More specifically these have to be D&D 4E classes on top of that. That said, the psychic classes could be a bit different. Or perhaps the Artificer?
I'll admit I'm not very familiar with 4E classes (tried the game, hated it - it wasn't D&D to me).
That said, previous psychic/psionic classes all seemed to be basic magic-slinging types with the source of their power being psi powers instead of magic. Effects-wise, though, it always had the same basic results. Are any of the psychic classes, if you strip out the flavor text, sufficiently different from other classes to make them something other than a variant or hybrid mechanically?
As to artificer, my favorite character on that other D&D MMO is an artificer... but I was under the impression that class was specific to Eberron, and that setting's more advanced tech levels. Am I wrong about that? That said, however, mechanically it was a fighter (mega damage crossbow)/magic-user (actual spells plus fireball-slinging hand-cannon)/thief (picked locks, disarmed traps) hybrid.
Don't get me wrong here, I'm all for more classes. I just don't see much in the way of options for one that isn't basically a variant (like warlock) or a hybrid (like paladin).
I'll admit I'm not very familiar with 4E classes (tried the game, hated it - it wasn't D&D to me).
That said, previous psychic/psionic classes all seemed to be basic magic-slinging types with the source of their power being psi powers instead of magic. Effects-wise, though, it always had the same basic results. Are any of the psychic classes, if you strip out the flavor text, sufficiently different from other classes to make them something other than a variant or hybrid mechanically?
As to artificer, my favorite character on that other D&D MMO is an artificer... but I was under the impression that class was specific to Eberron, and that setting's more advanced tech levels. Am I wrong about that? That said, however, mechanically it was a fighter (mega damage crossbow)/magic-user (actual spells plus fireball-slinging hand-cannon)/thief (picked locks, disarmed traps) hybrid.
Don't get me wrong here, I'm all for more classes. I just don't see much in the way of options for one that isn't basically a variant (like warlock) or a hybrid (like paladin).
Technically monk is psychic class (in 4th edition anyway), and also to my mind quite different from what he have.
I'll admit I'm not very familiar with 4E classes (tried the game, hated it - it wasn't D&D to me).
That said, previous psychic/psionic classes all seemed to be basic magic-slinging types with the source of their power being psi powers instead of magic. Effects-wise, though, it always had the same basic results. Are any of the psychic classes, if you strip out the flavor text, sufficiently different from other classes to make them something other than a variant or hybrid mechanically?
As to artificer, my favorite character on that other D&D MMO is an artificer... but I was under the impression that class was specific to Eberron, and that setting's more advanced tech levels. Am I wrong about that? That said, however, mechanically it was a fighter (mega damage crossbow)/magic-user (actual spells plus fireball-slinging hand-cannon)/thief (picked locks, disarmed traps) hybrid.
Don't get me wrong here, I'm all for more classes. I just don't see much in the way of options for one that isn't basically a variant (like warlock) or a hybrid (like paladin).
As got mentioned by thesensai monks are a bit different, but the core four classes are that for a reason. They're the basic groundwork for anything that would be useful in this sort of setting. I mean, honestly, one could just as well argue that a ranger with a bow is just a reskinned mage, or vice versa, if they're both just doing ranged DPS. It depends on how technical you want to get about it.
Refinement system definitely needs rework.
Better balance between classes and builds. Make all classes and builds more evenly useful and desirable.This needs rework from different angles for PvP and PvE, so that a fix in one does not break the other.
No forced PUGing.
<This is also a work in progress, I may add more, but in separate posts>
I'm not against the cash shop being purely cosmetic, but it's clearly not the option Cryptic has decided to take.
I play Tera where the cash shop is mainly cosmetic, and lots of people buy stuff, but it has a lot of costumes and other stuff (sadly most of them don't fit the lore or setting of the game at all, you see maid costumes, kill bill costumes, modern special unit cops costumes, and it kills the mood to many of us)
Ok, going to take a big stab at ideas here. Some of these would be solved by other suggestions, but I'm throwing them out anyway.
Yes, I know some of these might be wishful thinking, but it doesn't hurt to ask. Some of these i over hear in guild chat.
Auction House
- Searching - remove special characters from search resolution algorithm - ' in particular
Loot
- Need or greed - confusing. Please have ability to remove need, or greed button. Keep pass button.
- Allow players an option to auto-pass, auto-greed types of loot. For instance, check boxes for "Usable by me", "Enchants", "Shards", "Armor", "Green", "Blue", "Epic" etc. When I am in a large battle I don't want to stop and die while picking need or greed on an annoying box.
- Please allow moving those boxes for loot out of the middle of my screen, it's sometimes a death sentence.
- Better yet, allow us to disable the boxes detailing who won from our screen completely. It's bad enough to have to stop and pick, but then these results boxes - argh.
- Allow party loot setting to have option for no loot to be picked up until all of party is out of combat.
