Well, some people might enjoy running around in broken shoes... i don't.
And you do understand, that some cries for class nerfs were and are based on broken equipment?
Not to mention, that different Devs might be responsible for either those (items vs. classes) departments, so that fitting in an improvement/fix for both game sections in one patch could be possible too?
Anyway, it would be nice to see a regular Dev blog about all classes, that is then followed by a patch with improvements based on player feedback. And they should start with the SW...
I'm fully aware that both are broken... but fixing items first, followed by classes, will lead to another required fix on the former, without a doubt... that's wasted time
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
Go re-read everything I said please. You're responding to something I never stated.
Bots are a problem and always will be to some extent but the solution isn't completely locking down the game and making it impossible to progress. Sure bots farm skill nodes and sell RP but there's a huge difference between farming skill nodes and dropping the value of RP and farming AD and dropping the value of AD. My entire point was those two really are not comparable because one absolutely hurts players and one is actually helpful towards players despite being less than desirable.
When the value of AD drops then the amount of AD required to buy items of the same value goes up. Economies balance out on equivocal value regardless of the currency used. Just because you make more AD doesn't mean you earned more value due to the fact the value of AD was being drastically reduced by bot farmers.
On top of rights and wrongs there are varying degrees. The AD was bad enough it had to be addressed and the best solution was to do something very intrusive as any other change really would only result in temporary reprieves at best.
The fact is, that RP is simply not enough of a detriment to do something as drastic as remove skill nodes from the game. At least it is not considered such as of this time. Other less intrusive options are always being discussed on that front. They still ban bots including those who farm RP. It was directly stated in the video that bots simply make accounts faster than they can be banned and that is why there is an illusion of inaction to those who do not look closely.
The rest of your comments are a little too far of a stretch to even respond to, sorry. Bots are one of the top priorities for every MMO. There's simply no magic wand to remove them. Any miracle cure you think gets rid of them is all but guaranteed to have been tried and failed from capchas right down to removing trade from games entirely. If you don't believe it, even though google searches will quickly show those to be factual claims, then there is nothing I nor anybody else can say to dissuade you from believing in outlandish conspiracy theories.
ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited January 2016
>My responses in italics.
i never meant to say locking down the game would be a solution. To stop bots farming you remove the stuff that are easy for the bots to get ex: skill nodes.
>That would be locking down the game by intruding on player's day to day gameplay in a very negative way and arguably shutting down the only way to progress with enchantments.
the RP is dropped because of the supply and demand thing...but AD and RP they are on different sections.
>You missed the point and again this only came up because I rebutted against somebody trying to say that if AD needed to be changed with such an intrusive change than so does RP.
Everything in an economy is effected by supply and demand including the currency. More currency in the system without an increase in demand means that the value goes down. As such when bots farm RP the value of RP goes down meaning that you can buy more RP with the same amount of AD assuming AD's value is unchanged. However when AD goes down in value and none of the items you wish to buy goes down in value then you need to farm more AD in order to obtain the same items from other players. Items people are selling for X amount of AD are not worth X amount of AD. The value of that item X and the amount of AD required is whatever equals X on that day. If the value of AD goes down then you will need more AD to achieve the value of X.
you say they are not comparable, and you actually compare them sayin that one is good and the other one is bad
>They are not comparable in the way the other player compared them. Just because the AD change had to happen for the good of the game does not mean RP has to be locked down. Bots are never "good" but unlike AD the RP farmers are not causing a complete collapse of the economy by devaluing the main currency.
They would be bad in case the content provided by the company would reward the players with RP + AD
>This is why I said the leadership change and RP is not comparable because Leadership was giving away AD in massive amounts to bots who did nothing but account hop for leadership tasks. This hurt everybody except the bots and those who bought large amounts of AD for the devalued price in order to progress. Normal progression without purchasing AD with Zen was greatly hampered due to needing so much AD to purchase items.
Do you think there would be any players that would play the game if they knew that without buyin the stacks from AH they wont be able to get artifact equip to legendary or the artifacts to mythical or rank 10-12 enchants? Please dream on.
>Well that would be why I wouldn't want RP locked down like the other person said had to happen since it was hypocritical or something to do intrude upon AD generation due to bots without also doing something as intrusive to RP. They are both issues regarding bots but they are completerly different magnitudes and thus do not need the same treatment.
We often use the terms scalpels and knives while discussing moderation. When you hear knife think Butcher's knife. The rot from the AD required a leg to be amputated. However the other legs have some blisters on it. Don't use the knife and chop odff the leg...it's working...just use the scalple and remove the dead tissue. Just because AD needed a brutal solution doesn't mean everything regarding bot issues should be treated like that.
when the value of AD drops then the amount of AD required to buy items of the same values goes up? i dont think you wanted to say this, it doesnt make sense.
>It does if you understand economics. Again, currency has a value based on supply and demand just like anything else in economics. If we say that a sword is worth a value of 1000 and AD is worth 10 then it would cost 100 AD. If the value of AD dropped due to an increase in supply we can say it dropped to a value of 5 then the item would be worth 200 AD.
