2 into whatever higher enchant you were lucky enough to get. As I said earlier, refining is NOT fun it is NOT playing the game its sitting around clicking refine until you are literally sick. The best idea you had was adding BoP versions of the CTA drops into the CTA store so that if you did not get the drop of what you wanted you could at least buy it on one of your toons that had the medallions to pay for it.
14) lack of full access customization. This game markets itself as being customizable and everyone can make themselves unique, however you limit the color of dye in your store to 5 primary colors and maybe 8 - 10 packs. Where is white? Why is there not a white? The only way to get white as a primary color is to use high harvest I think, winter wolf is NOT true white and the whitest part of it is secondary or accent, primary color is some shade of grey. Why is it still SOO expensive to just change the appearance of my horrible looking epic gear into something the clearly makes me stand out as a unique player? I have to spend 200k+ just to change base armor not even including belt or neck (belt rarely needing a change but there are some very unique ones out there). It takes a long time to earn AD and most of the time its hard to justify spending AD on transmutation when you have enchantments you still would like to or have to upgrade (going around in R6's just doesn't seem to cut it these days, although I personally have never been discriminated against for having R6 enchants on a toon). There are a fair amount of unique in-game gear pieces (most are green quality much to my surprise) and I really would like to transmute into them but the price tag is just too much to do it without great consideration and often loses for buying things like marks for enchants and artifacts. If they were at least half the price they are now it would be easier to change, price them at least at 1 days worth or refining of AD.
There are other thoughts I could post up but most of those are other player problems that is just not going to ever have a resolution to.
I agree with alot of this the good and the bad, about how I feel after playing since open beta.
I also hope that this game moving to XBox will also do more to increase game quality of life and extend the life and hopefully NOT at the expense of the PC players as I enjoy playing on my PC.
This also, I really hope content doesnt become somehow tailored to fit the xboxone which would negatively effect the PC game/players.
Do not go gentle into that good night.
Rage, rage against the dying of the light.
- Dylan Thomas
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doriangreighMember, NW M9 PlaytestPosts: 707Arc User
edited September 2014
I completely forgot thought number 15.
15) heroic encounters. These are great ideas, however the RNG put into them with a scoring type system that needs to be met to have a chance at the rewards desired makes these difficult to achieve. At first too many people are destroying these encounters and making it impossible to get into the bracket you need to be in to get what you are looking for. Then it becomes hard to find people to do them at all. I was in IWD during the X2 RP weekend to farm black ice enchants and low and behold it was rather hard to find people doing anything other than beholder encounters. Dragons are the same way, at first too many are doing them and now its approaching too few. So you go from waiting around for one to spawn to waiting around for enough people to tackle it hopefully before time runs out. I really would prefer their areas be instances themselves you zone in and out of with a group of people as opposed to the open world mess. The only bosses that should be open world messes are some sort of epic world boss that spawns every hour or so that require 15 - 30 people to fight for awesome loot (NOT green and blue trash). However the game has such poor performance when more than a handful of people are fighting these things its not really a suggestion to make something bigger when the lesser version right now are so difficult to do when too many people show up. Between lag, screen freezing, and blinding, its hard to stay alive let alone enjoy the fight.
I REALLY REALLY REALLY do HOPE that a dev comes in and actually reads this well-written constructive feedback.
Otherwise, you will see more and more players stop bothering with the new modules as well.
To add to the point of RNG, I think they wanted to design very simple dungeons and very easy content, however, in order to prevent good players from benefitting too much, they gate it through RNG so that all players are gated almost equally. I could see this being used on special events and what-not, but when the game doesn't have endgame, this really needs to be addressed. People are quitting the game because there is nothing worth doing anymore. There aren't any good guilds that have arisen to support a growing community because the community isn't growing. It is just casuals trying the game out for a month or two and quitting. Players don't see the light at the end of the tunnel. You have to have that one marquee dungeon/game mode that players will want to strive for. It was Castle never when this game started. Now, without any PVP modes, unique game modes, farmable dungeons, raids etc, players have no motivation to stick to the game. You still have a big base, but most of them have quit or are taking a sabbatical until the devs of this game finally give players what they want.