- Why is loot that you cannot use character bound? Remove this constraint. If I'm an SW and get a cool item for an HR, I can't even give it to them...
Guild/ Guild Strongholds
- Add guild polls, so we can torment, er quiz, our guildmates (purely for fun)
- Ability for guild based foundry, or some way for a guild to create a class specific training ground. It could help a guild train players in different paragons paths, etc.
- Need player rooms with ability to choose furnishings. Also allow us to add on things like kitchen, garden, library, etc. Boss trophies.
- Allow us to assign companions a role for player rooms, such as Erinyes is the chef, Fawn in the garden, etc
- Racetrack - to have fun racing mounts (yes, i know we can get this hourly in WoD, but still)
- Fishing holes - like in the winter event
- Arena
- Allow to have players vs. companions in arena. Or companions vs companions. Let us bet on the outcomes.
- Add a ball field, with a soccer ball or frisbee or something to toss around. Basically a hang out with something to do.
Artifact
- Why is the unlock of class features random? This is cruel and unusual punishment. I got an off hand grimoire with a class feature that was not even in my path, and no hope to ever use without a respec. Lucky for me, my first attempt at using cubes gave me the class feature I want. But this could become an extremely irritating if you try 4 or 5 times and don't get the one you need for your playstyle.
- Refinement. It is too hard to get an artifact to purple. I can't bring myself to attempt to get one to orange. Not when i have a cloak, a belt, an offhand, and an main weapon. It's never going to happen, so why bother? Please redesign.
Inventory
- Please move quest items out of normal inventory space. Keys, hammerstone quest item, thayan wizard gear, black ice jewelry - really? Get it out of my inventory.
Professions
- Allow to choose ring slots - DeF, Off, Util. If we want to make them double Off, or double Util, etc, let us do so.
Companions
- Ability to have more than one companion summoned at a time. Something like Dragon Age. Also, a way to choose companions basic behavior, such as Heal focus, Attack focus, etc.
- Way too expensive to upgrade companions.
- Allow us to send idle companions out for resources, loot, refinement items
- a screen to put a companions back story
Mounts
- Add combat abilities. Horses could trample, Spiders could web, Unicorns could impale, etc.
- Any hope of flying, or burrowing, mounts? Bats, Dragonflies, Worms, fish
Misc
- Allow a way for classes to interact with each other based on their class. For instance, an SW could work toward a boon by tempting other guildies to sign an infernal contract
- More stories based on specific classes, such as focused on DC
- Many more fashion items
- romance/marriage system
I don't think I have 20, but these are changes that would make the game less frustrating and more fun:
-refining needs to go away. mod 4 brought refining of artifacts, and with it, neverwinter became a single player refinement grind. Sure you can find groups for things, but the number of people who are spending their time solely on farming refining points is ridiculous. This game should be a cooperative, fun experience, and right now that is not what we have for a majority of players.
-new content should be gated so that you at least have to do some old content to access it. iwd had this model. Why they went away from it, I have no idea.
-new content should not drop items gained from older content. with mod 5, we all of a sudden had a situation where no one needed to do any t2 dungeons anymore. the purpose of a guild became much less important, and thus, the game, as stated earlier, has become a single player experience that is desired by very few if any people. the most fun I have in neverwinter is helping people gear up, and this is no longer a fun or even necessary experience. now, it is "go do a few things to make ad and buy your stuff off ah, because it's so cheap." When I started, it was 'let's go run your t1 and t2 dungeons together to help you out.' those were good times.
-daily dungeon should be a random dungeon of the day and should yield better rewards for that ONE daily dungeon key. This would promote more guild cooperation and more replay value of the older, fun content.
-dungeons should have the option of 1-5 people to queue.
-dungeons should have difficulty modifiers with different rewards for higher difficulties.
-pvp and pve should be better separated by the gear for each type of play.
-ability to switch between pvp gear and pve should also be made easier.
-ability to switch power tray should be easier.
-foundry should be allowed to have better rewards and should also be promoted more heavily with stories/dungeons of the week that yield better rewards ONCE per day for players who complete them.
Those are some thoughts. I'm sure we'll see none of them. To me, they would make the game more closely resembling the game I seriously enjoyed playing during and towards the end of the summer. Now...everything they do feels like a cash grab. I have heard of no changes that have made me excited about the future of Neverwinter. All of them seem designed specifically and blatantly to make me open my wallet even wider. Only time will tell, but I'm extremely skeptical.
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imaginaerum1Member, NW M9 PlaytestPosts: 378Arc User
Apart from the 4 basic archetypes every class is a hybrid/clone of something if you take out the flavor. But it's the flavor that makes all those sub-classes fun to play.
That's pretty much what I was saying as well. More classes in general is what we will get. More classes that aren't hybrids or variants, either of the D&D F/MU/C/T archetypes or the MMO Tank/DPS/Stealth/Healer archetypes? Good luck coming up with one.