For a more real life example based on today's market value if you bought something for $50 in US dollars it would cost $50. Assume there are no taxes or fees for anything in the following example. If you instead purchased the item with Euros then it would cost 46.30 Euros. If you purchased the same item in Mexican Pesos then it would cost 922.48 Pesos. This is because each currency has a different supply and demand and those numbers do change daily based on the economic factors in each country.
The same thing happens in NW as AD is generated and sunk out and you can get a feel for it's value by looking at the Zen Exchange. The amount of AD you have doesn't change just as the amount of RL currency you have doesn't change but the value of your currency and AD does.
i think you have to recreate this phrase and this should be adressed towards the company and gold sellers, not to players and bots.
>Read the above. It's meant to be directed at players because some players think they are earning less value because they are earning less AD after the change but in fact it's entirely probably that they are earning more Value because the value of AD has increased.
should've been used in module 1, with the removal of CN
>There two problems with this statement. 1. Nobody earned AD from CN other than from Daily Quests. They earned items which they sold to other people for AD. Transferring value does not generate value. The same amount of value is in the exchange before and after at least based on that day's market. Transferring value does not generate value. In fact is loses it due to the 10% AH fee. 2. Any AD earned from exploiting has long since been removed no matter how much tin foil people try to wear. The main source of AD generation which caused the economy to continue on an upward trend from day 1 was the AD generation rom leadership. This is why the results speak for themselves. The economy, again, could not sink out the amount of AD both legitimate players and the massive hordes of bots generated.
The AD change should have been sooner but the economy with Leadership was a ticking time bomb.
the bad that hurts the player or the one that hurts the company ?
>The simplest way to put this is that MMO companies are an entertainment industry. If people are not entertained then they won't make money. So bad for the players is bad for the company.
how is not that a big problem? there is a huge nest of (BOT)ants, and the company doesn't consider them being a pest?
I didn't say they weren't a pest. I have been quite clear they are a pest...a pest not easily removed by any stretch of the imagination....but as you just said it is not really feasible to earn all of the RP in order to progress with enchantments. So they are pests to the company but they are not hurting every player in a direct way. Indirectly they do act as third party AD sellers but directly they are supplying RP in a system that I as a player (I am not a dev, I am a player) know is not sustainable without them.
do not make me keep an eye non-stop on the bots that are farming?
>They do not. I'll repeat: bots create accounts about as fast as they can ban them. Botters are professionals at account creation in any MMO without a subscription wall. This is one of those miracle cures players think works but do not in reality. In order to hire enough employees to ban every botted location the game would spend any profit it would make on employees dedicated to banning and leave little to nothing to actually develop the game.
i belive you do not understand me, i am not sayin remove the BOTS, i dont give a damn hell about them, but dont you think after 2000 acounts that are farming all day-they are problably even more- the same thing the RP from the skill nodes, dont you think that an action like either remove WHAT are they farming or make it BTC or BTA should've been done so far?
>And how would players react when they found out that it was nearly impossible to progress? It's not that it is not a problem it is that it is not game killing. Game killing would be removing the ability to earn RP even if that method of earning is by purchasing on the AH. Maybe it will get done but it's not the top priority as far as I know and is actually, again, benefiting players in a really convoluted way.
And additionally: if there is money to be made bots will program a way to make it. Every game has this problem because there is really no way to make a game in which they do not play a role. And if there is not money to be made bots will still have a home since players will be so discouraged they will resort to botting directly. There's no miracle cure. There's no root of the problem short of people that buy AD from third party websites.
A: I'm not stating any biases towards fixes, lol, however, I personally play Tricker Rogue, Executioner tree, mainly with Duelist's Fury and Gloaming Cut.
And I always thought the at-will is named "Duelist's Flurry".
Stupid me. ):
scnr. P:
That was probably my bad when typing it up. I don't play a rogue. I think I probably made a few other typos here and there too. I apologize for any that there are.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
That was probably my bad when typing it up. I don't play a rogue. I think I probably made a few other typos here and there too. I apologize for any that there are.
No need to apologize you did well. Besides I have called DF much worse than anything a simple typo could render after I have had it pull me off a cliff to my death or when the target moves at the last moment and I am left hanging flurrying at nothing.
LOL I know how that feels. Certain CWs in my guild are competing for the most TRs pushed over the rail with their repelsof phase spiders in etos. Their biggest challenge? I'm 1 of only 3 active TRs in the guild. I wanna kill them sometimes
My TR's have died more to their own DF than everything else in the game combined that has killed them. I do think CW's secretly celebrate causing TR deaths this way -- well some openly celebrate it haha.
That was probably my bad when typing it up. I don't play a rogue. I think I probably made a few other typos here and there too. I apologize for any that there are.
No need to apologize you did well. Besides I have called DF much worse than anything a simple typo could render after I have had it pull me off a cliff to my death or when the target moves at the last moment and I am left hanging flurrying at nothing.