I don't even feel excited for module 5. I feel it will just be a bunch of dailies, useless heroic encounters, a dungeon that will be dead in a month and more RNG-gating. I think it is too late to change anything for the next module, but here's hoping module 6 will incorporate the feedback that OP has posted
I agree with rashylewizz in that I am not excited about Mod 5, since I am 90% certain than I will not be able to touch it, since I haven't done Mod 4, and don't intend to unless they completely overhaul it (which they won't).
I agree almost completely. The grind is sucking the fun out of the game. I'm trying to stick it out but honestly I last about an hour in game, get bored and log off due to doing the same thing day after day just to try and keep up.
Wish the devs saw this. I'm also with those guys who isn't excited about new module. I was SUPER excited when I heard about M1, M2 and M3, but after M4 I lost all my hopes. For some reason, with every module they screw all things up in geometrical progression.
M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
You kinda forgot to mention complete lack of end game content. It doesnt matter if they made classes perfect, end everyone geared up with artifacts and rank 10 enchants when you have nothing to do with it except looking pretty
Though I agree on everything else said , nice post
I agree completely. Nice post. You managed to make a good compilation of facts. This is the reality. What I notice is that one of the biggest problems in this game is the reward system. Imho the rewards are not in proportion with the 'work' you have to do to get them and the RNG is absurdly low. It seems to me that the devs are struggling to find the right way to reward players.
I used to play this game non-stop with my fiance and the issue brought up here are the reason why we only play to keep our prayers going and do some refinements and SCA.
The end game on this is terrible. We've stopped with the end game and started doing twinks since that's more fun to us now. There is just more to enjoy at the lower levels than the d&d (dailies & dailies) at 60. Having 20k GS is nice and all, but what then? PvP at 60 is stale, and grinding the end game ToD dungeons is just boring now.
funny how i generate salt due to unnamed ineptitude of certain 'powers'
I agree almost completely. The grind is sucking the fun out of the game. I'm trying to stick it out but honestly I last about an hour in game, get bored and log off due to doing the same thing day after day just to try and keep up.
This. I didn't mind the ToD stuff to start with but after the first 3 zones the grind is off the charts. And I have 5 toons I need to put through it. Two of those still need to complete Sharandar and Dread Ring as well.
In the end I decided to level a DC as some light relief. Yes, I was THAT bored.
I agree with rashylewizz in that I am not excited about Mod 5, since I am 90% certain than I will not be able to touch it, since I haven't done Mod 4, and don't intend to unless they completely overhaul it (which they won't).
I'm pretty sure module 5 is a lost cause. It will be more of the same. Just dailies and heroic encounters. They've done most of the work already. They probably had to do a weak module just to coincide with WOC's marketing or something.
I am going to look forward to module 6 which they say "will have big stuff happening". It might be a bit longer wait than the previous 2 modules, but I'm willing to wait if they finally start working on real endgame.
Yup, pretty much agree with everything the original poster put up. The game has become painful to play, to a point where I bailed for a good long while. My sister got me back in briefly for the dragon event and to dump inventory to shift AD for Zen for a dragonborn pack (we cannot afford to buy that outright, but it comes with a few reclaimable goodies, so since these items were collecting dust anyway...). But I'm not sure it's going to last. All of the issues mentioned are keeping me from enjoying the game and becoming invested in it.
The fun factor is fading.
A couple of theoretical points about the devteam reading this.
