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Interactive Poll: The Top 20 Fixes You'd Make to Neverwinter in 2015!

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    zekethesinnerzekethesinner Member, NW M9 Playtest Posts: 805 Arc User
    edited January 2015
    1) Posibbility to getting inffected by one of following: vampirism, lycantrophy (many options: wolf, rat, cat) or option to getting turned into half-undead, u can get inffected by taking a specific quest for each infection (but u cant take only one quest, so keep it smart, it will restart while using respec token) Each inffection should give some adventages and disadventages, like vampirism will force u to drink a special potion, or u will lose hp over time, but will incrase ur movement and dex stat.

    2) Campain token unlocking campains for all toon on account, also future ones, ofc with same price as it is now. ;)

    3)Dual specification, separate properties of skills for pvp and pve.

    4) Swich bar, up to 3 combinations of skills, u can only change bars when all cooldowns r out.

    5) Allow us to take a challenge and run dung alone or in duo, both epics, and what is coming next.

    6) Dragon Hoards enchants should have no ITC, since its boa.

    7) Change amount of rp points need for each lvl (minimalize) at least for half, since new lvl r coming, must be connected with option above, let casual players get they legend artis after 2 month of playing, not after 2 years.

    8) Challenge system. One will get randomly generated quests from out of 1000 avialible, quests will be connected with zones, each should be at hard lvl, but also reward should be at "hard lvl", with current situation it should be ofc RP.

    9) Remove rng system as it is. Add alternative option of getting items (not payment ofc) somthing liek was done with artifact offhand, u can buy it for favors, but u also can get lucky and get one from raid reward.

    10) Old t2's sets will evolve into artifact range with one of next mod, those 4 pieces will lvl with u as u play.

    11) Introduce "greed only" option in loot rules, this option can be only set in 5 min of dungeon by voting, once set, cant be changed.

    12) All dungeons should now provide decent amount of rp for each boss killed, rp drop shall be personal + rp drop in chest.

    13) All epics (or higher) items should provide as much rp as those r worth in rAD.

    14) Allow us to make premade vs premade as basic option, also allow players start 1 vs 1 matches on foundry maps. One who will challenge another player will have option to chose one of foundry maps to fight on, or will take default map. Both players will be tp after all is set.

    15) Allow us to dye weapons again.Also allow us to change enchants effects, but visible only for us.

    16) Change tp scrolls prices from 4k for each to 4k for 10.

    17) Adjust (add any?) companions AI, also make them stronger.

    18) Allow us to make piercings and tattoos.

    19) New tabs for mounts, fashions and incrase max slot amount for idle companions tab.

    20) Never again try to make a raid encounter, or any raid at all, if it may look liek tiamat one (no premade, etc.) grab WoW textbook about raids.


    So, thats mine, enjoy.

    (Sin)cerely
    Kain


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    pointsmanpointsman Member Posts: 2,327 Arc User
    edited January 2015
    1. Eliminate all lvl 59 gear from any lvl 60 content whatsoever. That is just friggin irritating.

    2. Scale up the existing dungeons to provide more of a challenge. Make the loot epic BOE items that could be *any* lvl 60 epic gear, even stuff that is currently BOP. So it could be Dread Legion Armor, or it could be Black Ice Gauntlets, or it could be a crappy T1 ring.

    3. A more friendly refining UI that can allow us to auto place unwanted gear items from our inventory into the refining UI without having to manually drag each one. It could be even something like "automatically put all lvl 60 green items" or "automatically put all lvl 60 blue items" or have a checkbox that says "exclude lvl 60 purple items". If you want to be really slick, you could even add an auto-identify feature that would also consume an ID scroll at the same time when the item is refined.

    4. Completely separate PVP and PVE in the following way: upon character creation, a flag is checked whether the character is "PVP only" or "PVE only". PVP characters can only do PVP stuff, while PVE characters can only do PVE stuff. Powers and feats would naturally work differently for the PVP version and the PVE version, so PVP balancing and PVE balancing would take place completely independently of each other. The leveling process could be the same as it is now, except that the "PVP only" characters would have one instance in each zone that is designated just for them, that would be open world PVP. Only PVP flagged characters can go there, PVE characters cannot. At lvl 60, for the hourly events, the ones that are for the benefit of PVE players (such as Dungeon Delves), in their place for PVP characters, it could be "PVP Tournament Hour" or something. Foundry hour could be "PVP Foundry Hour" where a few pre-selected user-generated PVP maps become available.

    5. Expand the Professions hour to be "Professions and 2xRP Hour".

    6. Include longer range planning on the calendar. Right now the calendar only seems to be up to date for the next two weeks or so. In particular, if there's going to be another 2xRP or 2xGlory or 2xXP weekend, it would be great if we the players have more advanced notice so that we could adequately prepare for it.

    7. Include a "Price Per Item" category for the Auction House.

    8. The Foundry really does need some love. I don't know much about the Foundry myself but I can see how it could become ultra-cool. The Foundry advocates really ought to be listened to a little bit more.

    9. Add more clarity on tooltips and general combat mechanics. For instance "defense reduction", and "damage increase" seem interchangeable as far as PVE is concerned, so just standardize all of the tooltips so that they correspond more precisely to the desired effect. After all, if you really intend High Vizier to increase the party's damage by 10% per stack, then just put that on the tooltip instead of the current misleading text about "stealing defense" or whatnot.

    10. Include more RP rewards in general. IMO every lvl 60 daily should have some RP reward upon quest completion, even if it's just a peridot. Weeklys could be aquamarines or sapphires or (rarely) opals.

    11. Include guaranteed RP stone rewards in DD chests and in skill nodes/treasure chests, just like now an armor/weapon shard is a guaranteed reward in a DD chest and an enchantment/runestone is a guaranteed reward in a skill node/treasure chest.

    12. Perma-ban the exploiters, including but not limited to PVP kickers and the Astral Resonator/Stat Manipulation/Deity Invocation exploiters who merely got slaps on the wrist previousl.

    13. For items bought and sold on the AH, include a tooltip or some other type of resource which lists the last 10 transactions for that item, so that those of us who don't follow the price of every item very closely will know if the current prices are good deals or not.

