If you devs or designers are reading this, please leave the level cap at 70. I'm pretty sure we would all just quit the game if you render all our hard earned endgame gear useless TWICE. Just focus mod 7 and 8 in productive things like actual new content, proper fixes, campaigns, just anything fun that won't be focused on us having to get new gear all over again.
Plus its an expectation to have equipment getting replaced... however, the presence of Artifact Equipment does pose a bit of a problem.
exactly, I can't even imagine how much of a slap in the face it was for people with legendaries to hear they'll only get 40% rp worth, and double that I suppose with a double rp weekend.
1) Non-Recyled maps. For the love of everything, please create some original maps such as Spinward Rise. I would be greatly upset if "The Underdark" is just Whispering Caverns with a few edits of lighting and colors. But then again... that wouldn't surprise me whatsoever.
2) No more artifact gear. I think enough is enough about now. Bring back the old style of weapons (While maybe still keeping the at-will and class feature bonuses)
3) Good level up flow, no Vigilance Quest clones please. Since devs like recycling things to save time, then recyle the 1-60 level-up style at least.
All other ^100 time up^ for
- Non-Recyled maps
- and no more repeat this boring HAMSTER quest for killing x 50 times (we actually did not even worked on plot for it anyway) x 16 x 3 x 3 times. And you final reward - grind-grind-grind or trash-trash-trash gear you will throw away after getting it.
- no more - here is minsk with boo -hurray!. He does nothing here - holds the tree. but you should enjoy it!
Rly hope they made in future mod nice new class, not like Pal, where copy paste armour and etc from GF. But some nice interesting class with new armour, weapon design.
I think what would be decent if they would add a real alternative way to gear up through dungeons. Let Artifact gear be BiS and all, but let's get slightly worse gear without the need to refine anything.
I'd like them to make it easier on the new players. That doesn't mean make the dungeons a joke it just means make it easier for them to gear up (more rp and cheaper artifact equipment rp) and give them proper directions as to what they should be doing. Dread ring and WOD were like the killing fields for confused non english speaking new 60s for a while this mod.
I'd also like a new long hard dungeon like cn was in open beta with sellable rewards that drop reliably. Running elol is like playing a one armed bandit. You just keep pulling the level for the real payout while getting a penny on the pound in return.
Also some proper q&a. Maybe its over reliance on randoms on the test server or cheapness in the department responsible but mod 6 coming out the way it was even after being held back is the kind of thing we are going to tell amused horror stories in the future. Cryptic is like a synonym for shoddy work at this point.
not more recycled maps. (unless they're HEAVILY edited)
more story! I don't even know why I'm doing stuff in mod 6 after the initial quests.
do something with the foundry that gives players more reasons to play quests.
customizable guild houses where we can RP.
Being that casual player, if estimations are correct, I'd just be able to reach survivable in the Mod 6 stuff and old areas by the time Mod 8 is released.
As expectations go, the Underdark has always been an excellent and fun place in PnP... if I'm able to even be able to reach it, it will be nice to see how they visually express it.
how about a new mod for Vampires, "The Vampires War", Vampire Chronicles, or Vampires' Faction Clans?
I am going to say that I would love to see this but I am not holding me breath. Most everything I would have added about recycling and difficulty has already been said so there is no need for me to restate it. What I will say is that while I would be thrilled to see the Guildhall/fortress added we already have a function for player housing. It is call the Foundry. If you find it too difficult to learn quickly try asking another player to make a house for you. Most roleplayers have been doing this for a long time already.
- The T1 dungeons overwork.
- a wider choice of armor, peferrably with set bonus.
- something meaningful to do after having climbed up to glorified level seventy which isn't mostly a test for either materiel or spending and/or frustration tolerance and/or exploit knowledge.
I think the reality is the removed dungeons will be gradually re-released. Greatest artifact gear. More vigilance tasks in new zones following the template of Mod 6.
Don't set your expectation too high.
Regarding the level cap, it is actually irrelevant because it is just a excuse used to nullify your old gear. They don't have to raise the level cap again to serve the same purpose. The can just introduce better gear or make mobs yet harder than they are now.
New artifact gear wouldn't be a problem if you could refine it with your previous one and get at least something like 90% rp value. It's just plain bull that you can't get 100% for it specially since they sell blood rubies in the zen market.
Better character edition/customization options... *sigh*
My main GWF has a nose too "pointy" apparently. I don't remember making it bigger or anything but the tip clips thru some helmets, good thing i disable helmets visuals anyway cause horns clip thru anything anyway, stupid. I made a second character sometime ago, a drow cleric. I messed around with the neck and made it ever so slightly longer, my chin is a bit above, but it also stayed down so it looked like I had a clipped/bugged chin until i deleted the character lol.