1.) They probably won't. This isn't because they don't care; I imagine the community managers distill the essence of how players are feeling, good and bad, and report that to the producers. But the devteam is probably under a lot of pressure from a few different points, so these issues don't get the attention they deserve through simple lack of time and resources. Wizards of the Coast had to push ToD so it was aligned across all Dungeons and Dragons branded products, so that put a strain there. Perfect World is probably putting pressure on the devteam to use "tried and true in the MMO industry" money-making tactics, since they want a return on their investment -- no returns, no future product funding. Never mind the many reasons this is bad for the industry. There's probably also other things, maybe other people are aware of, or maybe we're just completely blind as players to them. But expecting all the things to be fixed at all, let alone asap, is, sadly, unrealistic.
2.) If they were to read this, I would strongly encourage them to hop on YouTube and check out the "Extra Credits" channel. As I understand it, the makers of those shows do consultation for the game industry, so viewing these videos is basically a free consultation of extremely great value. They're educational watching for players too, but devteams and ESPECIALLY producers really need to just sit down and watch them all. Every. Single. One. You'll thank yourself later. And your players will probably thank you too. And you'll make money in the end, probably (happy players are spendy players!).
That's all on my mind at the moment, probably forgot something. Meh.
If we get more epic encounters to do on the next expansion then i don't care ...Why ? Because the additional drops chances are based on the highest damage dealt, and as a guardian fighter with default low damage i never got any additional gear drops (devs can check my account that im NOT lie) , except for lag and disconnects. Do the epic encounters really drops gear and artifact gear according to the zone rewards (rothe v. and whisper cavern) ? No, i don't think so. Not until i see one. Even if someone is saying in zone chat that he got something special from the dragon,how do i know that player is not a gm or a dev "teasing" the players?
Epic encounters = epic fail. Guardian fighters are the lowest damagers in the game therefore
the drops chance based on damage SUCKS and it should be based on a damage range or minimum damage dealt not highest.
So, i'm used to do dragons just for the campaign tasks not for additional drops.
--With so many players in the game, at least one will have the same problems as you do.--
open beta player of some PWE games - north america launched versions:
- PWI - November, 2008 (2 months after North-America-West Coast open beta)
- Forsaken World - open beta
- BOI - open beta
- Star Trek Online - ftp January, 2012 and rank 14 STO Wiki contributor
- Neverwinter open beta June, 2013 Daily Foundry "Canyon of the Dead" ( NW-DBPJYKMRE ) - dungeon
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Because the additional drops chances are based on the highest damage dealt, and as a guardian fighter with default low damage i never got any additional gear drops (devs can check my account that im NOT lie)
GF drops should primarily be based on your damage taken. I have no trouble performing well in heroic encounters on a GF. I am an expert dragon facetanker.
Is that what all the GFs poking the dragons and making them spin around are trying to do? Get more damage dealt?
GF drops should primarily be based on your damage taken. I have no trouble performing well in heroic encounters on a GF. I am an expert dragon facetanker.
Is that what all the GFs poking the dragons and making them spin around are trying to do? Get more damage dealt?
A dev in Akromatik's live stream told us the parameters are
-Damage dealt
-Damage taken
-Healing to others
-Time spent in the encounter
While I usually can't stomach a wall-of-text post (thanks for numbering and paragraphing), I think you've summed up my issues with the game. I started at the same time you did so a lot of what you've talked about is still fresh in my mind. Nice post - it isn't a complaint thread as much as it is a player's point of view.
@nerosolis - I'm leveling up a TR to break the monotony of the ToD grind so I completely share your opinions as well. Clock Tower is still one of my favorite solo dungeons. It has a good storyline, humor, scenery, etc. CN is also very artistic but everyone runs through it so fast that you can't appreciate the artwork.
I'd like to see the devs start a new character (as I did with my SW) now and suffer thru the drudgery of grinding 4 sets of dailies.Years ago, I worked in a factory and I used to think that it was a serious drain on my patience. I have been proven wrong.