    14. Please include some better gear in Mod 6 that will make me want to give up my T1/T2 gear that my characters have been wearing for a very long time.

    15. Fix the lagginess of the professions UI when a task is completed.

    16. Create an AFK/leaver penalty for Tiamat.

    17. For PVP, include portals at the back of every spawn point that allows players to teleport to a random spot on the map, so as to evade spawncamping.

    18. Include a forfeit option for PVP matches, either by majority vote or by score differential (i.e., match is automatically forfeit if the score gap between the teams is greater than, say, 500).

    19. More open and honest communication between the devs and the players. I know that devs can't respond to every single forum whine (nor should they, their time is too valuable for that), but perhaps something like organizing a Reddit AMA two or three times a month.

    20. Eliminate the "Class Advocate", "Class Reporter", or whatever the position is called now. It only serves to create a position of privilege for one particular point of view from one particular person, the advocate, who cannot possibly adequately represent all of the diverse views of everyone who plays a certain class. In its place, have a liaison position that is a Cryptic employee (not a player!) that timely submit player requests to the devs and timely submits responses from the devs back to the players.
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    bjanubjanu Member Posts: 122 Bounty Hunter
    edited January 2015
    typey timey my opinion.

    General:

    1. Artifact(equipment) refinement system.
    a)stack per slot instead of item per slot.
    b)Remove icd dragon's hoard enchantment, bta->btc.
    c)Adjust rp rate on items - green 200, blue 400, t1 800, t2 1600 ... x2 same type. Maybe even more - solves the rp farming issue - no need to add extra loot on existing chests, makes purple items worth more then just salvage.
    Items should be worth more then refining stones as they are harder to use and since they cant be stacked.

    2. Tooltips
    3. Bug fixes

    4. Donations for the cause: Let the players choose what is done for their money - introduce a list of possible updates - gather donations - deliver results. I want to see where my money goes and see what came out of it.

    5. Foundry boost - appropriate rewards for appropriate difficulty. Creator recommends rewards, officially designated testers - approves, selects.
    9. Backpacks:
    a) more slots for zen
    b) small ones for gold
    c) one for fashion
    d) one for mounts
    e) specific ones for refinement - larger, but accepts only refinement, replaces one of the normal slots.

    6. Companions adjustments - either stronger AI or stronger stats. To compete with augments.

    7. Presets - gear/powers/feats presets - slot unlocked via zen. Changing time 1-2 mins with extra cd - so not to be abused.

    8. Levels post max rewards adjustment - rank 4 enchants are not approved.

    9. Currency exchanges:
    a)seals rank up
    b)campaign currencies rank down exchange, consumables for lowest rank currencies to remove overflow.

    10. Professions:
    a) btc refining items consuming normal resources - reduces overflow crafting mats.
    b) reinforcing kits to all professions.
    c) bop late game items - stronger kits, consumables, equipments for masters of the craft.

    11. High risk high reward - legendary versions of dungeons, zones, raids. Let the casuals slowly grind their way trough, meanwhile dedicated players could have fun end game.
    a)Stronger monsters.
    b)deadly traps
    c)Randomization
    d)Better monster AI.
    e)More interesting combat mechanics.
    All in all context that does not support zerging and encourages tactical and smart play.

    12.Weapong/armor enchant rework - there was a nice post i read about it. Currently they all do the same while few do that a bit better then the rest.

    13. guild context - guild q, guild bonuses, guild wars etc

    14. Upgrade lfg

    PvP:

    15. PvP-PvE power separation and balancing - many powers already use this, why stop half way - no more pve vs pvp rage, easier balancing.

    16. Leader-board - strictness. You left, you dc, you were kicked = you lose. Kick - must be unanimous. Shorter afk notice, Afk = boot. Longer leaver penalties. Report options.

    17. PvP ques separation. Solo, Duo, premade 5.

    18. More pvp options.
    a)More maps. Use foundry maps for existing and upcoming pvp modes.
    b)More gear. Been a while since anything new came out there.
    c)More modes. As someone mentioned: Capture the flag, King of the hill, siege, last man standing, tournament, arena
    X v X, duels etc.

    19. As someone mentioned - indirect pvp. Tower defense, hero siege, maze runners etc.

    20. Pvp forfeit vote.
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    omgnicktakenomgnicktaken Member Posts: 2 Arc User
    edited January 2015
    1) PVE instance:
    An endless tower type instance. Create a set of floors, say 5-10 of them. Use these in a repeating pattern to create a "tower" with infinite height. Populate them with random monsters already in the game, BUT with increased stats for every level of the tower. Add a ladder to show how high people have been able to climb.

    Why would this be a good thing? It continue to provide challenging content regardless of how strong people get. It will work with any level cap increases and equipment you add with later modules. The ladder provides the achievement value for it. The content mass of this should easily fit into what you produce for a single module.

    2) PVP skill balance:
    I think you really need to add PVP scalars for every power in the game. This way you can tweak pve and pvp damage/cc length separately for every power, and balance classes. Tenacy was a work around, I get it. There are probably reasons, such as not being able to determine damage source in the current damage delivery system. But, the scalars are probably the only way to really be able to balance classes in pve and pvp without wrecking the other.

    3) Easy way to reduce class stacking even with imperfect balance:
    Add a very strong and significant unique party buff to each class. This needs to be an innate ability that does NOT rely on a specific feat or class feature, it needs to be granted as a class ability similar to the node collecting skills. Why is this important? It will give huge incentive to avoid class stacking. In a game made by humans, some classes will always be stronger and some weaker, but this unique buff system could work against the said imbalance.

    EDIT: why is it important to add the 3. point buff as a freebie instead of a feat or class feature? Because otherwise it would force people to use only the build that includes that feature. It would be very detrimental to build diversity and freedom, which is not a good thing. On another note, this would be something you KNOW every player and build has, and tweaking the buff strength of a specific class would be an easy fix to quickly help out classes seen as inferior at any given time as you make other changes to class balance.

    EDIT2: on the 1. tower instance - the monster stat increases would be easy to implement by giving all the monsters a "tower" buff that takes tower level as an argument, increasing every level.