I just wanted to make sure it was known that it was my mistake in transcribing it, not Terramak calling it the wrong thing. Pretty sure the devs know the names of the skills, lol.
My opinions are my own. I do not work for PWE or Cryptic. - Forum Rules - Protector's Enclave Discord - I play on Xbox Any of my comments not posted in orange are based on my own personal opinion and not official. Any messages written in orange are official moderation messages. Signature images are now fixed!
i am not sure if devs would read after 5-7 pages long after they gathered feedbacks.
i remember how easy to jump as 60 lvl before pre-mod 6 in eLoL, then mod 6 released it made total mess of some characters, with gear reset, skill resets, now i am having hard time to jump over, i have checked ring of fortress in my other post, now i am not using them, since they are buffed for defense and less jump ability, with 70 lvl gears, i would expect jumping would get better, but it still hasnt, and i am still upset, it burn my supply of health kits and potions when i seem to hit "invisible wall" bug over lava flow, took me 10-15 mins to trying to jump over lava gutters, and causing my blood pressure to rise. it is no longer fun and no longer able to jump flawless.
man, i want my jump back, i have been teased about old movie joke, "White Man cant Jump" and i am playing Guardian Fighter. that is worst gimped jump i ever seen and hated. mod 6 messed up with jump and other players do jump lot better than i could. i was fine before mod 6. now something odd after it was released.
Mod 6 is the biggest mess of all, the most hated.
1. anyway, i dont have Horn of Lostmaunth yet, i dont see why some asking for nerf or some dont want changes or modified, then why not make other sets get better?
2. icewind, dread ring and sharandar still have outdated 60 lvl skill nodes, and some still drop 60 lvl instead of 70 lvl.
3. upping the difficulty, are you plain nuts? if i was dev lead programmer, i would create "hardcore zone" copy so the leader can select normal epic or hardcore epic for groups, with extra loots, nothing better upgrades, but i am sure some do want Superior marks or coalescene wards, or few more extra seals. to prevent overfarming on hardcore zones, make timer or once or twice a day limit.
4. stop asking for nerfings because some did so well in PvP but it hurt more in PvE settings when some tanks need regeneration, since if they are in group, they are expected to run to next cluster of mobs without stopping for potions/wait with altars, or healers casting every minutes, my hands are tired from non-stop clickingfests.
5. i prefer Star trek's UI setting menu, but with Neverwinter's UI setting relationship with mouse/keyboard/and if in case with controller joystick pads are very terrible and worst i ever seen in any other games i played, there is annoying format regarding when "reviving to campfire" and sometimes often been hit with chat bug confusing with other key commands
6. leaderships REALLY NEED serious full overhaul, since some missions said protect "diamonds" and they are no longer part of rewards, just more junks, 15 refugees for 1 graditous gem? that is massive sink that takes a week to get enough refugees and some other rewards or maps that need to be refill. my opinion, all other professions do need some new infusions into those recipes, once they hit 25, and some not able to get Mastecraft since not yet reach 12th level ranks or not in guilds. you just leave those in the cold and in the dark. they need new ways as consumables or make buff items just like dragon glyphs.
7. boons in Well of dragons, that last 2 boons are unreachable, and many just gave up because it is unrealisic amount required, it really need redo. also, those in taimat temple. we have issue with afkers, i would pull taimat zone out for remake but not similar fate as those dungeons which pulled out and not back in for months, no one likes waiting way too long.
Speaking of the devil, those legion devils are lot harder and deadlier than old 60 lvl version we have before Mod 6, with mod 6, most mobs are way too much beefed up beyond most players with 70 lvl item base. these legion devils would be "bannish" once these clerics in thier own spot would be cleared as soon the dragon heads are up until timer reset for returning devils, i often saw few devils did wipe entire groups at the heads with one shots, causing players lost time by running to the heads and often snared by devils by making them run slower and in combat mode to be unable to mound up. that would be simple remake taimat zone version, and require amount of score to be eligable for rewards, and going afk would boot them with no reward if staying back at campfire, or move campfire to hot spot so they cant be idling and forced to fight til timer expired.
8. Ardent and Celestral vendors, they need lot of newer ways and updates, it been few months for coalenscene wards get popped up in awhile, and rest of those are useless for 70 lvl and cost several "hundred thousands" on artifact, runes, and few enchants and we get 500 pts, and those green lesser marks isnt going anywhere, and not often sells on AH, my suggession, add new alchemy/jewel recipe to refine those old green into a newer blue marks, and with longer craft time or rare craft events.
9. finally, last on the list, the bank and bag inventory. we need some mini upgrade for new 70 lvl quest version, one time per character as bound on pick up, or new main pack upgrade with bag shards to add 6 more slots for those "Adventure packback", add new tabs for mound collections and appearances, and potion tab. also, those resource kits we found in zones, they need to get clean up, there is too much clutter of junks with runebooks, crafted trinkets and dinnerwares, some of us dont have rooms to gather the loots, i just noticed many players open the normal chests and left some unwanted green loots when other players open and get more junks. why not convert them as bonus cash, but it just helps only for restocking kits and health, cash seem to be useless for most players. we dont often see "bag of gems" or "bag of crystals", except for lockboxes. would be nice to see few alchemy reagents.
how about adding new "Tier 2 resource kits" in epic dungeon or more often in "hardmode epic" zone versions?, offering ideas for stack of heal stones 10x version instead like we get from heal 50x and heal 200x stones, and would scale to levels and improved when we gain more levels if raised and some cool 2x versions?
anyway, those 9 i listed would make game lot better, and i dont have anything else to discuss about other bugs or dungeon ideas. those werent on Devs' FAQ or on tweet that i dont go, most are ignored for months.
I just want all of the level 60 sets removed. They are making PVE too easy. With the debuffs and buffs players already have, the sets make enemies melt in seconds. If not remove them, at least give HRs, TRs, GWFs, and Paladins sets just as powerful. It is not fair to the rest of us, especially new Warlocks who can't get the MC set.
... or they could just bring back the old dungeons, and offer everyone access to those old and new sets through dungeons. But it would probably just be better to fix/repair those sets first.
@wylonus about Leadership: Stronghold Vouchers could refill the former rAD slots in Leadership. And the containers you can get from Leadership tasks could offer better loot from let's say rank 21+ on... but overall less junk in the loot tables could help too.
On the one hand you want to improve Leadership, but on the other hand you refuse to give Leadership a real improvement with adding Stronghold Vouchers to the loot table... that makes no sense at all.
And this change would also help small guilds to get at least a "basic" Stronghold with some boons together.
1. I really like the idea of getting SH vouchers from Leadership. Depending on the voucher, that would at least help small guilds progress. While my guild has lots of accounts "on paper", in reality you could count our active members on one hand. Two months ago we could reliably have up to 9 online at a time, but the SH grind has burned nearly everyone out. They aren't leaving the guild, they are leaving the game.
2. It was a bit gratifying to hear Strum mention that they could look into getting some of the newer assets into the Foundry, but we really need a lot more than that:
- not just new assets, but there are plenty of old ones too that aren't available. This really limits the storylines we can create. I had wanted to create a Nasher-based story in Blacklake, but there are NO Nasher banners available! I also have a redcap story, but one of the hardest things to make is a redcap distillery. The exhaust pipe isn't available. It took me an hour to get a metal cup properly placed as an alternative.
- We really could use an X, Y, Z scale parameter in addition to position and rotation. Seriously.
- It would be awfully nice if we could put rooms at different vertical positions. I can think of a couple of ways this could be done.
- Another thing that would help would be more flexibility in enemy encounters. A big part of any story is dialogue, and right now it's impossible to set the idle chat for specific enemies in an encounter -- it's all or nothing. Being able to place an encounter with only ONE enemy of a chosen type would help a lot.
3. Tomorrow is Tuesday. Will there be a real Foundry update?
4. There is a real bug somewhere in the code that causes enemies in certain zones to randomly appear at Heroic Encounter difficulty instead of normal difficulty (that is, thick health bars). This happens a LOT in Fiery Pit, and it also happened a lot in this year's Winter Festival (Monsters on Ice). I have screenshots if the devs require proof: it happened a LOT. This needs to be fixed.
5. Between CTA events, mount sales, coupons, and such, some of us are DROWNING in mounts. I remember when a designer a year ago said that, "well, you only need one". While this is true, let's be honest: you try very hard to entice us to buy or acquire more mounts, so don't be surprised when we take you up on it. We really need a better way to store mounts, such as in a Mounts tab. All these mounts, especially for longtime players, are taking up huge amounts of bag and bank space.
I could go on and on, but for me this is a good enough start.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I've always thought they should make all RP bta and greatly reduce the cost needed for upgrading equipment. but probably would cause a huge ruckus on the forums. (and the game)
To be honest, I just want a rebalance for classes so that every single skill a class has feels useful.
I hate having Encounters, Dailies, Class Features and At wills that are literally useless because of the way they function. (For example, the Hunter Ranger one that gives you temporary health when you crit... only gives you 1% of your maximum hit points and then stops. What the hell?)
Or Scourge Warlock having spells that seem to do nothing at all while taking forever to cast and recharge.
Obviously you can brute force your way past that by getting enchantments/artifacts/companions/kits/etc to the point where it doesn't matter what skill you use. But that's not fun.
oh yeah, about Stronghold, i just recall one of my older post in other topic.
solutions for smaller guilds, just like Star trek's "Admirality" for fleets, so in Neverwinter, we need "Alliances" format for guilds supporting many smaller guilds.
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rickcase276Member, NW M9 PlaytestPosts: 1,404Arc User
But having them only drop from dragonflight runs does not help the smaller guilds that can never have 5 people online at the time. That is why vouchers should be able to be made in leadership.