I would add one other thing in relation to the boons:
16. Why do we only get 10 sparks a day in Sharandar? THAT is madness. When you look at it weekly - you can get 50 from Arcane Reservoir, 30 from the Celestial chest (if I remember correctly), and 70 from the elf (can't remember her name cause I usually just press 1 to accept). Granted, that's 150 per week BUT you also have to spend AD to unlock the two higher "zones". On top of that, the last two boons have 220 and 250 sparks respectively. That's three MORE weeks. You also have to use some of the same materials to unlock Malabog's Castle. PLEASE - Let us use the sparks from our alts that we don't have time to run now. Make sparks, secrets, sigils, scrolls, etc. bind to account so we can share them. We'd still have to run the dailies but wouldn't have to run the same number of dailies on EACH character. I have hundreds of these items on my other toons that are just sitting there. I feel like it was wasted time/work.
Give us a reason to keep logging in every day.
I aim to misbehave
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silverkeltMember, NW M9 PlaytestPosts: 4,235Arc User
edited September 2014
You already know where I stand, Mod 4 is just the worst type of grind.. and a slap in our faces.
I was on the last live stream and the Dev made a comment on making content to have fun.. REally?
Maybe they do, then its the top staff HAMSTER it up.
STOP the rng madness.. give us tokens that we can earn progression through and start consoloditing some of this HAMSTER or something.
TOO many dailies = boring, BORING, BORING! and it stops me from picking and choosing.
So sad the state of the game right now.
Another HE, rng daily grind ? Im out of the race at that point.
in order to prevent good players from benefitting too much, they gate it through RNG so that all players are gated almost equally.
I think what you mean is "hard-core" or "no-life" players, unless you really think that the only "good" players are those that spend 40+ hours a week playing this game . . . That statement just didn't sit well with me . . .
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!" pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all." looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
I think what you mean is "hard-core" or "no-life" players, unless you really think that the only "good" players are those that spend 40+ hours a week playing this game . . . That statement just didn't sit well with me . . .
No, the RNG is what gates things to people who can put in the most time (more tries), or who have the best luck (lol?).
Rewarding HEs based purely on performance would restrict rewards to a subset of players who are good or great at their class, weighting the rewards in a different direction. Like, a really terrific HR would get an epic item every encounter, and a mediocre one would never get anything at all.
With the RNG, they're *trying* to give more people a chance, but also creating a lot of frustration.
I think everyone is missing the big picture here. What is the point of all that gear, if you have no where to use it ? The lack of any chalenge or end game content is killing this game IMO. Even if I get the belt, draconic set, and everything legendary and rank 10, what am I going to do with all that, look pretty in protector enclave ?
Gearing up and farming should be a means to an end, not THE END.
And even that can be sorted out quite essay, add hard mode to dungeons we already have while you can take your time making worthy content. Party leader can set difficulty of dungeons party is running so there is a choice what you want to run and no1 is left out from the content.
If you make those dungeons properly hard you will certenly see rainbow party and D&D element back in the game. Tank, off-tank, DD, support and healer would be the best choice when there is hard hiting mobs / bosses facing a party, instead of CW (aka commando wizard) + 4 more just for the queue
The only problem with adding a hard(er) mode to dungeons we already have is that it doesn't add anything new or engaging. It's just "more of the same," and we've already got a lot of people griping about how repetition for campaigns, boons, and so forth is driving people into frustration. All it does is feed Power Creep, and frankly, that's just going to be destructive to the game.
We need something new and different in both feel and gameplay here. Slapping a new coat of paint on the monsters in the same dungeons we have is not going to appeal to anyone for very long, and worse, it might turn off those players hovering at the edge already, taking it as a sign that Neverwinter just isn't going to be getting any new or interesting content that's worth their time, effort, or money, and that they should seek entertainment elsewhere.
So, no, this won't work. Think differently, not bigger.
I think what you mean is "hard-core" or "no-life" players, unless you really think that the only "good" players are those that spend 40+ hours a week playing this game . . . That statement just didn't sit well with me . . .