    EDIT3:
    4) Add the tools for GM-s/Community managers to organize PVP tournaments on a regular basis (both party and duel modes).
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    emilemoemilemo Member Posts: 1,718 Arc User
    edited January 2015
    snip

    1) Sprint reacts immediately upon button press ( no more instant CC from CW if I manage to press Shift in time)
    2) Unstoppable reacts immediately upon button press
    3) Sprints becomes capable of mitigating TR's SE( currently only Dodge can avoid it, a sprinter gets hit for full dmg)
    4) PVP matchmaking no longer pits apples VS 'oranges' ( no more legendary gear vs blue with some purple )
    5) Piercing damage is greatly reduced
    6) Everything in the game respects CC immunity unless the devs officially state that a certain ability should ignore immunity
    7) Takedown is again a Prone in PVP
    8) Guard becomes more responsive ( currently it has a delay just like Sprint )
    9) DPS clerics have a weaker version of the AS ability ( think GWF Destroyers and Sentinels with different unstop )
    10) No more ninja nerfs to Dragon Hoard enchants, the current drop rate as of January 26th is horrible with my 9% chance
    11) A change to how the RP system works, the overflow XP to RP idea can be implemented here
    ...
    Row, row, row your boat, Gently down the stream.
    Merrily, merrily, merrily, merrily, Life is but a dream.
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    lucifron44lucifron44 Member Posts: 417 Arc User
    edited January 2015
    1. Clipping (your sword deep inside your flesh)
    2. Rubberbanding
    3. Non-stackability of two same things (your peridots wasting two slots in your inv. Your lvl4 same enchants wasting two slots in your inv.)
    4. Lockboxes. Remove them, there are tens of various types, each of them wastes one slot. Remove them from drops and make them a ZenMarket item, for the P2W players.
    5. Reuse. Remove the reuse, give WoD its own original music and its own original dungeons.
    6. Remove the orange messages from admins speaking turkish, uzbek, tagalog, cajun or whatever weird, unknown language that nobody understands.
    7. Rest the bug counter. Today when you log a bug, you can see it has the number 3100000 or hugher. That's 10.000 bugs logged everyday, it's very depressing for a player, he knows his complaint will never be processed when there are 9999 other complaints the same day.
    8. Fix the names of the classes so they match the DnD classes. GWF should be renamed Sissy as he has nothing to do with the DnD GWF. TR should be renamed God. Cleric should be renamed PainGiver.
    9. Remove all the invisible walls. Each invisible wall is like a blinking neon with "an intern coded this part" message. If a cliff is supposed to be unclimbable, make it higher, or slippery.
    10. Remove the staticity. Static doors, static gates, static portals, static doors, everything always at the very same pixel, is like a "Bots welcome!" greeting message in cap letters.
    11. Remove the posts of ignored people. At the moment when a chinese farmer issues a phishing message for its unlegit scam website, everyone with common sense puts it on ignore, yet the rotten post still pollutes our chat window.
    12. Make dragons flesh things, not inflatable balloons. At the moment when you fight a dragon in Melee, very often you suddenly find yourself inside the dragon, watching an empty skin, a void envelope.
    13. The crit severity boon (last of ToD) should give... crit severity. At the moment it gives nothing. Hey dev guys, it's a 50-linu boon, at least it should do what the tooltip says.
    14. Stop being unable. The meeting between a Wizard of the Coast guy and a Cryptic guy, meeting which is posted somewhere in ARC, has the WOTC guy starting most of his sentences with "You were unable to...". In mod6, try to be able. Start with the level cap, which is 30.
    15. Stop issueing brainless companions. They all rush right into the red ground. Their life span in a battle is between two and three seconds. Or if you cannot make them wiser, then change the fights and stop filling the whole area with red.
    16. Fire creatures of NWO (foes, companions) are vulnerable to fire. Ice creatures of NWO (golems, sprites) are vulnerable to chill. This is wrong.
    17. Replace the mere background pixels by actual content. A door should be open-able. Like in The Witcher3 (which will come at the same time as mod6), like in Skyrim (which is much much older). Same for ladders. Solo dungeons are full of ladders but you cannot climb them. And full of books on shelves, that you cannot take or remove or read.
    18. Fix the lack of friendly fire for foes. If an archer foe sends an arrow at me and a Melee foe is in the way, the Melee foe whould get hurt, not me. It should be with a percentage of friendly fire, depending of the size of the Melee foe and the size of my char.
    19. Make the graphical rendering coherent. If the system detects that there are too many things to display in HD, then display all in low res. At the moment our screens display half of the things. We have HD chars riding an invisible mount, HD sky and landscape and an invisible ground, HD spells hitting an invisible dragon. That's not coherent.
    20. Fix the staticity of the repeatable quests. Linu sends us 200 times to the same Cult Prison, where the same patrols of foes await us. Once again, Cryptic devs, consider the nice work of your Bethesda colleagues. The repeatable "kill the giant" or "kill the bandit chief" will randomly send you to a dozen of places with a giant, and hundreds of lairs where a bandit chief can be found.
    21. Fix the lines of the low-level healing companions. Yunno, the "I hope your next wound is unique" and so on. They're not funny. Even less so the 1000th time you hear them. You knew beforehand that thos companions would be massively used by the chinese farmer bots. PE, Sharandar, Blacklake, Neverdeath graveyard are audio-polluted by the constant lines of the companions. Make them silent.
    22. Fix the raids. Well, the one and only raid. Make it a raid, that is. Yunno, like the Mar'Gok raid of your WoW colleagues. A raid is not a raid if you cannot premade.
    23. Fix the persistent spells. Anywhere we go, we can see Singularities of CWs who used them days ago, and then the CWs moved away but the Singularities remained.
    24. Fix the stealable quests of ToD. Almost all of them are stealable. You kill the foes and another player gets the reward. Ghost wolves, mimic chests, prisoners, messengers, all of them are stealable.
    Russian leaderboard first page. The proof.
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    ryoshinetteryoshinette Member, NW M9 Playtest Posts: 488 Arc User
    edited January 2015
    1. Make ioun as a different type of companion. There is a lot of nice looking and usefull pets. Noone is using them, cause ioun/cat is the best. Others are just for active bonus.
    Ryoshin GF (4.2k)
    .Suicide Squad.