But having them only drop from dragonflight runs does not help the smaller guilds that can never have 5 people online at the time. That is why vouchers should be able to be made in leadership.
Not to mention that 5 people can't take down a single dragon. The best we ever did was get the red one down to 48% with 7 people.
Harper Chronicles: Cap Snatchers (RELEASED) - NW-DPUTABC6X Blood Magic (RELEASED) - NW-DUU2P7HCO Children of the Fey (RELEASED) - NW-DKSSAPFPF Buried Under Blacklake (WIP) - NW-DEDV2PAEP The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
now i belive this is what is actually a insult, you know...
i will agree with one thing and that would be that alone : there needs to be more ways of gainin vouchers that you can donate by doing the content, but i wont agree with your silly request that a small guild with 10 players should ever ever benefit from the same things like a guild with 100 players, maybe like someone said , if they insert somehow a alliance between themslfes or something similar, but here you are requesting something when you are basically alone in your guild? this doesnt make sense at all, just join a higher level guild if you want Stronghold,if not play by yourself, cus the way you manage your guild it's only a pipe dream of obtainin any higher ranks.
I have crafted no less than 5 different responses to this comment and have settled on this one: wow.. just wow
29. Q. What about the bonding runestone issue? Can you talk a little about that?
A. Right now there is 1 medium and 1 major issue with the bonding runestones. The medium issue, the text for the rank 11 and 12 claim they are for only 65%, but really they are 80% and 95% respectively. That bug is in the system now. I brought up with are systems lead, the bondings runestones stacking after companions die. So we might take a look into that, it's not anyone's schedule yet, and like any balance issue, we need to see how it effects the game before we take any action.
Can you explain quickly if this means that R12 bondings are supposed to have 95% stats and it saying only 65% is a tooltip error, or if r12 bondings are actually only supposed to have 65% and the fact that they give 95% is an error. I can read it both ways and clarification would be appreciated.
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
Comments
When you buy shoes for yourself, do you adjust your foot to meet the shoe size? Wtf...
And you do understand, that some cries for class nerfs were and are based on broken equipment?
Not to mention, that different Devs might be responsible for either those (items vs. classes) departments, so that fitting in an improvement/fix for both game sections in one patch could be possible too?
Anyway, it would be nice to see a regular Dev blog about all classes, that is then followed by a patch with improvements based on player feedback.
And they should start with the SW...
Bots are a problem and always will be to some extent but the solution isn't completely locking down the game and making it impossible to progress. Sure bots farm skill nodes and sell RP but there's a huge difference between farming skill nodes and dropping the value of RP and farming AD and dropping the value of AD. My entire point was those two really are not comparable because one absolutely hurts players and one is actually helpful towards players despite being less than desirable.
When the value of AD drops then the amount of AD required to buy items of the same value goes up. Economies balance out on equivocal value regardless of the currency used. Just because you make more AD doesn't mean you earned more value due to the fact the value of AD was being drastically reduced by bot farmers.
On top of rights and wrongs there are varying degrees. The AD was bad enough it had to be addressed and the best solution was to do something very intrusive as any other change really would only result in temporary reprieves at best.
The fact is, that RP is simply not enough of a detriment to do something as drastic as remove skill nodes from the game. At least it is not considered such as of this time. Other less intrusive options are always being discussed on that front. They still ban bots including those who farm RP. It was directly stated in the video that bots simply make accounts faster than they can be banned and that is why there is an illusion of inaction to those who do not look closely.
The rest of your comments are a little too far of a stretch to even respond to, sorry. Bots are one of the top priorities for every MMO. There's simply no magic wand to remove them. Any miracle cure you think gets rid of them is all but guaranteed to have been tried and failed from capchas right down to removing trade from games entirely. If you don't believe it, even though google searches will quickly show those to be factual claims, then there is nothing I nor anybody else can say to dissuade you from believing in outlandish conspiracy theories.
i never meant to say locking down the game would be a solution. To stop bots farming you remove the stuff that are easy for the bots to get ex: skill nodes.
>That would be locking down the game by intruding on player's day to day gameplay in a very negative way and arguably shutting down the only way to progress with enchantments.
the RP is dropped because of the supply and demand thing...but AD and RP they are on different sections.
>You missed the point and again this only came up because I rebutted against somebody trying to say that if AD needed to be changed with such an intrusive change than so does RP.
Everything in an economy is effected by supply and demand including the currency. More currency in the system without an increase in demand means that the value goes down. As such when bots farm RP the value of RP goes down meaning that you can buy more RP with the same amount of AD assuming AD's value is unchanged. However when AD goes down in value and none of the items you wish to buy goes down in value then you need to farm more AD in order to obtain the same items from other players. Items people are selling for X amount of AD are not worth X amount of AD. The value of that item X and the amount of AD required is whatever equals X on that day. If the value of AD goes down then you will need more AD to achieve the value of X.
you say they are not comparable, and you actually compare them sayin that one is good and the other one is bad
>They are not comparable in the way the other player compared them. Just because the AD change had to happen for the good of the game does not mean RP has to be locked down. Bots are never "good" but unlike AD the RP farmers are not causing a complete collapse of the economy by devaluing the main currency.