I'm mostly a 1st edition and 2nd edition player, so thinking of the classes from those....
I'd love to see a bard (done right - buff/debuff machine with some spells and rogue talents), but I know I'm in the minority on that one.
I'm sure druid is coming soon, but I'm not excited about that, not being a fan of pet-focused characters in MMOs, which is how druids seem to get defined.
Illusionist would be difficult to do right, but could be fun. I definitely see it as a control character.
Monk... I've never been thrilled with monk. Especially in 1st edition. It seemed like it didn't fit the genre, since the game was so directly inspired by fantasy fiction that in turn was based on western European mythology.
Barbarian? Well, that's pretty much what the GWF is. All offense, no spells, big-*** sword... barbarian.
Cavalier? Bleah. I hated cavaliers. Give me good old-fashioned paladins any day.
I'd love to see a bard (done right - buff/debuff machine with some spells and rogue talents), but I know I'm in the minority on that one.
I would love to see a Bard done right. It always seemed like an interesting class to me, but I never played it. Rogues alwaya seemed like more interesting option. Too bad in Neverwinter online the Rogue is just the stab you untill you don't move anymore class. They don't feel too rogueish and not very trickstery. I would love to see the rogues have more tricks up their sleeves, but be more fragile if they're cought, but whatever. It's too late for that now.
The Bard should be a buffer/defuffer primarily, with some light aoe and utility spells. Would the Bard be able to go in stealth? Would the Bard be able to identify items without scrolls? I would love to see what they would do with a class like this, and how it would work in PvP. Hopefully when/if they introduced the Bard class they turn up their creativity to 11.
I hate dancing with Lady Luck. She always steps on my toes.
1. Power Sets | I don't know about the others, but I actually use different type of powers for PVE and PVP. So it would be nice have the chance to set different type of powers for one or the other. So, when you go into PVP, for example, your power set will automatically change (saving you time and support to your team while you are trying to change the powers).
2. Fashion Inventory | As I told in another thread, I believe that we should have a tab for all the fashion inventory. It's silly to me to throw away every single piece of Fashion that I don't use (We barely have enough space for our PVE/PVP sets + pots + refinements + etc) because the cool thing about fashion equip is that you can change it whenever you'd like. It would be cool that they also would have a purpose.. For example without fancy and appropriate clothes you would not be able to meet the Lord.
3. Feats Activation Points | It would be also cool to have the possibility to unlock all the feats and then have some "activation" points that would let you to activate just a certain amount of them per time. In this way, the gameplay would still be as balanced as it is now, but every player could explore a different aspect of it's own class and spec.
4. Open World | We have dragons! Why can't we fly? We have lakes and seas.. Why can't we swim? We have mountains.. Why can't we climb? I believe that the good thing about an Action MMO is to explore the whole world.. !
As a minor suggestion (that I know it's going to probably be too difficult to realize - but that's our chance, isn't it?) I'd like to see the storyline improved.
Every class and every race should have their own storyline. You should decide to be a good, a bad or a neutral guy.
I like how certain quests are just for certain race/class, but I think that all the game should be structured like this.
I do believe that writing a good storyline for each class and race is a massive work, not even talking about the impact it would have to the game in general and to the amount of work for the devs.
But again, that's a suggestion.. I know that's probably an utopia.. But I thought I would give it a try.
I really love this game, and it has a lot of potential. As for now, it has some feature that you don't see in any other game, but it would be awesome watching it growing and growing.
I would add as my #1: Guild improvements. Lots and lots of them.
* Increase the guild membership cap to at least 2000 members per guild.
* Guildhouse (not stronghold, that's a silly name) - so many things would be good here, but they're listed in other threads.
* Fix bugs in the guild UI (especially bank permissions) and improve controls over guild membership and permissions
* Provide automation tools (members automatically kicked or demoted after X days offline, members demoted after exceeding X ratio of bank withdrawls to bank contributions, etc).
* Extend history on bank vault to at least two weeks.
* Re-add the vault history to the gateway news feed.
* Implement outbound read-only data APIs via the gateway so players can build out external applications to do more advanced number crunching and historical measurement (in stead of having to do it manually by pulling JSON feeds out by hand).
* Implement inbound APIs to allow for external applications to make changes to guild (clearly, would need a lot of consideration!)
* Alternatively, implement guild management features in the Gateway itself.
* A formal guild alliance and war system.
* Member banning to prevent people who are kicked from sneaking their way back into the guild later on down the road and causing trouble.