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    mmm1001mmm1001 Member, NW M9 Playtest Posts: 497 Arc User
    edited January 2015
    1. Skill/equipment sets with quick way to switch between them.
    2. Replace pure-rng with more definite system. E.g. I want to get an specific item from a dungeon drop, with current system I might get it after 1 run or never get it. Replace this with some sort of coupons - e.g After each run I get a coupon, and if I get 50 coupons i can buy item I want. Alternatively you can introduce way to salvage other items got in same dungeon for coupons. This is similar to what you did with artifact weapons.
    3. Way to swap/switch companion between chars - e.g make some/all of them account bound. Right now this is one of reason most people play with 1 or 2 classes.
    4. Way to convert currencies Easiest way it to make one universal currency and way to sell/buy all other currencies with it. You can balance things with conversion rates.
    5. Auto-collect of specific items - like enchantments, id scolls, RP stones, etc. Make this configurable.
    6. Reduce/remove companion sounds. Especially other player's companions.
    7. Make some sort of experience to RP. Easiest way which doesn't require any kind of new development is just to change reward of overflow experience to something more useful. Singe peridot, or 3x L3 enchantments is a joke.
    8. I think refine system will be fixed in mod 6 anyway, but if it is not, then it should be 1st priority, as it is really annoying.
    9. Fix graphics/performance issues in engine. I understand this requires different kind of developers, but You can't have good game with broken graphics.
    10. Make professions useful. Right now only useful profession is leadership. Every other profession has limited or no usefulness. One example of usefulness in profession could be some gear-refining tasks, which adds RP to specific kind of equipment.
    11. I really need a way to keep notes for other players I play with. Right now, they only such way is to add them to friend list and add notes or add them to ignore list. There are lots of players in between - players I don't want to do somethings with, but don't mind to do other things with them. Keeping notes on paper is not productive.
    12. Replace queue system/LFG with something like waiting room for specific event. E.g. I want to play specific dungeon, when I "queue for It", I am transferred to a waiting room where other players waiting to play same dungeons are waiting. Then we make a party and enter dungeon. This way it will be easier to make proper parties, and it will not prevent players to play with their friends/guildies. Something similar as mechanics, but not as useless as tiamat waiting room.
    13. Make more difficulty levels for dungeons. Right now normal is "trivial", and epic is not so epic for some players.
    14. Adding boons should clearly show what is stat now(before) and what it will be after. E.g. I add boon adding 300 power, Moving mouse over it should clearly show what is my power now, what damage bonus it gives now, and what will be power, damage bonus after I choose that boon. It is really easy to implement this and it would be really useful especially for new players.

    15-20. I don't want to write about bug fixes, there are lots of trivial bugs which should have been fixed long ago but are still not. I am sure you know what I mean.
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    silverkeltsilverkelt Member, NW M9 Playtest Posts: 4,235 Arc User
    edited January 2015
    I dont have as many complaints as others.. my core complaints is at follows, but its enough to make me look at other games constantly.

    1. Refinement needs a massive rework, in terms of ability to refine, points needed and refinements dropped (through the MANY suggestions already, I have nothing to add, DO SOMETHING or all!)
    2. ALLOW us to play multiple toons again, do not lock us out with the amount of grind you introduced. This game was very alt friendly between mods 1-3 and then wham it started going away in 4 and completely in 5. Not good.
    3. Allow harder PVE content , dungeons that give good rewards.
    4. FOR the love of everything, CRYPTIC is the one that introduces massive powercreep, its killed pvp, people want to complain about class balance, well, how do we even know whats balanced, THERE has to be a way to put a secondary pvp system into place, to allow those of us who want to play 5-6 different toons to play, without needed 6 legendary items and 12 r'10s on every one. I dont mind gearing up, I do mind basically getting locked out now even if I have 17-18k on my toons, I cant possible gear them all up to the point of competing against 24k people right now.

    SOLVE those problems and you will make many people happy.
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    yolohahahayolohahaha Member Posts: 39 Arc User
    edited January 2015
    1. RP system needs to be fixed! IronZerg's idea is pretty awesome and resonable.
    2. Armor/weapon enchants reworking!
    3. Rubber-banding, lag, must be fixed too.
    4. Remove high-tier drops Tiamat.
    5. More choice of char customization for dragonborn.
  • Options
    bobhunter1bobhunter1 Member Posts: 67 Arc User
    edited January 2015
    Rampant Hacking (1 - 3)
    1. Cross Account AD Transfer Limit
      Cross Account AD Transfer Limit that requires Email Verification. Obviously AD Transfer within Account is fine, but not like millions and millions through Auction House going to the exact same person/hacker...
    2. Sticky - How to Prevent Yourself From Being Hacked
      Many threads have been made regarding rampant hacking in the past few months (http://nw-forum.perfectworld.com/showthread.php?820991-Sticky-Request-How-to-PREVENT-your-Account-from-being-Hacked) with 0 public acknowledgement from any company officials. If it is "always players fault", Please educate us!
    3. More information on Foundries
      Are the User Generated Contents completely safe? How do we even delete them once downloaded? Please communicate with us!

    Game Play Enhancement (4 - 10)
    1. User Interface Lock
      Let us Lock the positions of our Bags, Mails, Auction House, etc.
    2. Minimap & Town Zoom Lock
      A player's Mini Map Zoom always reset after relog/dungeon.
    3. Military Time Clock
    4. Continuous Auto Run Function
      Currently, the Auto Run Function gets disable whenever a Skill is used. It should not do that - the Character should continue running after using a Skill - "AUTO RUN"!
    5. Improved Combat Log & Damage Floaters
      Right now Combat Log & Damage Floaters are INCOMPREHENSIBLE. Let us choose display mode to only show Single Swing Damage and not Total Damage. Let us select Color difference between Self, Companion, Damage, & Heals in Combat Log.
    6. Detail Explanation on all Skill Tooltips (Encounter Powers, Daily Powers, Passives)
      It is clear that current Skill Tooltips are intentionally made vague with words like "nearby allies" instead of "allies within 10' range" or "for a long period" instead of "10 seconds", but why? It is really unfair to customers to not know the exact details of the skills they are purchasing. Devoted Cleric Skills only have the Damage Amount shown and not Heal Amount. Cast Time is also needed so every player don't have to try it then purchase 300 Zen (3 USD) to Respec afterwards...
      It has even been suggested to let players submit their new Detailed Tooltips that most people would understand then have it voted & developers need but to copy paste it down... It'd greatly reduce Devs work and satisfy customers, Win-Win?
    7. Update your own Wiki

