Did anyone check how many points you get for donating the dragon stuff? Dragon Gem, Dragon Bone and the Steel?
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Steel was 250. Character copying was down when I fiddled with it, so I couldn't check the other items (educated guess is they'll be the same though). IIRC, a single WoD fang is 125, so it's not a fabulous return.
On that note: Feedback - one more campaign currency addition Please make it possible to donate Shards of Dragon-Forged Steel. I have 1-4 of these on multiple characters I was playing pre-EE and they are useless. I think 1000 Treasures of Tyranny each would be about in line with the value of the materials, and at least let us get rid of the sad remnants of so many failed attempts.
Bugs the weaponsmithing tasks to create coffers all require 20 blades and 20 hafts, however, the craft blades and hafts tasks all reward 2x as many blades as they do hafts. The coffer requirements means that you end up having a huge surplus of blades (with nowhere else in the game to use them) and always need more hafts. The hafts requirement on the coffer tasks needs to be 10 hafts to fall in line with the crafting blades and hafts tasks (other professions like mailsmithing respect this relationship between the number of resources needed for a coffer and the amount of resources made per task).
the lv 4 and lv 10 jewelcrafting coffer tasks are missing the leather strips component of the coffer task
Feedback (given assuming lv 23 coffer tasks for all professions and a 50% speed boost asset) weaponsmithing and artificing are both weapon making professions but they are not equal in the time it takes to produce a coffer. Artificing takes 495 minutes to produce enough items for 1 coffer task where as weaponsmithing takes only 320 minutes. Note here. Weaponsmithing would take 320 minutes if it was fixed to respect the relationship between resources needed for a coffer and the amount of resources made per task as outlined in the above bug report. If weaponsmithing continues to stay bugged like this then weaponsmithing would take 480 minutes and the 2 professions would be more or less equal. Another contributing factor to the differences in completion times between these 2 professions is that the completion times for the lv 21 gather/refine task in artificing are different. gather is 30 minutes long and refine is 20 minutes. weaponsmithing has both tasks at 25 minutes. Ok, the more i look at this the more i think that you accounted for all this and balanced the task times accordingly. However, we are still left with a large surplus of blades in the end and nowhere to use them. It be nice if they were just equal task times so that this crazy balancing you had to was not necessary. It also looks bad to a player who is just looking at this casually, they are likely to perceive that things are not balanced and avoid one profession in favor of another.
if artificing and weaponsmithing are indeed balanced with each other then that leads into this point. Artificing and weaponsmithing take longer to finish and get coffers from than mail/platesmithing and tailoring and leatherworking. Or is there some hidden balance here as well that i missed?
leatherworking though costs 2x as many green resources in the refining task as mailsmithing, tailoring and platesmithing (leather takes 4 each while the others only cost 2 each).
Post edited by scathias on
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
The work for this module has pretty much wrapped up (we're doing the last bug fixes, but mostly we are working on new stuff now), and I wanted to tell everyone about what I was and wasn't able to do.
There were lots of good suggestions, and no way I could do all of them for this release, but I tried to grab all the low-hanging fruit I could, and I tried to push other good suggestions onto the list for the future.
The influence problems were the one thing that I was most sad we didn't have time to tackle this go-around. I talked about this before, but there is some good news -- people are aware it's an issue, and there are several things in the works for later that should help (including at least one thing that will, I hope, help a lot). But none of that will be ready this release, alas.
I really liked lazaroth666's Sharandar analysis. Ultimately, I don't think this is a Stronghold issue, but an issue with our overall campaign rewards (drops, chests, currency shops, campaign tree, everything). Our reducing Stronghold Fey costs by ~30% is helpful, sure, but we really need to address the campaign rewards as a group. That's something we're looking at, but again, it will take longer to get it right. But I sent on lazaroth666's analysis to the people looking at campaign rewards, and it generated some good discussion. I hope good things will come from it.
There were some simple things I could do for this upcoming release: * Dragon-Forged Steel can now be donated to coffers * The leadership task is now fixed (no longer gives unreachable high-quality results) * Gold and gems tasks improved (as I described in my previous post) * Crafting vouchers now account-bound instead of character-bound * Two more jewelry tasks added
One thing I didn't change: some tasks (like the low-level Jewelcrafting ones) use resources "asymmetrically", in the sense you don't use things in exactly the proportion that they are gathered. I know this is a bit awkward for these tasks, but I think it's better for crafting as a whole. If different tasks use things in different proportions, you can see what you have, see what's available, and make some decisions. I realize crafting as a whole is not there yet -- it's too often that you always need more X, and you never need more Y -- but we can't get there unless we make varied tasks with varied inputs. I realize these Stronghold tasks are just a very small part of a very large puzzle, though, and they can't fix these kinds of issues all by themselves. (I hope someday we can invest some more design time in working on the crafting puzzle as a whole.)
Thanks again for all the great suggestions and feedback!
--Robert Gutschera
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Robert, thanks very much for the efforts and the update. Even those last few changes are good QoL things.
I agree that there are things to be addressed with campaign rewards (some of which are being done in this module), and while I have a lot of feedback about that too, I was holding it for a more appropriate thread.
As for the Influence, I am at least glad to know nothing is changing immediately (except maybe added the Siege PvP reward... eep), and I hope that this is a priority for the next things your team is working on.
Black Ice domination does complete the quest Fight to the Finish which rewards 10 conqueror shards, and mod 9 has a campaign task that rewards 10 conqueror shards as well. It is pretty slow going to collect them on the whole i agree, since PvP is not a guaranteed reward when you participate
edit - i just learned that the conq shard task in the new campaign is probably going to take 5 days to complete, so like 2 shards per day. So it might not be a decent source of those shards
Post edited by scathias on
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
0
beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
My guild has one guy who PvPs when he plays (infrequent because busy student) and me doing BID whenever it comes up, but we've had enough people throwing in shard packs that we almost have to build a Barracks when we can, just to clear the Conqueror coffer out.
I just don't see it as anything insurmountable if you *really* want it and *refuse* to PvP.
And if you're convinced you can't progress without building a PvP structure which requires Glory as well... you are doing it wrong. The guild hall is a structure.
The work for this module has pretty much wrapped up (we're doing the last bug fixes, but mostly we are working on new stuff now), and I wanted to tell everyone about what I was and wasn't able to do.
There were lots of good suggestions, and no way I could do all of them for this release, but I tried to grab all the low-hanging fruit I could, and I tried to push other good suggestions onto the list for the future.
The influence problems were the one thing that I was most sad we didn't have time to tackle this go-around. I talked about this before, but there is some good news -- people are aware it's an issue, and there are several things in the works for later that should help (including at least one thing that will, I hope, help a lot). But none of that will be ready this release, alas.
I really liked lazaroth666's Sharandar analysis. Ultimately, I don't think this is a Stronghold issue, but an issue with our overall campaign rewards (drops, chests, currency shops, campaign tree, everything). Our reducing Stronghold Fey costs by ~30% is helpful, sure, but we really need to address the campaign rewards as a group. That's something we're looking at, but again, it will take longer to get it right. But I sent on lazaroth666's analysis to the people looking at campaign rewards, and it generated some good discussion. I hope good things will come from it.
There were some simple things I could do for this upcoming release: * Dragon-Forged Steel can now be donated to coffers * The leadership task is now fixed (no longer gives unreachable high-quality results) * Gold and gems tasks improved (as I described in my previous post) * Crafting vouchers now account-bound instead of character-bound * Two more jewelry tasks added
One thing I didn't change: some tasks (like the low-level Jewelcrafting ones) use resources "asymmetrically", in the sense you don't use things in exactly the proportion that they are gathered. I know this is a bit awkward for these tasks, but I think it's better for crafting as a whole. If different tasks use things in different proportions, you can see what you have, see what's available, and make some decisions. I realize crafting as a whole is not there yet -- it's too often that you always need more X, and you never need more Y -- but we can't get there unless we make varied tasks with varied inputs. I realize these Stronghold tasks are just a very small part of a very large puzzle, though, and they can't fix these kinds of issues all by themselves. (I hope someday we can invest some more design time in working on the crafting puzzle as a whole.)
Thanks again for all the great suggestions and feedback!
--Robert Gutschera
Any idea how long will we have to wait for influence costs reductions?can we hope for them in first few weeks or we will have to wait till new mod in summer? if we do not get some changes in influence system in first few weeks this whole stronghold costs rebalancing system will be pointless since we will all be stuck on upgrades because of influence
Post edited by warpet on
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Any idea how long will we have to wait for influence costs reductions?can we hope for then in first few weeks or we will have to wait till new mod in summer? if we do not get some changes in influence system in first few weeks this whole stronghold costs rebalancing system will be pointless since we will all be stuck on upgrades because of influence
This is true. While the various cost reductions will help a lot, I'm looking at maybe two months of HE influence grind for the next SH upgrade, if that grind is managed to the extent that nobody burns out. And one reason people are kind of off doing Influence is they can't deposit adventurer/heroic shards, because the coffer is jammed.
Then about that long again for a first boon structure.
(This gain *might* be improved by SH Siege's new rewards, but only assuming that enough people will run SH Siege *and* that I am occasionally on a winning side.)