1 - new, challenging dungeons, that require specific party - cleric, tank, high control skills;
2 - new match making for pvp. At the moment ppl quit pvp not because 1 class is op, but because they face 20k+ GS teams with their 12k toons. Total team GS should be arround equal for both teams. You can divide ppl in different "leagues" and ppl can face players only from their league. We can call this "competive" pvp, with leaderboard that makes sense, and you can leave current pvp just for practice and without leaderboard. Also we need more pvp maps - 1v1, 3v3. I used to play Lineage 2 for long long time, there was very good Olympiad system - every day in fixed time the olympiad starts and everyone is wellcome to join. Everyone can meet meet everyone through que and gain points when win. At the end of the month, player with highest score for every class become "hero" for next month, gaining some fancy glow arround his body and some other minor goods. Its mostly for fun and about honor to show you are the best from your class atm. For me it sounds very competive.
1. Refinement update- reduce clicks. Ironzerg's XP idea for artifacts sounds really good.
2. Loot change- do you want it or not rather than 3 choices. I also like the ideas about auto picking up loot and identifying it. Again a big reduction in clicks.
3. Split PVP and PVE skills effects. Hopefully this will greatly reduce the buff/nerd trolling.
4. Hot keys for gear sets and powers. AOE, boss, PVP etc. The powers could all start on cool down and something like that on the gear to prevent abuse. Another reduction in clicks.
5. Graphics adjustments to reduce lags. Thinking mostly Tiamat and the outside area of Malabog.
6. AFK auto-boots for Tiamat, gauntlgrym, and PVP with no rewards. I also like the idea about the PVP teleport by the fire to reduce spawn point camping.
7. Profession update to produce buffs and refinement rather than gear. Even if you speed up profession leveling to be in line with the character most of the gear is not that good compared to the sets or artifacts. But if the profs can buff and refine then they are relevant regardless of the gear level you have at the time.
8. Test room- it would be cool if you could go to a test area to try gear and enchants that you don't have to see how they work. Maybe soulforged isn't the only worthwhile defensive one but given the cost in time and AD it's not worth it to gamble and try it. But if you could try it then maybe you find some of the other enchants are good too.
9. Greatly reduce cost of transmutes. Greatly increase availability and variety. Add preview before you pay. Will allow for more diversity.
10. Reduce cost for upgrading pets.
11. Make all quests so people can't poach the goals.
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imaginaerum1Member, NW M9 PlaytestPosts: 378Arc User
I don't know what you saw, but I'm not talking about implementing swim/climb/fly but about making it possibile.
The entire world is set up so that, if you can't see it, it's not there. There are HUGE gaps in the architecture, pieces floating around in nothing, overlapping stuff, and it doesn't matter because none of it can be seen from anywhere a character can get.
Add in flying (and climbing for that matter, once you get high enough), and you can see all of those holes. Since they're not about to change the entire layout of the game to fill those holes, the only "flying" you're ever going to get is things like the floating disk, where you may not be on the ground, but you're not really flying either.
1. No more DOTs (for players) or piercing damage turn back skill players 2. No more instakills HKs from mobs just put a slower damage over time with more time...ie...acid, petrification, poison, agony (debuff per dungeon), etc because is very funny and good ask help to a dc, pally, etc this is hard this is a RPG!!! 3. Make a tradeoff come in classes (limited stats, base damage, etc) 4. More fashion and dye system 5. No more paywall with obtuse RP system or R12 because you can earn a loot of money with fashion and services and house and lobby and strongholds, etc just be creative OR increase drop rate R7s and RPs, exclude bis enchant for upgrade up R10 and hold the (cash) for ingredients. 6. No more rng jesus or make this clear! 7. Better rewards for hardest dungeons, HE, etc scale the loot system...btw all this community claim for "farm" dungeons for who play more time 8. Better daily login rewards 9. Investigate and ban (ip, dns) people who exploit or steal AD with boting, rps deposity, change stats or just investigate accounts with a loot of AD, relatory+proc+V u know? 10. Implement foundry because its a powerfull tools and can be monetizated just think...but no harm legitm players with stupid paywalls.
and for god request more time for wotc because delivering a module every two months does seem that the game had always been in beta !
A lot of great ideas here. Mine are side dishes but as important (to me):
1. Take out "discard" options for artifacts, runestones and enchantments. There is no reason to discard them and no player would knowingly do so.
2. Make it impossible to transmute any high lvl item to lvl 1 transmute items. Again, there is no reason for any player to do this intentionally.
At least 90% of the players would think its their mistake to do these. I must be in the minority and think that it must be the producers benefiting from these mistakes who are keeping these silly options in game.
My biggest pet peeve in this game at the moment that is within the realm of possibility of dev fix is the way Dragon' Hoarde enchants interact with groups.
Basically, if you don't get a kill shot you don't proc an enchant. There is a problem with that on two levels:
1) It means high DPS classes get more reward for playing while grouping.
2) It means everyone has more reward for not grouping.
3) It means RP reward size is disengaged from the difficultly of the content.
I have no idea why this design exist it is silly. When you do group you have a biased reward scheme, and when you don't group and do separate content you get more RP over the 5 people.