They would be bad in case the content provided by the company would reward the players with RP + AD
>This is why I said the leadership change and RP is not comparable because Leadership was giving away AD in massive amounts to bots who did nothing but account hop for leadership tasks. This hurt everybody except the bots and those who bought large amounts of AD for the devalued price in order to progress. Normal progression without purchasing AD with Zen was greatly hampered due to needing so much AD to purchase items.
Do you think there would be any players that would play the game if they knew that without buyin the stacks from AH they wont be able to get artifact equip to legendary or the artifacts to mythical or rank 10-12 enchants? Please dream on.
>Well that would be why I wouldn't want RP locked down like the other person said had to happen since it was hypocritical or something to do intrude upon AD generation due to bots without also doing something as intrusive to RP. They are both issues regarding bots but they are completerly different magnitudes and thus do not need the same treatment.
We often use the terms scalpels and knives while discussing moderation. When you hear knife think Butcher's knife. The rot from the AD required a leg to be amputated. However the other legs have some blisters on it. Don't use the knife and chop odff the leg...it's working...just use the scalple and remove the dead tissue. Just because AD needed a brutal solution doesn't mean everything regarding bot issues should be treated like that.
when the value of AD drops then the amount of AD required to buy items of the same values goes up?
i dont think you wanted to say this, it doesnt make sense.
>It does if you understand economics. Again, currency has a value based on supply and demand just like anything else in economics. If we say that a sword is worth a value of 1000 and AD is worth 10 then it would cost 100 AD. If the value of AD dropped due to an increase in supply we can say it dropped to a value of 5 then the item would be worth 200 AD.
For a more real life example based on today's market value if you bought something for $50 in US dollars it would cost $50. Assume there are no taxes or fees for anything in the following example. If you instead purchased the item with Euros then it would cost 46.30 Euros. If you purchased the same item in Mexican Pesos then it would cost 922.48 Pesos. This is because each currency has a different supply and demand and those numbers do change daily based on the economic factors in each country.
The same thing happens in NW as AD is generated and sunk out and you can get a feel for it's value by looking at the Zen Exchange. The amount of AD you have doesn't change just as the amount of RL currency you have doesn't change but the value of your currency and AD does.
i think you have to recreate this phrase and this should be adressed towards the company and gold sellers, not to players and bots.
>Read the above. It's meant to be directed at players because some players think they are earning less value because they are earning less AD after the change but in fact it's entirely probably that they are earning more Value because the value of AD has increased.
should've been used in module 1, with the removal of CN
>There two problems with this statement.
1. Nobody earned AD from CN other than from Daily Quests. They earned items which they sold to other people for AD. Transferring value does not generate value. The same amount of value is in the exchange before and after at least based on that day's market. Transferring value does not generate value. In fact is loses it due to the 10% AH fee.
2. Any AD earned from exploiting has long since been removed no matter how much tin foil people try to wear. The main source of AD generation which caused the economy to continue on an upward trend from day 1 was the AD generation rom leadership. This is why the results speak for themselves. The economy, again, could not sink out the amount of AD both legitimate players and the massive hordes of bots generated.
The AD change should have been sooner but the economy with Leadership was a ticking time bomb.
the bad that hurts the player or the one that hurts the company ?
>The simplest way to put this is that MMO companies are an entertainment industry. If people are not entertained then they won't make money. So bad for the players is bad for the company.
how is not that a big problem? there is a huge nest of (BOT)ants, and the company doesn't consider them being a pest?
I didn't say they weren't a pest. I have been quite clear they are a pest...a pest not easily removed by any stretch of the imagination....but as you just said it is not really feasible to earn all of the RP in order to progress with enchantments. So they are pests to the company but they are not hurting every player in a direct way. Indirectly they do act as third party AD sellers but directly they are supplying RP in a system that I as a player (I am not a dev, I am a player) know is not sustainable without them.
do not make me keep an eye non-stop on the bots that are farming?
>They do not. I'll repeat: bots create accounts about as fast as they can ban them. Botters are professionals at account creation in any MMO without a subscription wall. This is one of those miracle cures players think works but do not in reality. In order to hire enough employees to ban every botted location the game would spend any profit it would make on employees dedicated to banning and leave little to nothing to actually develop the game.
i belive you do not understand me, i am not sayin remove the BOTS, i dont give a damn hell about them, but dont you think after 2000 acounts that are farming all day-they are problably even more- the same thing the RP from the skill nodes, dont you think that an action like either remove WHAT are they farming or make it BTC or BTA should've been done so far?
>And how would players react when they found out that it was nearly impossible to progress?
It's not that it is not a problem it is that it is not game killing. Game killing would be removing the ability to earn RP even if that method of earning is by purchasing on the AH. Maybe it will get done but it's not the top priority as far as I know and is actually, again, benefiting players in a really convoluted way.
