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3 EASY fixes for Neverwinter that will appease players for MONTHS!!!

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  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited December 2014
    ayroux wrote: »
    Or imagine a 5v5 with just ONE node in the middle, thats maybe 2x larger than an average node.

    5v5 single node domination, more "KOTH" type of game. Basically every respawn mimics that initial "rush" at mid where its 5v5.

    That, IMO, would be amazing!

    And also 10vs10 or even 15vs15 arenas, where GS, premades and class composition wouldn't matter as much as it is now.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited December 2014
    mehguy138 wrote: »
    And also 10vs10 or even 15vs15 arenas, where GS, premades and class composition wouldn't matter as much as it is now.

    Yeah I was actually thinking about this but its too late for NW to implement. They have already had too much "pay to play" implemented that players would get really mad if they nerfed or made it less effective.

    Honestly the only hope they have for that would be to make a PVP mode that strips you of everything and gives you basic gear. This would remove the RPG element in PVP tho and people would be against that.


    The other way you can do that is to push the returns of tenacity so high that THE BEST pvp gear is ALL the glory gear.

    This is honestly probably the best way to go IMO. Start making a major divide between PVE and PVP where all the glory/PVP gear is clearly BIS for PVP and also with larger returns on tenacity, it more "normalizes" the damage everyone is doing.

    If you doubled or tripled the stack-ability of Tenacity so that stacking up to 2000 was still widely beneficial, THATS really the only way I see them normalizing it all.


    Another way to HELP is to offer "enchants" from the PVP vendor that work ONLY in pvp maps OR for limited time.

    So you could buy a "PVP" radiant rank 10, for like 10,000 glory but it lasts 8 hours of combat time.

    This would also help normalize PVP.

    Basically give PVP players ALL access to BIS potential from JSUT farming glory and PVP. And by making PVP gear BIS for PVP instead of artifact gear, itll put everyone at a better "even footing" and also allow the DEVS to really do some balance.
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited December 2014
    ayroux wrote: »
    -snip-

    Yeah, I believe that being able to gear up to legendaries and R10s in a very short amount of time and have almost 100% chance to win in PvP is what drives them money. Reducing the chances would hurt personal feeling of those people lol. But I don't know, in every MMO I played I ran premade PvP groups and we enjoyed the challenge. Not a single of them was f2p tho :)

    The soft cap on Tenacity should be raised to at least 2000/30% with new gear giving more Tenacity. Also, PvP artifact weapons, belts and necklaces with Tenacity, why not? Implement them together with 1:1 artifact gear into artifact gear RP rate and we're fine.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    edited December 2014
    Dude as always I enjoy reading your creative, realistic solutions to common problems in the game.

    IMHO #2 is very feasible and would bring back a sense of fun to maps that are already really good dungeons, just not challenging, nor offering any incentive to actually complete them except for soloing them out of boredom to see if it can be done (it can by almost every class end game).

    #3 Is also a really nice way of trying to incorporate some OW PVP, I think it would be great to have instances of the Well of Dragons, for example, that are OW PVP zones with higher drop rates on belts as well as refining points. With that type of incentive you could have some really great OW PVP as well as nice rewards when you defeat the Dragons there when you are fighting on 2 fronts. You could make it so that the dragons will only spawn, or the drop rates only increase, when there are characters from each faction in the zone creating competition (contested mobs/bosses are really popular in a lot of MMO's). You could even expand the icewindale portion of the PVP boon tree to OW wherever it occured thus making it even more attractive for PVPers.

    Great suggestions ayroux, keep em coming man!
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • rashylewizzrashylewizz Member Posts: 4,265 Bounty Hunter
    edited December 2014
    Can Cryptic just hire you....please?
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited December 2014
    mehguy138 wrote: »
    Yeah, I believe that being able to gear up to legendaries and R10s in a very short amount of time and have almost 100% chance to win in PvP is what drives them money. Reducing the chances would hurt personal feeling of those people lol. But I don't know, in every MMO I played I ran premade PvP groups and we enjoyed the challenge. Not a single of them was f2p tho :)

    The soft cap on Tenacity should be raised to at least 2000/30% with new gear giving more Tenacity. Also, PvP artifact weapons, belts and necklaces with Tenacity, why not? Implement them together with 1:1 artifact gear into artifact gear RP rate and we're fine.