My suggestion would be to scrap dragon hoard enchants and go to a ~massive~ increase of RP for quest rewards and particularly dungeon rewards. Like literally a bound black opal for every complete epic dungeon would be inline with a nerf to dragon hoard enchants and be fairer and make more sense for the game.
The point is that by making RP generated from quest and dungeons instead of enchants you achieve these things:
1) You have control over how RP is distributed in a group where as with kill shots you do not.
2) You have control over how group focused (or solo focused) the game is by controlling how RP is rewarded from daily quest or dungeons.
3) You have a way to scale RP rewards to the difficultly of the challenge where as with enchants you do not...
Like how does any of that add up to "enchants for RP -- genius!?" By picking enchants to be the primary way RP is generated devs did something really strange which is take away tools to design the player experience. Like instead of being able to go through a new module and say, "how will we present RP for these activities?" which is designing the games most important reward scheme directly, rather than do that they said instead, "ehhh random proc from trash loot... that should handle everything."
Comments
Um...you know you can transmute item appearances, right?
I'll admit I'm not very familiar with 4E classes (tried the game, hated it - it wasn't D&D to me).
That said, previous psychic/psionic classes all seemed to be basic magic-slinging types with the source of their power being psi powers instead of magic. Effects-wise, though, it always had the same basic results. Are any of the psychic classes, if you strip out the flavor text, sufficiently different from other classes to make them something other than a variant or hybrid mechanically?
As to artificer, my favorite character on that other D&D MMO is an artificer... but I was under the impression that class was specific to Eberron, and that setting's more advanced tech levels. Am I wrong about that? That said, however, mechanically it was a fighter (mega damage crossbow)/magic-user (actual spells plus fireball-slinging hand-cannon)/thief (picked locks, disarmed traps) hybrid.
Don't get me wrong here, I'm all for more classes. I just don't see much in the way of options for one that isn't basically a variant (like warlock) or a hybrid (like paladin).
Technically monk is psychic class (in 4th edition anyway), and also to my mind quite different from what he have.
As got mentioned by thesensai monks are a bit different, but the core four classes are that for a reason. They're the basic groundwork for anything that would be useful in this sort of setting. I mean, honestly, one could just as well argue that a ranger with a bow is just a reskinned mage, or vice versa, if they're both just doing ranged DPS. It depends on how technical you want to get about it.
Better balance between classes and builds. Make all classes and builds more evenly useful and desirable.This needs rework from different angles for PvP and PvE, so that a fix in one does not break the other.
No forced PUGing.
<This is also a work in progress, I may add more, but in separate posts>
I play Tera where the cash shop is mainly cosmetic, and lots of people buy stuff, but it has a lot of costumes and other stuff (sadly most of them don't fit the lore or setting of the game at all, you see maid costumes, kill bill costumes, modern special unit cops costumes, and it kills the mood to many of us)
Yes, I know some of these might be wishful thinking, but it doesn't hurt to ask. Some of these i over hear in guild chat.
Auction House
- Searching - remove special characters from search resolution algorithm - ' in particular
Loot
- Need or greed - confusing. Please have ability to remove need, or greed button. Keep pass button.
- Allow players an option to auto-pass, auto-greed types of loot. For instance, check boxes for "Usable by me", "Enchants", "Shards", "Armor", "Green", "Blue", "Epic" etc. When I am in a large battle I don't want to stop and die while picking need or greed on an annoying box.
- Please allow moving those boxes for loot out of the middle of my screen, it's sometimes a death sentence.
- Better yet, allow us to disable the boxes detailing who won from our screen completely. It's bad enough to have to stop and pick, but then these results boxes - argh.
- Allow party loot setting to have option for no loot to be picked up until all of party is out of combat.
- Why is loot that you cannot use character bound? Remove this constraint. If I'm an SW and get a cool item for an HR, I can't even give it to them...
Guild/ Guild Strongholds
- Add guild polls, so we can torment, er quiz, our guildmates (purely for fun)
- Ability for guild based foundry, or some way for a guild to create a class specific training ground. It could help a guild train players in different paragons paths, etc.
- Need player rooms with ability to choose furnishings. Also allow us to add on things like kitchen, garden, library, etc. Boss trophies.
- Allow us to assign companions a role for player rooms, such as Erinyes is the chef, Fawn in the garden, etc
- Racetrack - to have fun racing mounts (yes, i know we can get this hourly in WoD, but still)
- Fishing holes - like in the winter event
- Arena
- Allow to have players vs. companions in arena. Or companions vs companions. Let us bet on the outcomes.
- Add a ball field, with a soccer ball or frisbee or something to toss around. Basically a hang out with something to do.