And additionally: if there is money to be made bots will program a way to make it. Every game has this problem because there is really no way to make a game in which they do not play a role. And if there is not money to be made bots will still have a home since players will be so discouraged they will resort to botting directly. There's no miracle cure. There's no root of the problem short of people that buy AD from third party websites.
Stupid me. ):
scnr. P:
That was probably my bad when typing it up. I don't play a rogue. I think I probably made a few other typos here and there too. I apologize for any that there are.
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
Any of my comments not posted in orange are based on my own personal opinion and not official.
Any messages written in orange are official moderation messages. Signature images are now fixed!
i remember how easy to jump as 60 lvl before pre-mod 6 in eLoL, then mod 6 released it made total mess of some characters, with gear reset, skill resets, now i am having hard time to jump over, i have checked ring of fortress in my other post, now i am not using them, since they are buffed for defense and less jump ability, with 70 lvl gears, i would expect jumping would get better, but it still hasnt, and i am still upset, it burn my supply of health kits and potions when i seem to hit "invisible wall" bug over lava flow, took me 10-15 mins to trying to jump over lava gutters, and causing my blood pressure to rise. it is no longer fun and no longer able to jump flawless.
man, i want my jump back, i have been teased about old movie joke, "White Man cant Jump" and i am playing Guardian Fighter. that is worst gimped jump i ever seen and hated. mod 6 messed up with jump and other players do jump lot better than i could. i was fine before mod 6. now something odd after it was released.
Mod 6 is the biggest mess of all, the most hated.
1. anyway, i dont have Horn of Lostmaunth yet, i dont see why some asking for nerf or some dont want changes or modified, then why not make other sets get better?
2. icewind, dread ring and sharandar still have outdated 60 lvl skill nodes, and some still drop 60 lvl instead of 70 lvl.
3. upping the difficulty, are you plain nuts? if i was dev lead programmer, i would create "hardcore zone" copy so the leader can select normal epic or hardcore epic for groups, with extra loots, nothing better upgrades, but i am sure some do want Superior marks or coalescene wards, or few more extra seals.
to prevent overfarming on hardcore zones, make timer or once or twice a day limit.
4. stop asking for nerfings because some did so well in PvP but it hurt more in PvE settings when some tanks need regeneration, since if they are in group, they are expected to run to next cluster of mobs without stopping for potions/wait with altars, or healers casting every minutes, my hands are tired from non-stop clickingfests.
5. i prefer Star trek's UI setting menu, but with Neverwinter's UI setting relationship with mouse/keyboard/and if in case with controller joystick pads are very terrible and worst i ever seen in any other games i played, there is annoying format regarding when "reviving to campfire" and sometimes often been hit with chat bug confusing with other key commands
6. leaderships REALLY NEED serious full overhaul, since some missions said protect "diamonds" and they are no longer part of rewards, just more junks, 15 refugees for 1 graditous gem? that is massive sink that takes a week to get enough refugees and some other rewards or maps that need to be refill.
my opinion, all other professions do need some new infusions into those recipes, once they hit 25, and some not able to get Mastecraft since not yet reach 12th level ranks or not in guilds. you just leave those in the cold and in the dark.
they need new ways as consumables or make buff items just like dragon glyphs.
7. boons in Well of dragons, that last 2 boons are unreachable, and many just gave up because it is unrealisic amount required, it really need redo. also, those in taimat temple. we have issue with afkers, i would pull taimat zone out for remake but not similar fate as those dungeons which pulled out and not back in for months, no one likes waiting way too long.
Speaking of the devil, those legion devils are lot harder and deadlier than old 60 lvl version we have before Mod 6, with mod 6, most mobs are way too much beefed up beyond most players with 70 lvl item base.
these legion devils would be "bannish" once these clerics in thier own spot would be cleared as soon the dragon heads are up until timer reset for returning devils, i often saw few devils did wipe entire groups at the heads with one shots, causing players lost time by running to the heads and often snared by devils by making them run slower and in combat mode to be unable to mound up.
that would be simple remake taimat zone version, and require amount of score to be eligable for rewards, and going afk would boot them with no reward if staying back at campfire, or move campfire to hot spot so they cant be idling and forced to fight til timer expired.
8. Ardent and Celestral vendors, they need lot of newer ways and updates, it been few months for coalenscene wards get popped up in awhile, and rest of those are useless for 70 lvl and cost several "hundred thousands" on artifact, runes, and few enchants and we get 500 pts, and those green lesser marks isnt going anywhere, and not often sells on AH, my suggession, add new alchemy/jewel recipe to refine those old green into a newer blue marks, and with longer craft time or rare craft events.
