Amount of informations which new player need to learn is creating a barrier which may start to discourage new players from even trying getting to max level. M6 only made it worse with the difficulty but i believe you're working to improve it in future.
We have 8 classes now and each have it's own 2 separate classes + 3 different ways for Feast. Each class have plenty of active and passive abilities, some of them have separate effects on top of that when used with TAB and so on. While story quests may not require knowing your and other classes well, all the high level content requires at least some basic knowledge to pass specific bosses or even to not cause the lag for others (like DC - AS or Paladins Prims does) + all the bugged abilities which sometimes take long time to fix.
At what point you will be happy with the total amount of abilities and passives? Maybe instead of creating more abilities (and informations that players will need to graps for PvE and PvP) give players 1-2 more encounter slots or passive slots? Amount of abilities would remain the same while characters would get stronger (in upcoming modules). You could also consider allowing players to mix existing abilities. For example, you could add 1-2 more passive slots which allow merging already existing passives in to one stronger passive. Similar thing could also be done with encounters, but it would require more testing just to make sure it doesnt get buggy.
You could also go even further and allow mixing entire classes, like CW + TR => Ninja Wizard with the TAB ability switchable while out of combat. It would greatly increase amount of possiblities and it would be fun to experiment without the need of creating and learing additional new abilities. However it could lead to lot's of new bugs and balance issues, especially in pvp. For balance purposes you could limit amount of points which can be invested in to second class.
As a newbie myself (about 6 weeks now) I will say that the most confusing thing for me is the number of currencies, artifact (and refining), and how these in many ways trump my gear. Leveling from 60-70 is also confusing as in-game quest givers don't give you a clear path on the best way to do it. Reality--they sometimes send you on a suicide run without any warning. Quite different than quest paths 1-60.
If it wasn't for the fact that I'm self-employed and have the luxury to check these forums while at work--I'd be completely lost. The different progression paths (feats and powers) are the least of my worries to be honest. I can figure them out on the fly and even starting a new toon is no biggie. Also--as someone else stated--it's quite a bit easier than getting a wow toon set up...
Cheers!
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited May 2015
The entire game was designed from the ground up with the intention that the choices would be limited and that in order to succeed you would have to choose combinations of powers to best perform for your goals.
Additionally, do note that this is an Official D&D Game. They are not pulling powers out of thin air and creating them. Powers and feats exist in the Pen and Paper Player's Handbooks.
It's very unlikely suggestions which don't draw from D&D rules in some way would be implemented. While the game isn't a very close implementation of the rules by any stretch of the imagination they styill have to draw from some aspect of D&D or there would be no way Wizards of the Coast (owner of the Dungeons and Dragons Trademark) would permit such changes to be made.
ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited May 2015
What we do know is that everything has to be made with the "Spirit of D&D" at the forefront of all content and that everything put in the game has to be approved by Wizards of the Coast.
Cryptic has said they are not licensed to a specific rules-set and can pull "inspiration" from any version of D&D but ultimately anything they do has to be inspired by something within D&D. They can tweak things to make the game the best that they can but they do not have free reign to create a game which is not inspired by something in the D&D franchises.
On the contrary it makes the game feel fast and action oriented. It's not one of these MMOs you have to play with macros casting all your spells for you. I don't think newer MMOs chose to have tons of spells, there's a good reason for that, fewer spells means it's easier to balance and it's also easier to learn for new players.
...which is all nice to know and learn, but didn't address the a) learning curve thing, and b) the balance thing, and c) the questing incoherence of Mod 6 content the OP addressed.
a) Steep learning curves are actually a plus for many MMO players - after all finding out something new is a success, and triggers your brain's reward loop,, and isn't that all we're all after? So , while htere are games that give players more of a baby-scooter time, it's somewhat OK in here. And: make a game too easy to learn, and many of the people that enjoy this one would find it boring. And leav. And not spend their money here. IMHO the balance is fairly well met here, but YMMV.
b) That's in work. At least in reassesment, and as far as one can gather from Scott Shicoffs open letter, we'll be seeing an armor set akin to the token-bought lower armor sets from Sharandar and DR again, so the materiel side of that also seems to be in work. Give them time, sooner would be better, but sooner and buggier less so - don't you think so, too?
c) THAT should really be addressed. After all, it's a simple dialog script. Even the triggers are there and working, just the interaction-action from the quest-hub people is a total fail. So that's not an issue where complexity of the problem should be an obstacle...
Play Neverwinter, look at your screen. Play WoW, look at your screen and how many spells/passives/buffs/debuffs you need to manage. This is already the easiest MMO to play.
Comments
If it wasn't for the fact that I'm self-employed and have the luxury to check these forums while at work--I'd be completely lost. The different progression paths (feats and powers) are the least of my worries to be honest. I can figure them out on the fly and even starting a new toon is no biggie. Also--as someone else stated--it's quite a bit easier than getting a wow toon set up...
Cheers!
Additionally, do note that this is an Official D&D Game. They are not pulling powers out of thin air and creating them. Powers and feats exist in the Pen and Paper Player's Handbooks.
It's very unlikely suggestions which don't draw from D&D rules in some way would be implemented. While the game isn't a very close implementation of the rules by any stretch of the imagination they styill have to draw from some aspect of D&D or there would be no way Wizards of the Coast (owner of the Dungeons and Dragons Trademark) would permit such changes to be made.
Cryptic has said they are not licensed to a specific rules-set and can pull "inspiration" from any version of D&D but ultimately anything they do has to be inspired by something within D&D. They can tweak things to make the game the best that they can but they do not have free reign to create a game which is not inspired by something in the D&D franchises.
And that is not conjecture.
now that is a nice f2p game
a) Steep learning curves are actually a plus for many MMO players - after all finding out something new is a success, and triggers your brain's reward loop,, and isn't that all we're all after? So , while htere are games that give players more of a baby-scooter time, it's somewhat OK in here. And: make a game too easy to learn, and many of the people that enjoy this one would find it boring. And leav. And not spend their money here. IMHO the balance is fairly well met here, but YMMV.
b) That's in work. At least in reassesment, and as far as one can gather from Scott Shicoffs open letter, we'll be seeing an armor set akin to the token-bought lower armor sets from Sharandar and DR again, so the materiel side of that also seems to be in work. Give them time, sooner would be better, but sooner and buggier less so - don't you think so, too?
c) THAT should really be addressed. After all, it's a simple dialog script. Even the triggers are there and working, just the interaction-action from the quest-hub people is a total fail. So that's not an issue where complexity of the problem should be an obstacle...
Now that would be a great name for a companion !