Artifact
- Why is the unlock of class features random? This is cruel and unusual punishment. I got an off hand grimoire with a class feature that was not even in my path, and no hope to ever use without a respec. Lucky for me, my first attempt at using cubes gave me the class feature I want. But this could become an extremely irritating if you try 4 or 5 times and don't get the one you need for your playstyle.
- Refinement. It is too hard to get an artifact to purple. I can't bring myself to attempt to get one to orange. Not when i have a cloak, a belt, an offhand, and an main weapon. It's never going to happen, so why bother? Please redesign.
Inventory
- Please move quest items out of normal inventory space. Keys, hammerstone quest item, thayan wizard gear, black ice jewelry - really? Get it out of my inventory.
Professions
- Allow to choose ring slots - DeF, Off, Util. If we want to make them double Off, or double Util, etc, let us do so.
Companions
- Ability to have more than one companion summoned at a time. Something like Dragon Age. Also, a way to choose companions basic behavior, such as Heal focus, Attack focus, etc.
- Way too expensive to upgrade companions.
- Allow us to send idle companions out for resources, loot, refinement items
- a screen to put a companions back story
Mounts
- Add combat abilities. Horses could trample, Spiders could web, Unicorns could impale, etc.
- Any hope of flying, or burrowing, mounts? Bats, Dragonflies, Worms, fish
Misc
- Allow a way for classes to interact with each other based on their class. For instance, an SW could work toward a boon by tempting other guildies to sign an infernal contract
- More stories based on specific classes, such as focused on DC
- Many more fashion items
- romance/marriage system
-refining needs to go away. mod 4 brought refining of artifacts, and with it, neverwinter became a single player refinement grind. Sure you can find groups for things, but the number of people who are spending their time solely on farming refining points is ridiculous. This game should be a cooperative, fun experience, and right now that is not what we have for a majority of players.
-new content should be gated so that you at least have to do some old content to access it. iwd had this model. Why they went away from it, I have no idea.
-new content should not drop items gained from older content. with mod 5, we all of a sudden had a situation where no one needed to do any t2 dungeons anymore. the purpose of a guild became much less important, and thus, the game, as stated earlier, has become a single player experience that is desired by very few if any people. the most fun I have in neverwinter is helping people gear up, and this is no longer a fun or even necessary experience. now, it is "go do a few things to make ad and buy your stuff off ah, because it's so cheap." When I started, it was 'let's go run your t1 and t2 dungeons together to help you out.' those were good times.
-daily dungeon should be a random dungeon of the day and should yield better rewards for that ONE daily dungeon key. This would promote more guild cooperation and more replay value of the older, fun content.
-dungeons should have the option of 1-5 people to queue.
-dungeons should have difficulty modifiers with different rewards for higher difficulties.
-pvp and pve should be better separated by the gear for each type of play.
-ability to switch between pvp gear and pve should also be made easier.
-ability to switch power tray should be easier.
-foundry should be allowed to have better rewards and should also be promoted more heavily with stories/dungeons of the week that yield better rewards ONCE per day for players who complete them.
Those are some thoughts. I'm sure we'll see none of them. To me, they would make the game more closely resembling the game I seriously enjoyed playing during and towards the end of the summer. Now...everything they do feels like a cash grab. I have heard of no changes that have made me excited about the future of Neverwinter. All of them seem designed specifically and blatantly to make me open my wallet even wider. Only time will tell, but I'm extremely skeptical.
That's pretty much what I was saying as well. More classes in general is what we will get. More classes that aren't hybrids or variants, either of the D&D F/MU/C/T archetypes or the MMO Tank/DPS/Stealth/Healer archetypes? Good luck coming up with one.
I'm mostly a 1st edition and 2nd edition player, so thinking of the classes from those....
I'd love to see a bard (done right - buff/debuff machine with some spells and rogue talents), but I know I'm in the minority on that one.
I'm sure druid is coming soon, but I'm not excited about that, not being a fan of pet-focused characters in MMOs, which is how druids seem to get defined.
Illusionist would be difficult to do right, but could be fun. I definitely see it as a control character.
Monk... I've never been thrilled with monk. Especially in 1st edition. It seemed like it didn't fit the genre, since the game was so directly inspired by fantasy fiction that in turn was based on western European mythology.
Barbarian? Well, that's pretty much what the GWF is. All offense, no spells, big-*** sword... barbarian.
Cavalier? Bleah. I hated cavaliers. Give me good old-fashioned paladins any day.
The Bard should be a buffer/defuffer primarily, with some light aoe and utility spells. Would the Bard be able to go in stealth? Would the Bard be able to identify items without scrolls? I would love to see what they would do with a class like this, and how it would work in PvP. Hopefully when/if they introduced the Bard class they turn up their creativity to 11.
Well, I have a couple main suggestions:
1. Power Sets | I don't know about the others, but I actually use different type of powers for PVE and PVP. So it would be nice have the chance to set different type of powers for one or the other. So, when you go into PVP, for example, your power set will automatically change (saving you time and support to your team while you are trying to change the powers).