9. finally, last on the list, the bank and bag inventory. we need some mini upgrade for new 70 lvl quest version, one time per character as bound on pick up, or new main pack upgrade with bag shards to add 6 more slots for those "Adventure packback", add new tabs for mound collections and appearances, and potion tab.
also, those resource kits we found in zones, they need to get clean up, there is too much clutter of junks with runebooks, crafted trinkets and dinnerwares, some of us dont have rooms to gather the loots, i just noticed many players open the normal chests and left some unwanted green loots when other players open and get more junks.
why not convert them as bonus cash, but it just helps only for restocking kits and health, cash seem to be useless for most players.
we dont often see "bag of gems" or "bag of crystals", except for lockboxes. would be nice to see few alchemy reagents.
how about adding new "Tier 2 resource kits" in epic dungeon or more often in "hardmode epic" zone versions?, offering ideas for stack of heal stones 10x version instead like we get from heal 50x and heal 200x stones, and would scale to levels and improved when we gain more levels if raised and some cool 2x versions?
anyway, those 9 i listed would make game lot better, and i dont have anything else to discuss about other bugs or dungeon ideas. those werent on Devs' FAQ or on tweet that i dont go, most are ignored for months.
But it would probably just be better to fix/repair those sets first.
@wylonus about Leadership:
Stronghold Vouchers could refill the former rAD slots in Leadership. And the containers you can get from Leadership tasks could offer better loot from let's say rank 21+ on... but overall less junk in the loot tables could help too.
i just forgot 1 more.
about those companions/pets.
they still keep runes, but when changing pets, thier gears went back to our pack.
man, i didnt like that, i prefer to allow pets to retain thier gears.
Devs, are you reading this? I really do hope so.
And this change would also help small guilds to get at least a "basic" Stronghold with some boons together.
1. I really like the idea of getting SH vouchers from Leadership. Depending on the voucher, that would at least help small guilds progress. While my guild has lots of accounts "on paper", in reality you could count our active members on one hand. Two months ago we could reliably have up to 9 online at a time, but the SH grind has burned nearly everyone out. They aren't leaving the guild, they are leaving the game.
2. It was a bit gratifying to hear Strum mention that they could look into getting some of the newer assets into the Foundry, but we really need a lot more than that:
- not just new assets, but there are plenty of old ones too that aren't available. This really limits the storylines we can create. I had wanted to create a Nasher-based story in Blacklake, but there are NO Nasher banners available! I also have a redcap story, but one of the hardest things to make is a redcap distillery. The exhaust pipe isn't available. It took me an hour to get a metal cup properly placed as an alternative.
- We really could use an X, Y, Z scale parameter in addition to position and rotation. Seriously.
- It would be awfully nice if we could put rooms at different vertical positions. I can think of a couple of ways this could be done.
- Another thing that would help would be more flexibility in enemy encounters. A big part of any story is dialogue, and right now it's impossible to set the idle chat for specific enemies in an encounter -- it's all or nothing. Being able to place an encounter with only ONE enemy of a chosen type would help a lot.
3. Tomorrow is Tuesday. Will there be a real Foundry update?
4. There is a real bug somewhere in the code that causes enemies in certain zones to randomly appear at Heroic Encounter difficulty instead of normal difficulty (that is, thick health bars). This happens a LOT in Fiery Pit, and it also happened a lot in this year's Winter Festival (Monsters on Ice). I have screenshots if the devs require proof: it happened a LOT. This needs to be fixed.
5. Between CTA events, mount sales, coupons, and such, some of us are DROWNING in mounts. I remember when a designer a year ago said that, "well, you only need one". While this is true, let's be honest: you try very hard to entice us to buy or acquire more mounts, so don't be surprised when we take you up on it. We really need a better way to store mounts, such as in a Mounts tab. All these mounts, especially for longtime players, are taking up huge amounts of bag and bank space.
I could go on and on, but for me this is a good enough start.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I hate having Encounters, Dailies, Class Features and At wills that are literally useless because of the way they function. (For example, the Hunter Ranger one that gives you temporary health when you crit... only gives you 1% of your maximum hit points and then stops. What the hell?)
Or Scourge Warlock having spells that seem to do nothing at all while taking forever to cast and recharge.
Obviously you can brute force your way past that by getting enchantments/artifacts/companions/kits/etc to the point where it doesn't matter what skill you use. But that's not fun.
It's not fun getting HAMSTER FPS and graphical issues because the game uses DirectX9 and Windows 8/Windows 10 limits the amount of memory that DirectX 9 has access to... https://connect.microsoft.com/VisualStudio/feedback/details/1263324/gpu-memory-allocation-limit-on-directx9-windows-8 which is why a lot of people are having graphical issues. Unless they're computer is way above the recommended specs.
Stuff like that is really irritating... I hope Cryptic can do something about it.
solutions for smaller guilds, just like Star trek's "Admirality" for fleets, so in Neverwinter, we need "Alliances" format for guilds supporting many smaller guilds.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
in the Q&A there was the following Can you explain quickly if this means that R12 bondings are supposed to have 95% stats and it saying only 65% is a tooltip error, or if r12 bondings are actually only supposed to have 65% and the fact that they give 95% is an error. I can read it both ways and clarification would be appreciated.
We are searching for slave labor, will pay with food from our farm!