Comments
On that note:
Feedback - one more campaign currency addition
Please make it possible to donate Shards of Dragon-Forged Steel. I have 1-4 of these on multiple characters I was playing pre-EE and they are useless. I think 1000 Treasures of Tyranny each would be about in line with the value of the materials, and at least let us get rid of the sad remnants of so many failed attempts.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
the weaponsmithing tasks to create coffers all require 20 blades and 20 hafts, however, the craft blades and hafts tasks all reward 2x as many blades as they do hafts. The coffer requirements means that you end up having a huge surplus of blades (with nowhere else in the game to use them) and always need more hafts. The hafts requirement on the coffer tasks needs to be 10 hafts to fall in line with the crafting blades and hafts tasks (other professions like mailsmithing respect this relationship between the number of resources needed for a coffer and the amount of resources made per task).
the lv 4 and lv 10 jewelcrafting coffer tasks are missing the leather strips component of the coffer task
Feedback (given assuming lv 23 coffer tasks for all professions and a 50% speed boost asset)
weaponsmithing and artificing are both weapon making professions but they are not equal in the time it takes to produce a coffer. Artificing takes 495 minutes to produce enough items for 1 coffer task where as weaponsmithing takes only 320 minutes. Note here. Weaponsmithing would take 320 minutes if it was fixed to respect the relationship between resources needed for a coffer and the amount of resources made per task as outlined in the above bug report. If weaponsmithing continues to stay bugged like this then weaponsmithing would take 480 minutes and the 2 professions would be more or less equal.
Another contributing factor to the differences in completion times between these 2 professions is that the completion times for the lv 21 gather/refine task in artificing are different. gather is 30 minutes long and refine is 20 minutes. weaponsmithing has both tasks at 25 minutes.
Ok, the more i look at this the more i think that you accounted for all this and balanced the task times accordingly. However, we are still left with a large surplus of blades in the end and nowhere to use them. It be nice if they were just equal task times so that this crazy balancing you had to was not necessary. It also looks bad to a player who is just looking at this casually, they are likely to perceive that things are not balanced and avoid one profession in favor of another.
if artificing and weaponsmithing are indeed balanced with each other then that leads into this point. Artificing and weaponsmithing take longer to finish and get coffers from than mail/platesmithing and tailoring and leatherworking. Or is there some hidden balance here as well that i missed?
leatherworking though costs 2x as many green resources in the refining task as mailsmithing, tailoring and platesmithing (leather takes 4 each while the others only cost 2 each).
We are searching for slave labor, will pay with food from our farm!
The work for this module has pretty much wrapped up (we're doing the last bug fixes, but mostly we are working on new stuff now), and I wanted to tell everyone about what I was and wasn't able to do.
There were lots of good suggestions, and no way I could do all of them for this release, but I tried to grab all the low-hanging fruit I could, and I tried to push other good suggestions onto the list for the future.
The influence problems were the one thing that I was most sad we didn't have time to tackle this go-around. I talked about this before, but there is some good news -- people are aware it's an issue, and there are several things in the works for later that should help (including at least one thing that will, I hope, help a lot). But none of that will be ready this release, alas.
I really liked lazaroth666's Sharandar analysis. Ultimately, I don't think this is a Stronghold issue, but an issue with our overall campaign rewards (drops, chests, currency shops, campaign tree, everything). Our reducing Stronghold Fey costs by ~30% is helpful, sure, but we really need to address the campaign rewards as a group. That's something we're looking at, but again, it will take longer to get it right. But I sent on lazaroth666's analysis to the people looking at campaign rewards, and it generated some good discussion. I hope good things will come from it.
There were some simple things I could do for this upcoming release:
* Dragon-Forged Steel can now be donated to coffers
* The leadership task is now fixed (no longer gives unreachable high-quality results)
* Gold and gems tasks improved (as I described in my previous post)
* Crafting vouchers now account-bound instead of character-bound
* Two more jewelry tasks added
One thing I didn't change: some tasks (like the low-level Jewelcrafting ones) use resources "asymmetrically", in the sense you don't use things in exactly the proportion that they are gathered. I know this is a bit awkward for these tasks, but I think it's better for crafting as a whole. If different tasks use things in different proportions, you can see what you have, see what's available, and make some decisions. I realize crafting as a whole is not there yet -- it's too often that you always need more X, and you never need more Y -- but we can't get there unless we make varied tasks with varied inputs. I realize these Stronghold tasks are just a very small part of a very large puzzle, though, and they can't fix these kinds of issues all by themselves. (I hope someday we can invest some more design time in working on the crafting puzzle as a whole.)
Thanks again for all the great suggestions and feedback!
--Robert Gutschera
I agree that there are things to be addressed with campaign rewards (some of which are being done in this module), and while I have a lot of feedback about that too, I was holding it for a more appropriate thread.
As for the Influence, I am at least glad to know nothing is changing immediately (except maybe added the Siege PvP reward... eep), and I hope that this is a priority for the next things your team is working on.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Neverwinter Census 2017
All posts pending disapproval by Cecilia
edit - i just learned that the conq shard task in the new campaign is probably going to take 5 days to complete, so like 2 shards per day. So it might not be a decent source of those shards
We are searching for slave labor, will pay with food from our farm!
I just don't see it as anything insurmountable if you *really* want it and *refuse* to PvP.
And if you're convinced you can't progress without building a PvP structure which requires Glory as well... you are doing it wrong. The guild hall is a structure.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Then about that long again for a first boon structure.
(This gain *might* be improved by SH Siege's new rewards, but only assuming that enough people will run SH Siege *and* that I am occasionally on a winning side.)
Neverwinter Census 2017
All posts pending disapproval by Cecilia