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  • Few random thoughts, in no particular order:* The willingness to 'spend time' on PvP - and these are business decisions that the devs have nothing to do with - is just that - business. While I don't like it, the fact that my preferred game element is shared by about 2% of the total game population at least makes it clear…
  • Doesn't seem too hard - just lock in the values associated with the gear you queue with. The surprise of the players who currently try to tool the system by swapping gear or slotting enchants when they discover that they're still using the pre-swap equipment values would be... priceless.
  • Are you sure you understand how they're supposed to work? If you're talking about the SH PvP wards (and I can't think of anything else that sounds even close) then they don't fully prevent you from being drained - they provide a trivial amount of reduction to the amount that you're drained. It'd be nice if they were full…
  • Alarmingly small... though it could be my play times (US/EST). Most nights, there are fewer than 4 full teams of PvP'ers running, a purely made up number calculated from observations that (a) I'm seeing the same guys over and over every match, and (b) if I monitor a few of them, I tend to be sitting in the queue until the…
  • Can't speak directly to console, but on PC it's a very real thing. Not only do you see the same core group together all night, but the queue gets cancelled 12x before every match because someone on the intended team isn't reacting fast enough, which makes planning a pain.
  • LOL LOL LOL PVP does not read item level......... / taking off gear does nothing ...so those people are also wasting their time gaming the system EXACT QUOTE FROM DEV @rgutscheradev that I managed to get out of him https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12946904 " PvP doesn't "read" item level,…
  • Two relatively simple solutions to the problems described above:* Re-randomize the teams after selecting the 10 players for a match. This eliminates all the queue-synching nonsense and prevents people from declining 15 matches in a row until they're sure they're all on the same team. * 'Lock' IL to the value you queued…
  • It's pretty clear that they're forming 'random' teams based on the order of acceptance when the queue pops. That explains why, every time you queue, it gets rejected 8 or 10 or 20 times before the match finally starts - it's because the pre-mades are talking in voice chat and don't feel confident that they all accepted…
  • That's bizarre... I've never seen someone who solo queued with good intentions get HAMSTER for doing it. Any chance they were mistakenly connecting you with a high IL team that had tried to tool the system to queue together? There's waaaaay too much of that going on now, and the obvious fix to that will be to re-randomize…
  • I have nothing to add here, but it's really cool to see all these great responses from people actually trying to be helpful. Good luck moving forward Natarthos, sounds like you've got a bunch of things to try.
  • PvP is a big part of my game and I'm as frustrated as anyone by the current state, but still... statements like this: > Just saying, as a programmer, it's not hard to... always make me cringe. Everyone has grand ideas for formulas and algorithms that they believe would be vastly superior to whatever is implemented now, but…
  • I think it's great; sure, plenty of options are non-starters, but if you have some new gear that changes your stats significantly or just want to play around with a different play style, you don't need to respec, just add the new things and give 'em a try.
  • As annoying as people queue synching to 'fool' the solo queue has been - and like anyone else who pvp's regularly, I've seen it 100 times - the only alternative I can think of adds time to the matching system, and I'm not sure I'd like that much more than I like encountering premades in a "solo queue". Right now, with a…
  • Item level matchups is a fine idea, and feels like it would be really easy to implement, but it's impractical. Without a really large pvp player base all playing at the same time, you'd just be stuck in the queue for a long time waiting for someone with 'close enough' iLvl to come along... or they'd have to make the…
  • The logic doesn't change, @katerrot - I'm not saying 'ha ha it sucks to be you, you get nothing and like it', I'm saying that you're not at any particular disadvantage that didn't affect all the players who managed to get the lionsmane parts they wanted. I'm also saying that it isn't fair to people who had to struggle with…
  • @katerrot You might want to go back and re-read - or maybe actually 'read' my posts again. There's no excitement there. Lots of people have lionsmane sets. They all worked to get them. Anyone who doesn't have one and wants one should be required to do the same work to get theirs. What's your problem with that? Should it be…
  • While I still don't think balanced 'pairings' would work without increasing the pool of players to draw teams from by about 10x, there are plenty of programmatic ways to keep people from dressing down to get a lower draw match, then throwing on their BIS enchantments and upgraded artifacts once the teams have formed. Hell,…
  • @kabose101 Hey pal - I sympathize with you, I really do, but I just have a hard time with the idea of refusing to reward someone who puts more time and energy into something than I do. They didn't buy lionsmane gear, it wasn't a RNG reward from a chest... they sat thru the same broken system you're (rightfully) complaining…
  • Mixing and matching experienced players and inexperienced players is hard. To keep veteran players involved, they need to give them something to work for - like points to add to skill trees, or better gear. Unfortunately, that just widens the gap between the have's and the have not's. In the perfect world, there would be…
  • So... let's clarify a few things:* Your complaint is specific to lionsmane gear. Can't people make the same statement about any opportunity that is more readily available to you than to them, i.e. drains or rings requiring higher level SHs? * Changing things that have been in place for a while is always a touchy subject:…
  • That's my concern right there; balance is a great concept, but if I have to wait 4 hours for the right combination of classes to queue before it'll build a group and start a match, none of this really matters. Said differently, I'd almost rather get my HAMSTER kicked every 10 minutes than wait hours for an even match...
  • Still waiting for the blah blah 'wai, wouldn't happen if you had bis' nonsense that usually accompanies posts like this. I'm actually pleasantly surprised that so far, all of the responses are from people actually trying to understand it. My recommendation would be to get a screenshot and post it to an 'official' forum so…
  • Ran into a guild group in gg the other day, all standing on 3 and jumping in circles to get their stealth rings to proc so that they could surprise some poor n00b showing up to claim it. It was such desperate stupidity that I just laughed and walked away.
  • Check the seal vendor on the 2nd level of IWD - he's got a few interesting things. Disclaimer: I'm sitting at my desk at work, not logged into the game, so my recollection could be completely off.
  • ^ yep | But to be clear, I wasn't trying to imply that what I called 'adding variety' was a good thing - that's why I prefaced it with the whole 'poor man's attempt' thing. My preference is 'pick a class with unique abilities that fits your style and then learn to play it effectively, even if that means taking a different…
  • Sad but true... but still, from a game design perspective, this feels like a poor man's attempt to add variety to PvP. There's nothing wrong with creating a bunch of different classes that have abilities unique to that class, all of which are competitive but require a different approach to be successful, and then letting…
  • Some people think concepts like 'honor in PvP' and self-regulation are HAMSTER undeserving of consideration, let alone a discussion. I have to respect that opinion, but I'll ignore those people for a minute. What I find interesting among the others - those who are ok (ish) with the concept, is the split between what…
  • Interesting to check back and see how a post on the topic of 'self regulation' is being interpreted by different people. So far, I'm seeing 3 camps:* The game provides them so I'm going to use them * I only use them when everyone else uses them * I don't like them so I'll do my best to succeed without them Remember guys, I…
  • Yeah... certainly well written morenthar, but I'm not buying it. I was very careful not to imply that anyone was cheating; using items that they've made available through normal game play isn't a hack, or exploit, or an abuse of game mechanics in any way, no matter how stupid they are, but if your defense is 'nothing is…
  • Ugh... thanks for taking my 'rose tinted glasses' reminiscence post and turning it into politics, kweassa! ;) I don't disagree with anything you said, but my focus was more on 'skill > gear', not on the motivations that led to a sea change, or our complicity in it.