2. Fashion Inventory | As I told in another thread, I believe that we should have a tab for all the fashion inventory. It's silly to me to throw away every single piece of Fashion that I don't use (We barely have enough space for our PVE/PVP sets + pots + refinements + etc) because the cool thing about fashion equip is that you can change it whenever you'd like. It would be cool that they also would have a purpose.. For example without fancy and appropriate clothes you would not be able to meet the Lord.
3. Feats Activation Points | It would be also cool to have the possibility to unlock all the feats and then have some "activation" points that would let you to activate just a certain amount of them per time. In this way, the gameplay would still be as balanced as it is now, but every player could explore a different aspect of it's own class and spec.
4. Open World | We have dragons! Why can't we fly? We have lakes and seas.. Why can't we swim? We have mountains.. Why can't we climb? I believe that the good thing about an Action MMO is to explore the whole world.. !
As a minor suggestion (that I know it's going to probably be too difficult to realize - but that's our chance, isn't it?) I'd like to see the storyline improved.
Every class and every race should have their own storyline. You should decide to be a good, a bad or a neutral guy.
I like how certain quests are just for certain race/class, but I think that all the game should be structured like this.
I do believe that writing a good storyline for each class and race is a massive work, not even talking about the impact it would have to the game in general and to the amount of work for the devs.
But again, that's a suggestion.. I know that's probably an utopia.. But I thought I would give it a try.
I really love this game, and it has a lot of potential. As for now, it has some feature that you don't see in any other game, but it would be awesome watching it growing and growing.
That's all for me. (and for now?)
~ Adam | Trickster Rogue | Master Infiltrator Saboteur
~ Essence | Hunter Ranger | Pathfinder Trapper
~ Veyl | Scourge Warlock | Soulbinder Fury
~ Abel | Trickster Rogue | Master Infiltrator Executioner
Waiting for DRUID and MONK!
Yeah we're really missing a second choice for a pve controller. Right now it's CW or nothing for controllers.
* Increase the guild membership cap to at least 2000 members per guild.
* Guildhouse (not stronghold, that's a silly name) - so many things would be good here, but they're listed in other threads.
* Fix bugs in the guild UI (especially bank permissions) and improve controls over guild membership and permissions
* Provide automation tools (members automatically kicked or demoted after X days offline, members demoted after exceeding X ratio of bank withdrawls to bank contributions, etc).
* Extend history on bank vault to at least two weeks.
* Re-add the vault history to the gateway news feed.
* Implement outbound read-only data APIs via the gateway so players can build out external applications to do more advanced number crunching and historical measurement (in stead of having to do it manually by pulling JSON feeds out by hand).
* Implement inbound APIs to allow for external applications to make changes to guild (clearly, would need a lot of consideration!)
* Alternatively, implement guild management features in the Gateway itself.
* A formal guild alliance and war system.
* Member banning to prevent people who are kicked from sneaking their way back into the guild later on down the road and causing trouble.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
2 - new match making for pvp. At the moment ppl quit pvp not because 1 class is op, but because they face 20k+ GS teams with their 12k toons. Total team GS should be arround equal for both teams. You can divide ppl in different "leagues" and ppl can face players only from their league. We can call this "competive" pvp, with leaderboard that makes sense, and you can leave current pvp just for practice and without leaderboard. Also we need more pvp maps - 1v1, 3v3. I used to play Lineage 2 for long long time, there was very good Olympiad system - every day in fixed time the olympiad starts and everyone is wellcome to join. Everyone can meet meet everyone through que and gain points when win. At the end of the month, player with highest score for every class become "hero" for next month, gaining some fancy glow arround his body and some other minor goods. Its mostly for fun and about honor to show you are the best from your class atm. For me it sounds very competive.
These are my 2 cents, sry for english.
Sekhmet@kvetchus_
Guilds: Greycloaks, Blackcloaks, Whitecloaks, Goldcloaks, Browncloaks, Spiritcloaks, Bluecloaks, Silvercloaks, Black Dawn
Tredecim: The Cloak Alliance
2. Loot change- do you want it or not rather than 3 choices. I also like the ideas about auto picking up loot and identifying it. Again a big reduction in clicks.
3. Split PVP and PVE skills effects. Hopefully this will greatly reduce the buff/nerd trolling.
4. Hot keys for gear sets and powers. AOE, boss, PVP etc. The powers could all start on cool down and something like that on the gear to prevent abuse. Another reduction in clicks.
5. Graphics adjustments to reduce lags. Thinking mostly Tiamat and the outside area of Malabog.
6. AFK auto-boots for Tiamat, gauntlgrym, and PVP with no rewards. I also like the idea about the PVP teleport by the fire to reduce spawn point camping.