What I want from strongholds module
1 : Guild strongholds can be built via a similar system to foundry's dungeon creation by buying seperate rooms and pieces, or generic building bought outright, Things like PVP zones, Combat dummies, Basic vendors, can be "hired or bought" to be part of the stronghold.
2: Foundry update linked into the module, More Mobs, More customisation with enemy stats and skills, "true boss mobs". More maps and tilesets from existing modules.
3: Multitude of bug fixes from longstanding bugs, a heavy emphasis on increasing the balance and fun of the game (Archer HR, less stack reliance GWF, Damnation lock, CW in general). PvP influences in the module with Guild V Guild, "starter" pvp sets for new level 70's that, while weaker than grim/burning, don't cost anything more than a few thousand AD, More Gear options, Cheaper Progression for things such as r4 and 5 black ice, Campaign progression, etc. (the rank 4 black ice set costs SO much to rank up and then make, but its weaker than GRIM armor.. Also, Try getting 40 triple kills as a devotion paladin, or a healing DC)
What I expect;
all new bugs and existing bugs still in game (I believe they will have fixed the powers/feats bugs, but I don't think weapon enchant bugs will be fixed by this mod) a generic "buy stronghold for AD/ZEN" system, limited customization.
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited May 2015
Here are a few things I would like to see:
1. A reliable method of acquiring better gear via normal "daily" content/questing, which does not rely on the RNG.
2. Quests that do not require the hunting down of large numbers of enemies, (no more than, say, 5-10 of a given enemy, and said enemy must be common - minimum 2 per commonly encountered groups).
3. Quest objectives which do not unnecessarily require you fight through many groups of enemies - objectives should be reachable via at least 1 non-combat route, (said path can be tricky to navigate, but still doable with all classes).
4. No more vigilance quests and no requirement of completing so many repetitive quests - the progression within the campaign/module should follow that you do a batch of non-repetitive quests, and those lead into the next batch that further progress the story.
5. Risk and Time should necessarily tie in with the rewards that are given. A solid/fair metric, (such as a player with mostly green gear, and perhaps 1-3 blue and artifact items), should be used to establish a baseline.
6. Backtracking should be minimized - if you give me a quest to go to point A and kill a certain enemy, then make me return to you, turn in the quest, only to give me another quest to go the exact same area, but for something else, that is a bad implementation. Such an experience makes the player feel like they wasted their time. Quests should be given in batches which fit together logically - go to point A, inspect some locations while there, kill certain enemies in that area, collect some items that those enemies may drop, and rescue some captives that those same groups of enemies may be holding.
7. Fun should be of prime importance at all points of development - things like repetitive quests, quests to kill large numbers of enemies, hard limits on quests, and all the other points I brought up, should be avoided whenever possible.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Reusing zones is not a problem as long as the game is fun. Think how long survived some Counter Strike maps (de_dust 2, de_train, de_nuke, etc) despite all the years people still have fun on these maps because the game is FUN.
The problem of NWO maps and many other games in general is that Devs fail to provide enjoyable content so instead of enjoying it players start to hate it because it's boring yet they have to do it for some bonuses or currency. There's no surprises, like very rare drops or unique rare enemies but the same generic, boring and annoying mobs that you've killed countless times already. Like it wasnt enough, now they're overbuffed and can often 2-3 shot most casuals with auto attacks.
0
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited May 2015
I'd also like to see enemy groups placed in such a way that it makes sense that they would be there - groups of enemies standing in some unimportant spot, in formation, just feels very artificial. Many of the 1-60 areas have enemies that fit - working on equipment, praying to statues/idols, guarding slave pens, etc.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Comments
I just don't want them to think that's what we want in new expansions ahah. I am well excited about strongholds.
exactly, I can't even imagine how much of a slap in the face it was for people with legendaries to hear they'll only get 40% rp worth, and double that I suppose with a double rp weekend.
2) No more artifact gear. I think enough is enough about now. Bring back the old style of weapons (While maybe still keeping the at-will and class feature bonuses)
3) Good level up flow, no Vigilance Quest clones please. Since devs like recycling things to save time, then recyle the 1-60 level-up style at least.
Making gear over- grindable is a bad thing.
And no-no to any new artifacts at all.
All other ^100 time up^ for
- Non-Recyled maps
- and no more repeat this boring HAMSTER quest for killing x 50 times (we actually did not even worked on plot for it anyway) x 16 x 3 x 3 times. And you final reward - grind-grind-grind or trash-trash-trash gear you will throw away after getting it.
- no more - here is minsk with boo -hurray!. He does nothing here - holds the tree. but you should enjoy it!
and no more bugged over 50% classes please
Now send me hate mail please.
I'd also like a new long hard dungeon like cn was in open beta with sellable rewards that drop reliably. Running elol is like playing a one armed bandit. You just keep pulling the level for the real payout while getting a penny on the pound in return.