    Well I think ONE of the things that needs to happen is give more casual players a CHANCE to get artifact-equipment up faster. This creates a more level playing field and also I believe if done right would increase sales. This is where the EXP-> RP comes in.

    The second issue I have seen is the cost of rank 10s as well being a major factor between casuals versus invested characters.

    There obviously NEEDS to be a benefit to get rank enchants up, but I think if a player WANTED to just farm PVP and not HAVE to farm PVE, there should be a viable way for them to play PVP to compete in PVP.

    This is where I think a system, allowing Glory Purchasable Enchants that offer a limited "combat timer" would work REALLY well. Something like an 6-8 hour combat time seems like it would work really well. This would be NOT so great for PVE since your in combat alot, but be a viable way for players to farm PVP gear.

    This helps "level the playing field" for PVP while still providing GREAT benefits to "permanently" getting those enchants via AD.

    How (again) I think this would work is offer enchants for like "Power" or "HP":
    Lesser Power Enchant: 4,000 glory. Lasts 8 hours of combat time. Grants +160 Power.
    Power Enchant: 8,000 glory. Lasts 8 hours. Grants + 220 Power
    Greater Power Enchant: 12,000 glory. Grants +300 Power lasts 8 hours of combat time.

    You could do HP the same way.

    This offers more casual players the ability to purchase TEMPORARY enchants equivalent to BIS enchants. Making them more available to players evens the playing field in PVP only.


    If they do this, NOW youll have more
    "casuals" who may end up with better "enchants" overall that are temporary, as well as more people able to level up arti equipment. Creating less of a "Gear=Win" environment.

    Other things also include using an orange artifact or orange equip to invest directly to another artifact or equip and get 100% of the RP needed. Essentially a "free transfer" so each new module its easier to level it up if you get a new one (obviously "like" items would be required).

    I also agree 10000% that Tenacity needs to be beefed up ALOT. Id even say allow players to stack up to 2000-3000 if possible and Id set the curve to a drastically INCREASING stat:Effect value up to 3000.

    Meaning at 3,000 tenacity you would have +30% (+10% base) = 40% TOTAL effects. However when looking at say 1000 tenacity, youll have a LOW impact (like +6-7%) but at 2000 youll be around 20% and at 3000 = 30%.

    This almost FORCES PVP players to stack PVP gear rather than all the arti equip gear, or atleast itll be a tough call. It also allows "casuals" to get gear more "on par" with others easier.

    PVP the gear divide should be minimal or PVP will NOT work. So trying to give ways to reduce that divide will benefit EVERYONE.


    TLDR;
    1) Temporary Equivalent "Enchants" to fill offensive/defensive slots.
    2) Easier access to Orange Artifact Equipment and Ease of "transfer" between them
    3) Increase benefits (double) of tenacity as well as give an increasing return up to 2000 then a 1:1: to 3000 "hardcapped at 30% at 3000"

    This will be a WIN for everyone
  • juanlu311juanlu311 Member Posts: 43 Arc User
    edited December 2014
    Great post. Love the suggestions. Seems against the current business model but we can still dream
  • nanners#9564 nanners Member Posts: 64 Arc User
    edited December 2014
    All of them are wonderful ideas, thanks for posting this!

    +1
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  • tac0117tac0117 Member Posts: 4 Arc User
    edited December 2014
    HA. no diss sorry but last time a playerbase called for more difficulty, PWE with the new DR expansion screwed over STO PVEs and all pves in STO are near enough completely dead. barely anyone plays them but the hardcore elitists that hound and cuss all people with lower dps than them and call you pathetic pieces of the s word when you complain, which is really uncalled for. you need at least 30kdps to play adv. normal rewards are CUBS and are as worthless as the ec vendor items. all they did when the "new" difficulty upscales came out was increased health, crystalline entity went from 3mill health to 12-16mill health. also all enemies got a +allres boost to the point that if you have 10k or less dps your beams do nothing but tickle the shields. PUGs instantly fail everything. i left STO to get away from that utter BS. i dont want PWE to ruin yet another game i enjoy.
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited December 2014
    tac0117 wrote: »
    snip

    This is why you raise difficulty by implementing strategic tactical fights, instead of increasing mob's health and damage. The difficulty comes from learning boss's phases, using certain abilities or items when needed (gems at Tiamat fight are a great start). I'm absolutely sure none would like to see new dungeons to be hard only because mobs do more damage and have more HP.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited December 2014
    mehguy138 wrote: »
    This is why you raise difficulty by implementing strategic tactical fights, instead of increasing mob's health and damage. The difficulty comes from learning boss's phases, using certain abilities or items when needed (gems at Tiamat fight are a great start). I'm absolutely sure none would like to see new dungeons to be hard only because mobs do more damage and have more HP.

    I completely agree. The issue is currently Cryptic is not going to make from scratch a good challenging dungeon that will ALSO be good in "quantity" as well. Meaning that even if they give us ONE dungeon that meets this, it will be short, and probably become out dated within 1 module anyways (how many people still farm Kessils?)

    This is where I think they need to do this idea of having remakes of the initial T1 dungeons, and next module can be t2 dungeons. This can "bridge the gap" towards any REAL challenging content they want to release in the future.

    What it does today though is gives the PVE community 4 new dungeons with a step up in difficulty to farm. It allows them to re-make PVE T1 gear for the PVE crowd and potentially even the PVP crowd.

    They can reward significant RP from the dungeons, as well as higher level enchants (rank 7+).

    It gives more content that meets where the players are at. I am NOT saying tailor these dungeons to 20k+ GS players. But make them for maybe 15k+ GS players.

    I would think that adding 10-15 mob levels onto the T1 would be sufficiently difficult and atleast present some challenge. If you offer guaranteed RP from each DD chest inside the dungeon, even PVPers will run the dang thing (which also solves the RP issues a little).

    Overall if the choice is between 1 REALLY good quality dungeon or 4 decent quality dungeons. Id take the 4 at this point just because 1 dungeon gets old REALLY fast.
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited December 2014
    These are all good ideas, but having a PvP area in every map is a bit more complicated than you think, and some people may not want this because in open PvP maps, you cannot change map instances without leaving that map and re-entering (obvious reasons for requiring that). Since I don't PvP (and more people don't PvP than do), this would become annoying for the non-PvPers when they need to move to another map instance.
    SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! (repeat indefinitely)


    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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  • elewyndylelewyndyl Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2014
    kalindra wrote: »
    I'ld be surprised if more than 5% play PvP...
    ...But they could create an instance of an regular map (e.g. Vellosk or that former academy area in the abyss) and spawn the opponents
    in a PvP match there.
    It would be great to add some NPC-Combatant, too, but that's optional.
    Well I like the Open World PvP instance map specially in 3rd expansion Dwarven Valley area. It is less crowded then the first area sometimes.

    I have been able to test duel fights against my real life friend in 3rd expansion. That said WHY those Open World PvP areas are not so popular is the lack of Astral Diamond rewards.

    Domination PvP and Gauntlgrym PvP is hugely popular still due to AD rewards and I like to play PvP. I do also PvE, but that is mostly boon grinding and not so fond of PvE.

    Finally your comment could easily be misunderstood and generally PvE is not more popular then PvP lol.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited December 2014
    Well initially for OW PVP my suggestion was to create a PVP-version of EVERY map. Give everyone the option to change maps to various ones, however a select few are specifically tagged for "PVP" where the entire map (aside from camps/camp fires) is safe zones.


    They opted for their version of this.

    Its all a moot point tho because right now we just need more maps. OW PVP fails HORRIBLY because there are pets, which ruins PVP. This was pre-warned before it came out and noone listened.
  • mehguy138mehguy138 Member Posts: 1,803 Arc User
    edited December 2014
    ayroux wrote: »
    OW PVP fails HORRIBLY because there are pets, which ruins PVP. This was pre-warned before it came out and noone listened.

    In my opinion, it failed because of no incentive to participate in it. Black Ice? I can gather more then enough running around in the safe zone. And, that's all? PvP achievements might be the goal to participate, but the rewards are meh. The rewards, this is one of the main problems with this game. BI domination should've rewarded players with glory, seals of triumph, GG coins whatever to make it worth it. Putting a BI gloves and MH into BI domination drop table would already force lots of people to join and fight to the win. Too bad they didn't use to rework their old content.
    M6 almost drains your soul given how boring it is. (c) joocycuzzzzzz
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