7. Profession update to produce buffs and refinement rather than gear. Even if you speed up profession leveling to be in line with the character most of the gear is not that good compared to the sets or artifacts. But if the profs can buff and refine then they are relevant regardless of the gear level you have at the time.
8. Test room- it would be cool if you could go to a test area to try gear and enchants that you don't have to see how they work. Maybe soulforged isn't the only worthwhile defensive one but given the cost in time and AD it's not worth it to gamble and try it. But if you could try it then maybe you find some of the other enchants are good too.
9. Greatly reduce cost of transmutes. Greatly increase availability and variety. Add preview before you pay. Will allow for more diversity.
10. Reduce cost for upgrading pets.
11. Make all quests so people can't poach the goals.
Go into Foundry. Open an official zone map. Using the Free Camera mode, fly up above where you can normally get to, and look around.
Yeah. That's why we can't fly.
I don't know what you saw, but I'm not talking about implementing swim/climb/fly but about making it possibile.
~ Adam | Trickster Rogue | Master Infiltrator Saboteur
~ Essence | Hunter Ranger | Pathfinder Trapper
~ Veyl | Scourge Warlock | Soulbinder Fury
~ Abel | Trickster Rogue | Master Infiltrator Executioner
Waiting for DRUID and MONK!
The entire world is set up so that, if you can't see it, it's not there. There are HUGE gaps in the architecture, pieces floating around in nothing, overlapping stuff, and it doesn't matter because none of it can be seen from anywhere a character can get.
Add in flying (and climbing for that matter, once you get high enough), and you can see all of those holes. Since they're not about to change the entire layout of the game to fill those holes, the only "flying" you're ever going to get is things like the floating disk, where you may not be on the ground, but you're not really flying either.
1. No more DOTs (for players) or piercing damage turn back skill players
2. No more instakills HKs from mobs just put a slower damage over time with more time...ie...acid, petrification, poison, agony (debuff per dungeon), etc because is very funny and good ask help to a dc, pally, etc this is hard this is a RPG!!!
3. Make a tradeoff come in classes (limited stats, base damage, etc)
4. More fashion and dye system
5. No more paywall with obtuse RP system or R12 because you can earn a loot of money with fashion and services and house and lobby and strongholds, etc just be creative OR increase drop rate R7s and RPs, exclude bis enchant for upgrade up R10 and hold the (cash) for ingredients.
6. No more rng jesus or make this clear!
7. Better rewards for hardest dungeons, HE, etc scale the loot system...btw all this community claim for "farm" dungeons for who play more time
8. Better daily login rewards
9. Investigate and ban (ip, dns) people who exploit or steal AD with boting, rps deposity, change stats or just investigate accounts with a loot of AD, relatory+proc+V u know?
10. Implement foundry because its a powerfull tools and can be monetizated just think...but no harm legitm players with stupid paywalls.
and for god request more time for wotc because delivering a module every two months does seem that the game had always been in beta !
1. Take out "discard" options for artifacts, runestones and enchantments. There is no reason to discard them and no player would knowingly do so.
2. Make it impossible to transmute any high lvl item to lvl 1 transmute items. Again, there is no reason for any player to do this intentionally.
At least 90% of the players would think its their mistake to do these. I must be in the minority and think that it must be the producers benefiting from these mistakes who are keeping these silly options in game.
Wrong, before level 4 arguably level 3, there is no point to using enchantments and runestones as rp and I discard them all the time.
I've managed to refine 6 rank 9 enchants from 0 to full on just rank 2 and 3 enchants. Feel free to mail me your stacks of rp that you want to discard
Basically, if you don't get a kill shot you don't proc an enchant. There is a problem with that on two levels:
1) It means high DPS classes get more reward for playing while grouping.
2) It means everyone has more reward for not grouping.
3) It means RP reward size is disengaged from the difficultly of the content.
I have no idea why this design exist it is silly. When you do group you have a biased reward scheme, and when you don't group and do separate content you get more RP over the 5 people.
My suggestion would be to scrap dragon hoard enchants and go to a ~massive~ increase of RP for quest rewards and particularly dungeon rewards. Like literally a bound black opal for every complete epic dungeon would be inline with a nerf to dragon hoard enchants and be fairer and make more sense for the game.
The point is that by making RP generated from quest and dungeons instead of enchants you achieve these things:
1) You have control over how RP is distributed in a group where as with kill shots you do not.
2) You have control over how group focused (or solo focused) the game is by controlling how RP is rewarded from daily quest or dungeons.
3) You have a way to scale RP rewards to the difficultly of the challenge where as with enchants you do not...
Like how does any of that add up to "enchants for RP -- genius!?" By picking enchants to be the primary way RP is generated devs did something really strange which is take away tools to design the player experience. Like instead of being able to go through a new module and say, "how will we present RP for these activities?" which is designing the games most important reward scheme directly, rather than do that they said instead, "ehhh random proc from trash loot... that should handle everything."