Not necessarily. How about players who are smart enough to dodge boss attacks, mechanics etc? How about teams that spend time coordinating with each other? How about players communicating when they buff/debuff and when they cast certain dailies? That doesn't necessarily entail spending 40+ hours a week, it does need players to have brains though
Not necessarily. How about players who are smart enough to dodge boss attacks, mechanics etc? How about teams that spend time coordinating with each other? How about players communicating when they buff/debuff and when they cast certain dailies? That doesn't necessarily entail spending 40+ hours a week, it does need players to have brains though
Think I read somewhere about that .... erm think it was called "Skill" if I`m correct ? Though it went exctint ages ago ?
That kind of mindset, that WoW did it so surely if our game does it too we will be as successful as they were, is why SO many WoW clones have failed. You do NOT want to clone WoW. You do not want to compete with it. You will fail.
I said it before, and I'll say it again. Watch. Extra. Credits. On. YouTube. All of it. Watch it all, and THEN comment. You'll find the answer to your question in their videos.
That kind of mindset, that WoW did it so surely if our game does it too we will be as successful as they were, is why SO many WoW clones have failed. You do NOT want to clone WoW. You do not want to compete with it. You will fail.
Are you implying that if we had actual challenging and rewarding endgame in Neverwinter it will fail?
Even worse, are you implying that having more dailies will make Neverwinter a success?
That kind of mindset, that WoW did it so surely if our game does it too we will be as successful as they were, is why SO many WoW clones have failed. You do NOT want to clone WoW. You do not want to compete with it. You will fail.
I said it before, and I'll say it again. Watch. Extra. Credits. On. YouTube. All of it. Watch it all, and THEN comment. You'll find the answer to your question in their videos.
So when you said think differently, you meant think as these guys tell you ? Hard mode dungeons is just for starters, and requires only tweaking stat numbers on exsisting mobs and bosses. Everything else not to mention more grand and awesome requires more manpower, time and budget.
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This also, I really hope content doesnt become somehow tailored to fit the xboxone which would negatively effect the PC game/players.
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15) heroic encounters. These are great ideas, however the RNG put into them with a scoring type system that needs to be met to have a chance at the rewards desired makes these difficult to achieve. At first too many people are destroying these encounters and making it impossible to get into the bracket you need to be in to get what you are looking for. Then it becomes hard to find people to do them at all. I was in IWD during the X2 RP weekend to farm black ice enchants and low and behold it was rather hard to find people doing anything other than beholder encounters. Dragons are the same way, at first too many are doing them and now its approaching too few. So you go from waiting around for one to spawn to waiting around for enough people to tackle it hopefully before time runs out. I really would prefer their areas be instances themselves you zone in and out of with a group of people as opposed to the open world mess. The only bosses that should be open world messes are some sort of epic world boss that spawns every hour or so that require 15 - 30 people to fight for awesome loot (NOT green and blue trash). However the game has such poor performance when more than a handful of people are fighting these things its not really a suggestion to make something bigger when the lesser version right now are so difficult to do when too many people show up. Between lag, screen freezing, and blinding, its hard to stay alive let alone enjoy the fight.
I REALLY REALLY REALLY do HOPE that a dev comes in and actually reads this well-written constructive feedback.
Otherwise, you will see more and more players stop bothering with the new modules as well.
To add to the point of RNG, I think they wanted to design very simple dungeons and very easy content, however, in order to prevent good players from benefitting too much, they gate it through RNG so that all players are gated almost equally. I could see this being used on special events and what-not, but when the game doesn't have endgame, this really needs to be addressed. People are quitting the game because there is nothing worth doing anymore. There aren't any good guilds that have arisen to support a growing community because the community isn't growing. It is just casuals trying the game out for a month or two and quitting. Players don't see the light at the end of the tunnel. You have to have that one marquee dungeon/game mode that players will want to strive for. It was Castle never when this game started. Now, without any PVP modes, unique game modes, farmable dungeons, raids etc, players have no motivation to stick to the game. You still have a big base, but most of them have quit or are taking a sabbatical until the devs of this game finally give players what they want.
I don't even feel excited for module 5. I feel it will just be a bunch of dailies, useless heroic encounters, a dungeon that will be dead in a month and more RNG-gating. I think it is too late to change anything for the next module, but here's hoping module 6 will incorporate the feedback that OP has posted
Though I agree on everything else said , nice post
To make money .
The end game on this is terrible. We've stopped with the end game and started doing twinks since that's more fun to us now. There is just more to enjoy at the lower levels than the d&d (dailies & dailies) at 60. Having 20k GS is nice and all, but what then? PvP at 60 is stale, and grinding the end game ToD dungeons is just boring now.
funny how i generate salt due to unnamed ineptitude of certain 'powers'
In the end I decided to level a DC as some light relief. Yes, I was THAT bored.
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I'm pretty sure module 5 is a lost cause. It will be more of the same. Just dailies and heroic encounters. They've done most of the work already. They probably had to do a weak module just to coincide with WOC's marketing or something.
I am going to look forward to module 6 which they say "will have big stuff happening". It might be a bit longer wait than the previous 2 modules, but I'm willing to wait if they finally start working on real endgame.
The fun factor is fading.
A couple of theoretical points about the devteam reading this.
1.) They probably won't. This isn't because they don't care; I imagine the community managers distill the essence of how players are feeling, good and bad, and report that to the producers. But the devteam is probably under a lot of pressure from a few different points, so these issues don't get the attention they deserve through simple lack of time and resources. Wizards of the Coast had to push ToD so it was aligned across all Dungeons and Dragons branded products, so that put a strain there. Perfect World is probably putting pressure on the devteam to use "tried and true in the MMO industry" money-making tactics, since they want a return on their investment -- no returns, no future product funding. Never mind the many reasons this is bad for the industry. There's probably also other things, maybe other people are aware of, or maybe we're just completely blind as players to them. But expecting all the things to be fixed at all, let alone asap, is, sadly, unrealistic.
2.) If they were to read this, I would strongly encourage them to hop on YouTube and check out the "Extra Credits" channel. As I understand it, the makers of those shows do consultation for the game industry, so viewing these videos is basically a free consultation of extremely great value. They're educational watching for players too, but devteams and ESPECIALLY producers really need to just sit down and watch them all. Every. Single. One. You'll thank yourself later. And your players will probably thank you too. And you'll make money in the end, probably (happy players are spendy players!).
That's all on my mind at the moment, probably forgot something. Meh.
Epic encounters = epic fail. Guardian fighters are the lowest damagers in the game therefore
the drops chance based on damage SUCKS and it should be based on a damage range or minimum damage dealt not highest.
So, i'm used to do dragons just for the campaign tasks not for additional drops.
--With so many players in the game, at least one will have the same problems as you do.--
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Daily Foundry "Canyon of the Dead" ( NW-DBPJYKMRE ) - dungeon
GF drops should primarily be based on your damage taken. I have no trouble performing well in heroic encounters on a GF. I am an expert dragon facetanker.
Is that what all the GFs poking the dragons and making them spin around are trying to do? Get more damage dealt?
Neverwinter Census 2017
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-Damage dealt
-Damage taken
-Healing to others
-Time spent in the encounter
@OP: Very well written. I agree with your points.
@nerosolis - I'm leveling up a TR to break the monotony of the ToD grind so I completely share your opinions as well. Clock Tower is still one of my favorite solo dungeons. It has a good storyline, humor, scenery, etc. CN is also very artistic but everyone runs through it so fast that you can't appreciate the artwork.
I'd like to see the devs start a new character (as I did with my SW) now and suffer thru the drudgery of grinding 4 sets of dailies.Years ago, I worked in a factory and I used to think that it was a serious drain on my patience. I have been proven wrong.