    Bugs (11 - 12)
    1. Fix Bugs related to Skills
      Some Skills (Devoted Cleric's Break The Spirit) still don't even work SINCE Mod 5 came out!
    2. No More Releasing Severely Bugged Contents
      Please acknowledge our Feedback on Preview Servers that you, yourself, asked for. Don't release an unfinished contents that are severely bugged like what we've seen with Trickster's Rogue Feats allowing them to 1 hit kill bosses. Quality over Quantity, Please!

    Dungeons (13 - 14)
    1. All Greed Option
    2. Be able to do Tiamat with girlfriends

    Cosmetics (15 - 16)
    1. Fashion Preview Function
      Who wants to buy cloths if we can't try it?
    2. Armor & Weapon Enchantments Visual Enable/Disable Function

    Communication
    1. Communication Between Company & Customers
      Please communicate with us more. Acknowledge our problems & feedbacks.
  • Options
    henry404henry404 Member Posts: 690 Arc User
    edited January 2015
    I think I sit at the "less is more" end of the scale...

    1. Some fairly minor tweaks to refining. I know some want to see huge changes but I reckon if we had the ability to drop whole stacks on the refining window (rather than just 5 items at a time) plus if the drop rate for RP items was increased a little then we'd be mostly happy. I really don't think it needs a massive (and thus buggy) rework.

    2. Powers and feats to have separate effects in PVE and PVP. This has already started to happen for some prone/stun skills. It should be extended to all skills so that the (elusive) PVP balance can be adjusted without affecting PVE, where true balance is not really needed. That's not to say that PVE skills should never be adjusted, just that they should be adjusted for PVE only rather than trying to balance both PVP and PVE with the same change. In Guild Wars 1 the splitting of the skills was a great success and led to a much better experience in both PVP and PVE.

    3. Add the ability to enter epic dungeons with a party of less than 5 (solo, duo etc). If players want to attempt these things solo they should be able to do so without resorting to the current "trick" of entering with friends then asking them to DC and stay DC'd.

    4. A fairly trivial one. Anywhere PVP and PVE players co-exist, like Icewind Dale, add the ability to filter chat so you can see only PVP-flagged players or only PVE-flagged players if you choose. If you are in PVP you usually don't want the distraction of PVE chat and vice versa.

    5. An idea adapted from a recent thread. Reverse the ID scroll rules so that you never have to ID greens or blues but you always have to ID purples and artifact equipment.

    6. Add more "physical" augment companions like the cat and/or the ability to convert any companion into an augment version for an appropriate fee. At present if you can afford an augment then there is no reason to use anything else but I miss having someone/something following me around.

    7. Cheaper mount upgrades. It's daft that it's cheaper to buy an account-wide purple mount for less than it costs to upgrade a single-character mount to the same level.

    8. Permanently extend the weekly maintenance slot from 2 hours to 3 hours. Manage our expectations!

    9. Add some means to semi-automate professions. It could simply be the ability to queue up a task before the current one has finished or it could be the ability to recruit/buy a professions "manager" who would accept high-level orders and then micro-manage the workers. Of course, I'm mainly targeting Leadership here and the only high level command he would ever get would be "generate AD!". An easier-to-implement alternative would be to add some very long tasks that you would only need to start every few days, or even weekly.

    10 to 20 and beyond. I'd spend all the remaining "points" on just general bug fixes and tweaks.
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    tac0117tac0117 Member Posts: 4 Arc User
    edited January 2015
    1. fix all encounter/daily animations which create a tonne of lag, in tiamat yesterday when we hit clerics my mouse on screen decided to go walkies and seperate itself from the in game cursor due to huge server latency which reached ungodly amounts (up to 400+ when everyone activated their dailies and encounters). checked net connection and response time from laptop>server>laptop and issue was still from servers. i could not move for a solid 5-6 minutes, this happened at a 15 second interval when everyone spammed their abilities.
    the only merciful break i got from this was when a demon decided to grant me sweet respite and saved me from the torture. i for the first time in NW hit 0FPS for a the majority of the cleric phase. also maybe linked to the constant disconnects and SNR im getting in every other location. i chatted with a bunch of other people who i pugged tiamat with and they said they had the exact same problems, no wonder everyone was glitching about all over the place or standing stock still. shared PC info and they had nearly twice as much performance than mine. (considering i surpass minimum requirements and comes close to recommended) after the talk i gathered that most of them were on fibre optic (EU) and that over the past several months the amount of times they got SNR and random disconnects due to server failing to reply.
    2. Refinement needs rework. artifacts needing LV60 gears which correspond to item type (belts artifs require armour for example). currently my lathander belt has eaten through 78 items and STILL isnt anywhere close to rare. dont get me started on enchantments. roughly 20k for a lesser vorpal (from what i remember but dont quote me on that). and you have to this TWICE??!! no wonder why enchants are so darn expensive on exchange.
    3. get rid of PVP tenacity. this "gimmick" allowed TRs and HRs to become next gen tanks that hit as hard as a brick and are tougher to kill than a GF. doesn't make sense that leather armour makes things such as massive 2 handed weapons and arrows hit as hard as a bushel of flowers.
    4. balanced pvp: the amount of times ive seen 20Kgs players go up against 10kgs is too common to be bearable anymore. make PROPER matchmaking.
    5. get rid of instant guaranteed crits for every class or give them to every class.
    6. well i cant think of anything else apart from completely reworking GWF to be a striker, clerics to be able to heal WITHOUT needing to do damage, TRs only being able to attack when they disable cloak (how it should work), GFs to be PROPER tanks that generate stupid amounts of threat. HRs to generate minimal threat. that is all
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    reiwulfreiwulf Member Posts: 2,687 Arc User
    edited January 2015
    In no particular order:
    1.- Foundry with better rewards
    2.- Foundry with better tools and more freedom for authors
    3.- Foundry with a higher limit than 5 people in a party.
    4.- More PVP maps
    5.- More PVP modes
    6.- Better RP system, easier to level artifacts and to refine enchantments (at least until a certain treshold)
    7.-Bigger and more open maps with more things for explorers (last maps have been indeed more open, I like it)
    8.-Raids
    9.- Being able to swim! it might sound weird but in many games I just love to go for a swim and see the underwater scenery, it's so relaxing.
    2e2qwj6.jpg
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    eldartheldarth Member Posts: 4,494 Arc User
    edited January 2015
    bobhunter1 wrote: »
    More information on Foundries
    Are the User Generated Contents completely safe? How do we even delete them once downloaded? Please communicate with us!

    I can answer this one for sure.
    1. Yes, completely safe -- the only thing running on your machine is the Neverwinter Client that the regular game uses - there is nothing foundry specific or under a foundry authors control that runs on your machine.
    2. There is notihing to delete - NOTHING gets downloaded to your machine if you are playing foundries. If you are creating/editing foundries, a MINISCULE amount of data is stored locally (i.e. 10s of K bytes). If a megabyte of data is that critical to your storage -- you have WAY more problems than foundries.
    bobhunter1 wrote: »
    1. Communication Between Company & Customers
      Please communicate with us more. Acknowledge our problems & feedbacks.


    How many employees do you think Cryptic would have to hire to respond to the 10,000 bugs submitted every day?

    Then again, if they had a modern (post 1990) Bug Tracking system they could easily publish a summary report of that -- but of course they might not want the public to see the thousands and thousands of long standing bugs. So, better to not respond to any bugs than to acknowledge tens of thousands outstanding.
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    bernatkbernatk Member, NW M9 Playtest Posts: 115 Arc User
    edited January 2015
    bobhunter1 wrote: »
    [*]Military Time Clock

    Now that would be a miracle. Because even in STO they don't use 24h clock.
    JMYwySk.jpg
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    eldartheldarth Member Posts: 4,494 Arc User
    edited January 2015
    henry404 wrote: »
    9. Add some means to semi-automate professions. It could simply be the ability to queue up a task before the current one has finished or it could be the ability to recruit/buy a professions "manager" who would accept high-level orders and then micro-manage the workers. Of course, I'm mainly targeting Leadership here and the only high level command he would ever get would be "generate AD!". An easier-to-implement alternative would be to add some very long tasks that you would only need to start every few days, or even weekly.

    New Profession: Serf Management
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    phrendonphrendon Member Posts: 92 Arc User
    edited January 2015
    1) Sacrificing foot speed for dragon hoard slotting? Poor design please fix. Should be able to slot dragon hoards in any slot, with a max number allowed to limit it.
    2) The artifacts we are collecting at level 60, better be the ones we still want to use at level 70. Im ok with refining being the major task of end play, but it shouldn't be made moot with the next update.
    3) Find something else to do with the refined black ice we have. Alchemy perhaps?
    4) Refining interface overhaul. 5 at a time is too tedious. Have one refining window that you can dump all items that you want to consume, with sliders for each artifact you have equipped so you can say 80% to item 1, 10% to item 2, 10% to item 3, click refine. Done! Refining once a day, what a glorious change that would be.
    5) Rework the power bar so that we can have more active powers. Move the mount to 0. Potions to 7,8,9. 6 primary artifact. 1 and 2 still daily. 3 4 and 5, quick swap to q, e, r. Mouse clicks still at wills.
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    onecoolscatcatonecoolscatcat Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 575 Arc User
    edited January 2015
    Aside from #1, these are in no particular order....

    1) Hire a technical writer. Seriously. There's so much unnecessary and inadvertent vagueness in tooltips, promotion pages, patch notes, etc. it's not remotely funny. A technical writer WILL catch and fix these before they go live. This is the big one.
    2)revamp profession system. The interface is clunky, the rewards make no sense (Black Ice Armor without needing any armorsmithing profession?), and current BiS gear is BoP, forcing people to level crafts to 20. Profs should remain optional and never gated behind BoP.
    3) Rework campaigns. Endgame lacks a sense of progression once you hit 60. Require a certain level of progression in one campaign before unlocking another.
    4) Fix Tiamat and WoD. There are so many things wrong here I could fill all 20 slots with this alone. Instead I'll simply group this entire zone together.
    5) Revamp friends/ignore lists. Handle these as contacts. Let us make groups, mark spam instead of ignore, etc.
    6) Refining needs a complete overhaul. From RP drop percentages to the actual refining window, so much is wrong I think it's easier to scrap the entire system than fix it. IronZerg has good suggestions. Those combined with a few tweaks mentioned in his thread should make things nicer.
    7) PvP vs. PvE- Make powers/feats behave differently when flagged for PvP. You need this separation because there's no way of balancing these 2 very different gamestyles simultaneously.
    8) Fix longstanding bugs. Perfect elven Battle and Loamweave enchants STILL don't work over 12 months after their introductions. One small example of ancient bugs.
    9) Update paid packs. Many of the features are no longer relevant. Update them and replace outdated perks with relevant ones.
    10) Stat Curves- Different classes do different things, so why are they all forced to use stats optimized for Swordsmaster GWFs? Different stat curves lead to different roles. As is, DPS, DPS, DPS is the holy trinity.
    11) Mounts- Make all mounts account unlocks. Make mount upgrades improve one specific mount's quality for ALL toons.
    12) Pets- Similarly- Make them all account unlocks. Upgrade a pet upgrades quality for ALL toons.
    13) RNG- Publish chances of specific drops for all lockboxes/HE rewards/etc. This one is a pipedream.....
    14) Make lockbox reward notices display in the client's language.
    15) Different PvP game types. Take your queue from classic PvP games. Offer different modes. Domination/double domination, capture the flag, assault, etc. Make PvP fun and relevant. Heck, I"D play a NW version of Unreal Tournament!
    16) Loot- Gate rewards behind skill rather than RNG. Easy content pleases no one. No one wants to run pitifully easy instances 2.73 billion times to get a single item. Make skirmishes/dungeons HARD and offer appropriate rewards.
    17) Loot- Leave event specific rewards event specific. Don't recycle them in different events/promotions. It only devalues your in-game property. Miss out on the Blue Skeletal dog from Valindra's Invasion or the blue pig from last year's Summer Festival? Either find them on AH or wish you'd started playing earlier. Old rewards should be status symbols for players completing unique content. Never re-release old lockboxes, never recycle past event rewards. "Get them now before they're gone!"
    18) Revamp ardent coin rewards. Current rewards are stale.
    19) different gear/skills- Let us swap between different gear sets and different skill sets. Manually dragging and dropping takes waayyyyy too long.
    20) Randomize content. I know every single dungeon forward and backward. Rather than the same identical path, with the same identical mobs at the same identical places, I'd enjoy seeing semi-randomized dungeons/skirmishes. Diablo 2 had replayability because no dungeon was ever exactly the same. Port that idea into Neverwinter.
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    urterrorurterror Member Posts: 77 Arc User
    edited January 2015
    1))
    ironzerg79 wrote: »

    2)) A FAST "Communication channel" with the DEVs.. or read our reports, to players and bots;

    3)) Class balancing in reasonable time, now and always when necessary;

    4)) Is the lag your "Hardcore Mode"? Please fix it.. fk the graphics, we need STABILITY;

    5)) No_P2w_friendly_game.. Without all the exploits that this game had (and have), there would be free players with r9 and all purple artifacts (and not orange like "everyone").. Change the Refining System;

    6)) Remove piercing damage from any source;

    7)) Queue System..
    PVE: Possibility of choose the istance (if someone gonna search exploits, weekly ban)
    PVP: Solo/Duo & Premade - 2 Leaderboards - Stop the KICK ABUSING and, again, weekly ban FOR EACH TIME)

    8)) More presence of the DEVs in game, for controls and they have to know how play their game;

    9)) More types of maps and arenas for PvP

    10)) Guild Stronghold (as said by another guy first of me) with an arena for fights and tests;

    11)) Improve Foundries (as said but a lot of guys in this and other threads) with rewards too;

    12)) This RNG is so sad. Players drops EVERYTHING and others NOTHING for years.. Change it.. This is necessary;

    13)) Rework of Armors and Weapons Enchants (Vorpal is so OP, and the others sucks.. no words about armor enchants -.-)

    14)) Remove "Need" from Dungeons;

    15)) The Gold value is so useless atm.. Transmutes will cost less AD and a bit of Gold? :o

    16)) Separate the skills effect from PVE and PVP (you did it for the Gwf, now do it for every class where it needs it);

    17)) Order character list.. Please!

    18)) A preview of every item

    19)) All dungeons more competitive.. The only one at starts were ToS and CN (without bugs guyz!)

    20)) Stop the drops of T1 T2 and future T3 or similar from HE..

    I forgot something.. i know it ç_ç
    paladin_signature_by_whiitelotus-d330x28.png

    | Cìrdan - GF | Cìrdan The Lightbringer - OP |
    < Guild: Pugno Fiammante >
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    aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited January 2015
    I'd like to be able to abandon the IWD quest for that potion I never have, and never will use.

    I'd also like to be able to discard the mining pick.
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    vonloonvonloon Member Posts: 1 Arc User
    edited January 2015
    1. You guessed it: rework the refinement system again, or increase RP drops. IronZerg's idea isn't bad.

    2. The Foundry needs some attention. Update what authors can use, as a good portion of the rooms, items and mobs currently in the game aren't available to them. Also, make the reward at the end of the chest something interesting, not just some random green.

    3. Let us dye weapons again, or at least let us remove that dungeon dye that's on them.

    4. Punish AFKers/leavers. This is a big problem in Tiamat and PvP. Oh, they don't want to help out their team and participate? Then lock that content off for them for a while.

    5. Get rid of the legion of bots and gold spammers.

    6. A greed only option for dungeon runs. Either you want something, or you don't.

    7. More options in character creation. You made City of Heroes, I think you can manage a few more hairstyles and faces, at least.

    8. A rework of armor and weapon enchants is needed. Vorpal and Soulforged are nice and all, but the others need a revamp so they're at that same level.

    9.Give us the option to change our city of origin and god. More deities would be great too, especially with the upcoming paladin release.

    10. Make the character models more consistent. Having the fairly realistic-looking Emerald Enclave contact stand next to the cartoony Iliyanbruen rep is a bit offputting.
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    odd111outodd111out Member Posts: 173 Arc User
    edited January 2015
    1. Rework Refinement System: It should reward playtime. After 60, completing a level 60 quest should give a refinement Star, worth 5x a Black Opal. (Sharandar, DR, IWD, WoD.) Also, on 2x Refinement Weekends, create a special vendor who will allow people to transfer ALL outdated RP given to one Artifact to another. One of the queezy things is that your current Artifact may be nerfed or worthless in 6 months. Give people a safety net.

    2. Make Malabog's Castle and Valindra's Tower more useful to leveling players: Make it possible to earn the full set through the seals that drop from the bosses, and place the offhands to the buildable weapons in the end chests. People should not be able to farm the Fallen Dragon weapon set and never have beaten Valindra. But as it is, the drop rate is too low to make it economical to level up weaponsmithing or Artificing. Also add Enhancement Jewels to both of those Professions.

    3. Change the End Chest in Castle Never: Weapons from that dungeon are as cheap as 50k a piece, but people still really have to buy them from the AH. I mean, I've run it more than 500 times total and never won the correct weapon on the correct class (Greed). Make the chest give the weapon set even if it's BoP, so that people can have the pleasure of actually earning it like in Valindra's Tower. Seriously, no more T1 BOP RINGS!!!!

    4. Allow People to Solo Q for Epic Dungeons:Okay, it's a trend for some classes. Might as well embrace it. You can sell Epic Solo Keys on the Zen Market for some reasonable amount so that it doesn't open too many instances. If people are going to use AFKing friends, might as well make some cash, right?

    5. Switch Cost of Transmutting from AD to GOLD: The Dungeons leveling up give some interesting class specific armor and weapon items, but it can cost hundreds of AD to use them on your end-game gear.

    6. Create a New Castle Never: ELOL takes like 15 minutes. It's a really hard skirmish. Give me a dungeon that takes an hour or more just to get to the end boss.

    7. Remove BOP from T2 Dungeon Chests: If you are doing it for Tiamat, don't penalize people helping friends and Guildmates in a T2 who want to earn their gear.

    8. Speaking of Tiamat.... REMOVE LOSS REWARDS FOR TIAMAT: AFK problem.. SOLVED. Make having a Gem at all a condition of gaining rewards in a Win or opening the end chest. A little bit of stick will help herd the rabbits in the right direction.

    9. Write in a skill swap bar- like the weapon switch hot-key in ESO.

    10. Rework GG to make it different from Domination. Create a new gear set for GG only, with a specific stat that unlocks GG PVP, like Black Ice resistance opens Kessel's. People run the first open PvE section to earn the gear. This new gear will not allow the slotting of enchantments of any kind, normal, weapon, or armor. This will create a whole new level playing field for people to learn how to PvP on level 60 more easily that Domination, as it was back when GG first was released. Let people save up their GG seals so when the change happens they can buy the gear the first day and be able to PvP immediately.

    *** REWORK WEAPON AND ARMOR ENCHANTMENTS TO CREATE MORE BUILD DIVERSITY ***

    I mean, you have basically 3 weapon enchantments and 1 armor enchantment. So boring.

    You can really completely remove enchantment cooldowns and not make any of them worth more than a Perfect Vorpal to most classes (with enough critical). But for instance, removing the cooldown on Bronzewood so that the Perfect is essentially 16% Armor Penetration for a Marked target would make it useful to a non-crit Tank. Removing the cooldown on Holy Avenger (not the chance proc) would also make it more useful, especially if you are going to increase the HP and difficulty of mobs in end game content. A Faithful with a Holy Avenger would be more useful in dungeons (most Faithfuls I see tend to get kicked, because low damage not as high buffs as Righteous). Fetouched could have a constant ability to lower the damage of it's target, Frost could consistently lower Recovery, etc.

    Making RP bound to account has gutted the astronomical prices for Perfect Vorpals, which while good, still leaves people pretty much spending 5 million AD once for only one weapon enchantment for the whole time they play the game. If you are really concerned with AD sinks, making it more valuable to buy other enchantments might be a path to explore.
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    vaulwynvaulwyn Member Posts: 94 Arc User
    edited January 2015
    I would like to compound #2

    The levels of difficulty should not be handled by simply making the mobs hit harder or have a lot more life. These solutions are unfair for some classes.

    Example - As a GF I can solo a lot of the content a TR can the unfair part about this is that while I can solo the content what takes the TR 15 min takes me 5 hours. A system to equalize solo missions/mobs on a class basis needs to be implemented.

    Content should not punish you because of your class choice, classes should certainly have advantages in certain situations but the should be no colossal disparities.
    GF - Sigh
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    darthpotaterdarthpotater Member, NW M9 Playtest Posts: 1,259 Arc User
    edited January 2015
    1-I would like to see INITIATIVE STAT implemented. Initiative is a must in a DnD game. It can be a % of casting time reduction on the first power in combat, or in all powers, a burst in movement for few seconds when you enter in combat, or something. So you have another stat to pick from and something more available for different builds.

    2- What the majority of people already said: Harder versions of dungeons, no RNG for rewards, improve foundry for end-game content, supervised by devs, I dont mind if some great foundries are available for zen or ADs, and the authors rewarded, if they are fun and have good rewards.
    Lescar PvE Wizard - Sir Garlic PvE Paladin
    Caturday Survivor
    Elemental Evil Survivor
    Undermontain Survivor
    Mod20 Combat rework Survivor
    Mod22 Refinement rework Survivor
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    lucifron44lucifron44 Member Posts: 417 Arc User
    edited January 2015
    vaulwyn wrote: »
    Content should not punish you because of your class choice, classes should certainly have advantages in certain situations but the should be no colossal disparities.


    This. Unfortunately, mod6 is making the gap even bigger. GF used to take more time than the other classes to complete the dailies (and much much more time than a TR) but at least the fights, though lengthy, were all won thanks to the GF's undestructibility. With the mod6 regen that regens your HP only when your HP bar is already full, all that remains for the GF is his large HP pool and his high DEF and AC. That will not be enough though, and the GF class has every reason to feel punished with the incoming ddom of mod6.
    Russian leaderboard first page. The proof.
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    niteingaleniteingale Member, NW M9 Playtest Posts: 51 Arc User
    edited January 2015
    Apart from Refinement System rework I would like to see a possibility to reclaim the RP from artifacts/artifact gear that becomes useless e.g salvaging artifacts/artifact gear for account bound refinement tokens. With the coming changes in gear/enchantment levels maintaining more than 1 or 2 toons becomes practically impossible without a ridiculous amount of time/money investment. Players should not be punished for playing and advancing all available classes. Alas! One can only dream.
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    khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited January 2015
    As most of the "fixes" that I want have already been mentioned, I just wanna say this: find better ways to monetize this game. Trying to corner players into paying by blocking content behind ridiculous grinding is unappealing to a lot of us. Lockboxes are unappealing to a lot of us. We've seen too much of this in Neverwinter and many MMOS before, and it's getting really old.

    Lower the prices of some of the items. I bet you made a lot of money with that Christmas sale.

    Polish products before you relies them. I bought the Dragonborn race and I'm not very impressed. It clips in a lot of weird ways, head gear doesn't show on them, they have hardly any customization. I would not recommend this product to anyone.

    Add more interesting items in the Zen Market. When was the last time you put any new Fashion in there? There's a lot of other character customization items you could add there.
    I hate dancing with Lady Luck. She always steps on my toes.
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    aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited January 2015
    Get rid of all the green and white drops in epic dungeons and skirmishes, except for RP or profession items. At the very least, separate RP/Prof items from <font color="orange">HAMSTER</font> gear, and let us change our settings though that we don't get a prompt to roll on the <font color="orange">HAMSTER</font> gear.
This discussion has been closed.