Greatly increased the amount of experience Vigilance tasks give across the board.
Reduced the number of Vigilance tasks needed to complete the meta quests from 16 to 8.
Enemies from levels 61 through 70 have had their damage reduced slightly.
Enemies from levels 61 through 70 have had their hit points reduced substantially.
I hope I’m not the big complainer here (normally I’m just a quiet forum observer), but are you sure you didn't overlook a few areas? Only Elemental zones?
No Sharandar, no Dread Ring, no Icewind Dale, no Well of Dragons, no dungeons?
In a quite recent post, something more was promised… http://www.arcgames.com/en/games/neverwinter/news/detail/9502353 (specifically: "Enemies in the endgame campaign zones (Icewind Dale, Sharandar, etc.) have had most of their HP buff removed" and "The amount of damage enemies do has been further reduced from critters level 61+" (where the 61+, to me, implies EVERYTHING above 61)
If this is still planned then it might be an idea to add that to the “still working on it” section, like: "Also of note before someone asks, GWF swords still clip into some characters, especially smaller ones"
I for one, think that quite a few players are more interested in making the endgame stuff more playable/enjoyable than some purely cosmetic issues like a clipping sword, after all Stronghold dailies kinda “force” you to do those endgame zones and dungeons, not Elemental Evil zones
wait what? what about lvl 71-73 monsters? those are endgame monsters that are impossible to kill not lvl 70. so we still can't do dungeons or lvl 70 maps?!
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marcoparad85Member, NW M9 PlaytestPosts: 38Arc User
Thank you guys! You listened to us and done a really great job, kudos across the board
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torontodaveMember, NW M9 PlaytestPosts: 992Arc User
Thanks Randerus Panderus.
I'm enjoying the new Strongholds content. Everyone should pat themselves on the back. =D
Any chance of getting a 'Storyteller' NPC in strongholds that would give 'foundry completion' quests for +Influence? =D
or maybe even a +Foundry Currency for the next expansion of strongholds? ;D
NW-DSQ39N5SJ - 'To Infinity, and BEYOND!' - Spelljammer Quest. Skyships, Indiana Jones moments NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
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instynctiveMember, NW M9 PlaytestPosts: 1,885Arc User
Thank you, devs! This is a HUGE step in the right direction!
I've said this a few times in the other Forums - use the mouse to click the claim button, rather than using ctrl+f - we've been having our guild use the mouse instead, and have all been receiving the correct amount of influence.
The bug can work for both mouse-clicking and hitting ctrl+F, at least for me. Our guild's current workaround is to not try and claim rewards for a min or 2, it seems less likely to bug that way.
Greatly increased the amount of experience Vigilance tasks give across the board.
Reduced the number of Vigilance tasks needed to complete the meta quests from 16 to 8.
Enemies from levels 61 through 70 have had their damage reduced slightly.
Enemies from levels 61 through 70 have had their hit points reduced substantially.
I hope I’m not the big complainer here (normally I’m just a quiet forum observer), but are you sure you didn't overlook a few areas? Only Elemental zones?
No Sharandar, no Dread Ring, no Icewind Dale, no Well of Dragons, no dungeons?
In a quite recent post, something more was promised… http://www.arcgames.com/en/games/neverwinter/news/detail/9502353 (specifically: "Enemies in the endgame campaign zones (Icewind Dale, Sharandar, etc.) have had most of their HP buff removed" and "The amount of damage enemies do has been further reduced from critters level 61+" (where the 61+, to me, implies EVERYTHING above 61)
If this is still planned then it might be an idea to add that to the “still working on it” section, like: "Also of note before someone asks, GWF swords still clip into some characters, especially smaller ones"
I for one, think that quite a few players are more interested in making the endgame stuff more playable/enjoyable than some purely cosmetic issues like a clipping sword, after all Stronghold dailies kinda “force” you to do those endgame zones and dungeons, not Elemental Evil zones
Other than the above, well done!
I agree with you! there are some enemies that should be nerfed on HP for example spinward rise,sharandar,dread ring and the others end campaigns 70-73 please!
please please please dont forgot to see that issue.....
Is this on the Preview build? As i called out and in the patch notes, several graphics issues were resolved.
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rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
I am still only able to launch the game in safe mode on the preview server build. If I try to normal launch my graphics driver crashes and has to restart. It is an AMD Radeon HD 7560D, and all up to date on drivers. So I am thinking it is going to stay the same on live for me too.
"Strongholds Influence can be gained up to a maximum of 400 per day at any stronghold levels instead of only later ones. This cap currently still resets 20 hours after the first Influence is earned, we will be adjusting this to reset at 3am server time in a later update."
Hope the later update is at the latest next thursday the 27th . It is a pain to plan SH in game time for 3 characters that also mesh with other guildies' play times and still get Influence.
But thanks for at least putting this issue on the table
I am following up with the Glory issue. As some of you have stated it is intended to give a 100:1 GMs but still give a 1:1 Glory as far as I am aware.
Also, the Ctrl-F is being tracked as of this morning, its mildly annoying when crushing HEs with your guildies.
Thanks guys.
Mildly annoying would be having to spam the button to get it to work. Extremely annoying is losing all your Influence points earned when this function misbehaves, which is what we have now. I do hope this will be fixed soon but I posted a bit of a workaround here for those affected:
Panderus any chance the building materials required to build guild structures is being looked at (hect small guilds are sucking wind trying not to die off to manage to get enough materials together to build all the lvl 1 structures I.e. mill/lumber/farm/marketplace). The amounts required and the amounts you can earn like the shards of power are too low as in the shards of power or too high as in the overall needed materials.
I done cuople second a go Guild rank 8 on previev and i cant find quest "Weapons of guild". Quest is avvablive on serwer? or we need wait for other half module( 7.5)
Probably the biggest one for me is that you lose progression on capping a node if an enemy steps on the node to "tie" you. Meaning if I cap a node 80% of the way by myself and an enemy steps on the node. I no longer am capping (good) and I dont get to "contest it" (Great!) but I LOSE my 80% progression (BAD). It would create MUCH more strategy and teamwork if you DIDNT lose that progression. It would allow a teammate to hop up real quick and cap the remaining 20% or give you a chance to throw an enemy off the node to cap the last 20%. As of right now, there isnt any way you can do that since you LOSE all that progression.
If I was outnumbered (2v1) on the node then sure I should lose progression. Or if I step off the node 1v1 then sure I should lose progression.
I guess another "layer" you could add if you wanted to make this even more interesting would be to create a "middle" ground between not capped and capped. So say it takes 8 seconds uncontested to cap a node.
Drop the "cap" down to 4 seconds. But create a new "uncontested" level. So If an enemy owns the node, I run up there for 4 seconds and make it not "owned" - basically resetting it to how the game starts! Then I need to hold it for ANOTHER 4 seconds to actually "cap" it for my team. Then say I die, the enemy holds it for 4 seconds to make it "un-owned" again (so its not ticking points for either team) and then another 4 seconds to capture it for his team.
So your basically adding another layer of Red/Grey/Blue into the mix. So while you cannot contest 1v1 by just STANDING on the node. You could find a way to "contest" it by "capping it for 4-5 seconds" to get it to an "un-owned state" which would be exactly like how every node starts at the beginning of each game (un-owned). Make sense?
Both those would add a MASSIVE amount of strategy and much more FUN! to the game!
Comments
I hope I’m not the big complainer here (normally I’m just a quiet forum observer), but are you sure you didn't overlook a few areas? Only Elemental zones?
No Sharandar, no Dread Ring, no Icewind Dale, no Well of Dragons, no dungeons?
In a quite recent post, something more was promised…
http://www.arcgames.com/en/games/neverwinter/news/detail/9502353 (specifically: "Enemies in the endgame campaign zones (Icewind Dale, Sharandar, etc.) have had most of their HP buff removed" and "The amount of damage enemies do has been further reduced from critters level 61+" (where the 61+, to me, implies EVERYTHING above 61)
If this is still planned then it might be an idea to add that to the “still working on it” section, like: "Also of note before someone asks, GWF swords still clip into some characters, especially smaller ones"
I for one, think that quite a few players are more interested in making the endgame stuff more playable/enjoyable than some purely cosmetic issues like a clipping sword, after all Stronghold dailies kinda “force” you to do those endgame zones and dungeons, not Elemental Evil zones
Other than the above, well done!
I'm enjoying the new Strongholds content. Everyone should pat themselves on the back. =D
Any chance of getting a 'Storyteller' NPC in strongholds that would give 'foundry completion' quests for +Influence? =D
or maybe even a +Foundry Currency for the next expansion of strongholds? ;D
NW-DC9R4J5EH - 'The Black Pearl' - Spelljammer! Phlo Riders and Space Orcs
Thanks for all the fish.
"...I grab my wiener and charge!" - ironzerg79
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
The bug can work for both mouse-clicking and hitting ctrl+F, at least for me. Our guild's current workaround is to not try and claim rewards for a min or 2, it seems less likely to bug that way.
Also, the Ctrl-F is being tracked as of this morning, its mildly annoying when crushing HEs with your guildies.
Thanks guys.
I agree with you! there are some enemies that should be nerfed on HP for example spinward rise,sharandar,dread ring and the others end campaigns 70-73 please!
Theres like 3 of them in the patch notes. ;p
Is this on the Preview build? As i called out and in the patch notes, several graphics issues were resolved.
But thanks for at least putting this issue on the table
Panderus this problem will be fixed tomorrow or 27 August?(Glory issue)
It will not be resolved tomorrow, very likely on 8/27. I would advise holding onto Glory until that time.
Mildly annoying would be having to spam the button to get it to work. Extremely annoying is losing all your Influence points earned when this function misbehaves, which is what we have now. I do hope this will be fixed soon but I posted a bit of a workaround here for those affected:
http://www.arcgames.com/en/forums#/discussion/1201649/help-with-broken-influence-rewards
Thanks Panderus!
PLEASE read the OP here! (http://www.arcgames.com/en/forums#/discussion/1201305/pvp-new-node-capture-system-tweak-suggestions) PVP is a ton of fun but a SMALL tweak could really make it SOOOO much better.
Probably the biggest one for me is that you lose progression on capping a node if an enemy steps on the node to "tie" you. Meaning if I cap a node 80% of the way by myself and an enemy steps on the node. I no longer am capping (good) and I dont get to "contest it" (Great!) but I LOSE my 80% progression (BAD). It would create MUCH more strategy and teamwork if you DIDNT lose that progression. It would allow a teammate to hop up real quick and cap the remaining 20% or give you a chance to throw an enemy off the node to cap the last 20%. As of right now, there isnt any way you can do that since you LOSE all that progression.
If I was outnumbered (2v1) on the node then sure I should lose progression. Or if I step off the node 1v1 then sure I should lose progression.
I guess another "layer" you could add if you wanted to make this even more interesting would be to create a "middle" ground between not capped and capped. So say it takes 8 seconds uncontested to cap a node.
Drop the "cap" down to 4 seconds. But create a new "uncontested" level. So If an enemy owns the node, I run up there for 4 seconds and make it not "owned" - basically resetting it to how the game starts! Then I need to hold it for ANOTHER 4 seconds to actually "cap" it for my team. Then say I die, the enemy holds it for 4 seconds to make it "un-owned" again (so its not ticking points for either team) and then another 4 seconds to capture it for his team.
So your basically adding another layer of Red/Grey/Blue into the mix. So while you cannot contest 1v1 by just STANDING on the node. You could find a way to "contest" it by "capping it for 4-5 seconds" to get it to an "un-owned state" which would be exactly like how every node starts at the beginning of each game (un-owned). Make sense?
Both those would add a MASSIVE amount of strategy and much more FUN! to the game!