I would add one other thing in relation to the boons:
16. Why do we only get 10 sparks a day in Sharandar? THAT is madness. When you look at it weekly - you can get 50 from Arcane Reservoir, 30 from the Celestial chest (if I remember correctly), and 70 from the elf (can't remember her name cause I usually just press 1 to accept). Granted, that's 150 per week BUT you also have to spend AD to unlock the two higher "zones". On top of that, the last two boons have 220 and 250 sparks respectively. That's three MORE weeks. You also have to use some of the same materials to unlock Malabog's Castle. PLEASE - Let us use the sparks from our alts that we don't have time to run now. Make sparks, secrets, sigils, scrolls, etc. bind to account so we can share them. We'd still have to run the dailies but wouldn't have to run the same number of dailies on EACH character. I have hundreds of these items on my other toons that are just sitting there. I feel like it was wasted time/work.
Give us a reason to keep logging in every day.
I was on the last live stream and the Dev made a comment on making content to have fun.. REally?
Maybe they do, then its the top staff HAMSTER it up.
STOP the rng madness.. give us tokens that we can earn progression through and start consoloditing some of this HAMSTER or something.
TOO many dailies = boring, BORING, BORING! and it stops me from picking and choosing.
So sad the state of the game right now.
Another HE, rng daily grind ? Im out of the race at that point.
I think what you mean is "hard-core" or "no-life" players, unless you really think that the only "good" players are those that spend 40+ hours a week playing this game . . . That statement just didn't sit well with me . . .
myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
No, the RNG is what gates things to people who can put in the most time (more tries), or who have the best luck (lol?).
Rewarding HEs based purely on performance would restrict rewards to a subset of players who are good or great at their class, weighting the rewards in a different direction. Like, a really terrific HR would get an epic item every encounter, and a mediocre one would never get anything at all.
With the RNG, they're *trying* to give more people a chance, but also creating a lot of frustration.
Neverwinter Census 2017
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Gearing up and farming should be a means to an end, not THE END.
And even that can be sorted out quite essay, add hard mode to dungeons we already have while you can take your time making worthy content. Party leader can set difficulty of dungeons party is running so there is a choice what you want to run and no1 is left out from the content.
If you make those dungeons properly hard you will certenly see rainbow party and D&D element back in the game. Tank, off-tank, DD, support and healer would be the best choice when there is hard hiting mobs / bosses facing a party, instead of CW (aka commando wizard) + 4 more just for the queue
We need something new and different in both feel and gameplay here. Slapping a new coat of paint on the monsters in the same dungeons we have is not going to appeal to anyone for very long, and worse, it might turn off those players hovering at the edge already, taking it as a sign that Neverwinter just isn't going to be getting any new or interesting content that's worth their time, effort, or money, and that they should seek entertainment elsewhere.
So, no, this won't work. Think differently, not bigger.
Not necessarily. How about players who are smart enough to dodge boss attacks, mechanics etc? How about teams that spend time coordinating with each other? How about players communicating when they buff/debuff and when they cast certain dailies? That doesn't necessarily entail spending 40+ hours a week, it does need players to have brains though
Think I read somewhere about that .... erm think it was called "Skill" if I`m correct ? Though it went exctint ages ago ?
I said it before, and I'll say it again. Watch. Extra. Credits. On. YouTube. All of it. Watch it all, and THEN comment. You'll find the answer to your question in their videos.
https://www.youtube.com/user/ExtraCreditz/videos
Are you implying that if we had actual challenging and rewarding endgame in Neverwinter it will fail?
Even worse, are you implying that having more dailies will make Neverwinter a success?
I don't even....
So when you said think differently, you meant think as these guys tell you ? Hard mode dungeons is just for starters, and requires only tweaking stat numbers on exsisting mobs and bosses. Everything else not to mention more grand and awesome requires more manpower, time and budget.