Also some proper q&a. Maybe its over reliance on randoms on the test server or cheapness in the department responsible but mod 6 coming out the way it was even after being held back is the kind of thing we are going to tell amused horror stories in the future. Cryptic is like a synonym for shoddy work at this point.
more story! I don't even know why I'm doing stuff in mod 6 after the initial quests.
do something with the foundry that gives players more reasons to play quests.
customizable guild houses where we can RP.
As expectations go, the Underdark has always been an excellent and fun place in PnP... if I'm able to even be able to reach it, it will be nice to see how they visually express it.
glassdoor.com - Cryptic Studios Review
I am going to say that I would love to see this but I am not holding me breath. Most everything I would have added about recycling and difficulty has already been said so there is no need for me to restate it. What I will say is that while I would be thrilled to see the Guildhall/fortress added we already have a function for player housing. It is call the Foundry. If you find it too difficult to learn quickly try asking another player to make a house for you. Most roleplayers have been doing this for a long time already.
- a wider choice of armor, peferrably with set bonus.
- something meaningful to do after having climbed up to glorified level seventy which isn't mostly a test for either materiel or spending and/or frustration tolerance and/or exploit knowledge.
Don't set your expectation too high.
Regarding the level cap, it is actually irrelevant because it is just a excuse used to nullify your old gear. They don't have to raise the level cap again to serve the same purpose. The can just introduce better gear or make mobs yet harder than they are now.
My main GWF has a nose too "pointy" apparently. I don't remember making it bigger or anything but the tip clips thru some helmets, good thing i disable helmets visuals anyway cause horns clip thru anything anyway, stupid. I made a second character sometime ago, a drow cleric. I messed around with the neck and made it ever so slightly longer, my chin is a bit above, but it also stayed down so it looked like I had a clipped/bugged chin until i deleted the character lol.
1 : Guild strongholds can be built via a similar system to foundry's dungeon creation by buying seperate rooms and pieces, or generic building bought outright, Things like PVP zones, Combat dummies, Basic vendors, can be "hired or bought" to be part of the stronghold.
2: Foundry update linked into the module, More Mobs, More customisation with enemy stats and skills, "true boss mobs". More maps and tilesets from existing modules.
3: Multitude of bug fixes from longstanding bugs, a heavy emphasis on increasing the balance and fun of the game (Archer HR, less stack reliance GWF, Damnation lock, CW in general). PvP influences in the module with Guild V Guild, "starter" pvp sets for new level 70's that, while weaker than grim/burning, don't cost anything more than a few thousand AD, More Gear options, Cheaper Progression for things such as r4 and 5 black ice, Campaign progression, etc. (the rank 4 black ice set costs SO much to rank up and then make, but its weaker than GRIM armor.. Also, Try getting 40 triple kills as a devotion paladin, or a healing DC)
What I expect;
all new bugs and existing bugs still in game (I believe they will have fixed the powers/feats bugs, but I don't think weapon enchant bugs will be fixed by this mod) a generic "buy stronghold for AD/ZEN" system, limited customization.
Drunken Goose of MidNight Express. - 3.3k Paladin , 3.6k GWF , 3.1k GF,
1. A reliable method of acquiring better gear via normal "daily" content/questing, which does not rely on the RNG.
2. Quests that do not require the hunting down of large numbers of enemies, (no more than, say, 5-10 of a given enemy, and said enemy must be common - minimum 2 per commonly encountered groups).
3. Quest objectives which do not unnecessarily require you fight through many groups of enemies - objectives should be reachable via at least 1 non-combat route, (said path can be tricky to navigate, but still doable with all classes).
4. No more vigilance quests and no requirement of completing so many repetitive quests - the progression within the campaign/module should follow that you do a batch of non-repetitive quests, and those lead into the next batch that further progress the story.
5. Risk and Time should necessarily tie in with the rewards that are given. A solid/fair metric, (such as a player with mostly green gear, and perhaps 1-3 blue and artifact items), should be used to establish a baseline.
6. Backtracking should be minimized - if you give me a quest to go to point A and kill a certain enemy, then make me return to you, turn in the quest, only to give me another quest to go the exact same area, but for something else, that is a bad implementation. Such an experience makes the player feel like they wasted their time. Quests should be given in batches which fit together logically - go to point A, inspect some locations while there, kill certain enemies in that area, collect some items that those enemies may drop, and rescue some captives that those same groups of enemies may be holding.
7. Fun should be of prime importance at all points of development - things like repetitive quests, quests to kill large numbers of enemies, hard limits on quests, and all the other points I brought up, should be avoided whenever possible.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
The problem of NWO maps and many other games in general is that Devs fail to provide enjoyable content so instead of enjoying it players start to hate it because it's boring yet they have to do it for some bonuses or currency. There's no surprises, like very rare drops or unique rare enemies but the same generic, boring and annoying mobs that you've killed countless times already. Like it wasnt enough, now they're overbuffed and can often 2-3 shot most casuals with auto attacks.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums