Now that we can no longer trade and/or sell enchantment and RP drops from Quartermaster's could you please remove the ICD?
This only affects me and my characters. I have never been banned nor suspended so I assume that means you have deemed me a legit player. Therefore why am I adversely affected by your efforts to curb exploitation and botting?
Remove it, please.
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Welcome to life.
In a perfect world people wouldn't break laws/rules.
As this isn't a perfect world steps have to be taken actions for the benefit of all have to be taken that often hurt all as well.
For instance I am a law abiding citizen and have never been accused, tried or found guilty of any crime above a traffic violation. When I go to the airport I am still stuck in hours of security checks along with every other law abiding citizen due to the actions of a few horrible human beings.
The goal of any measures taken against those who break rules is to minimize the collateral damage to those who follow the rules. It is rarely possible to not impact everybody to prevent the actions of a few.
As for the ICD, it is there for balancing purposes beyond just a measure against bots. I personally don't like ICD's and prefer them to be transparent but as a general rule of thumb cooldowns on various items are balanced for reasons other than the economy. Maybe there might be room to reduce the cooldown (unlikely) but outright removing it is something I don't think the developers will consider.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I think a lot of players would be a whole lot less upset with these kinds of decisions if the reasoning was explained, the actual mechanics were made understandable to average players, and changes were announced with a reasonable lead time.
The fact that players have to either test everything themselves last minute or use unsupported resources / others' discoveries to understand even the basic mechanics of this game is detrimental to the game play and to the community as a whole. It also creates unnecessary divides between players, and encourages hoarding information instead of sharing.
I sincerely believe this game and community would be much better off if the devs and community moderators made a deliberate effort to be more transparent with the players. It would drive community engagement, and lead to a better product all around.
Well thank you for your insulting and patronizing remark. I am not a child nor an idiot. Thank you as well for answering and addressing my question in the final paragraph.
There's a lot of evidence coming to light that the security circus we've crafted with hours of security checks is not helping keep our airports secure. More recently, the security lines themselves have become a target for terrorist attacks.
In a strange way, I think that it's a perfect analogy for how some of the recent changes were billed as "anti-bot" measures, did little to prevent botting (as evidenced by AH listings), but did end up significantly hurting players.
So I agree with your example Ambi, but I think it supports the opposite of the point you were trying to make.
I am not saying it is the right solution. The show Adam Ruins Everything did a wonderful job showing how certain precautions such as the TSA go too far and yes those thoughts were running through my head while typing. It was simply the first example I could think of as well as the fact in the real world such actions make people feel safer so regardless of the ineffectiveness of the TSA the average person still tends to view them in a positive light. However that is about as far into that as this conversation should really go.
I don't view items to boost RP drop rates as a solution at all. I have always viewed them as a bandaid.
Truth be told I am more inclined to agree with oldbaldyone although I am more in favor of rebalancing the RP each item grants as well as how much RP is needed to rank up rather than burning the system to the ground.
However no matter what, any solution which is put into effect to limit the abuse of a few will virtually always hurt the many. The TSA is an extreme example mainly because it is well past the point of diminishing returns but virtually everywhere you look you will see some sort of negative impact to all in order to better all. As I said, the goal should always be to minimize the negatives and maximize the positives but it doesn't always end up happening or even being possible.
There are a number of solutions that could limit abuse without hurting the many, some even detailed maturely on these very forums. Most of those, however, involve limiting access to the market or dramatically changing it's makeup, and would likely have far-reaching consequences to the in-game economy.
It's hard to know much about the $ to Zen economy, but it's safe to say Cryptic relies on it and any predictable decrease in incentive to buy Zen needs to be offset with some other revenue stream. Currently, I'd wager buying RP on the AH is a significant source of AD spend, which helps drives Zen sales. Reduce the need for RP or give players an easier free source and daddy will feel it in his bottom line.
My favorite solution, and one I think might work, would be to put effort into monetizing cosmetics and possibly certain time-gates (imagine having zen store items that make whatever timers your working on tick faster). New players would still spend on class packs, keys, and boosts. Old timers would spend their money on fashion and extensively manicured graphic effects (which it's clear the devs care about and spend time on anyway).
I know some might be angry because this is a strategy taken by some other (mobile) games, but if it allowed them to maintain the integrity of the core game while still making money it's a compromise I'd be willing to make. Besides, this game already has plenty of these kinds of "gem-like" purchases going on (think campaign packs, professions rushing, etc.), it's just burdened character progression with a bot-reliant economy that in my opinion isn't necessary.
TL;DR: It's possible, but changing the monetization strategy for this game would be a big step for the folks upstairs.
We had Fey and dragon enchants, they have ICD and cooldowns. The new one had neither. Now it is similar with the little difference, that it costs millions to be viable. Are they so sloppy or was this intentional?
The actual droprate is abysmal , about 10 bags in a row and done for the hole day, having spend millions of AD few week ago and being punished this way is laughable and one reason ( beside missing fixes and classbalancing we asked for ages) for just logging in , grab my key and logging out.
Newer players have no real access to super expensive enchants, nor do I think they should be the solution, if they are in game, fine, allow them for poeple to get quicker access to gear, but in no way shape or form, should they be the final and only solution.
I hate these things with a passion, they removed 50-60% of the rp bots were selling , then put in these things that you are supposed to shell out a couple million AD for per toon? this is highly unreasonable. Super highly unreasonable solution.
Ya no thanks, stuff them. This only works if you play 1 toon all the time, doesnt work for newer players at all!
What we need is being able to play the game and get enough RP to get everyone of toons progressed.
At the moment getting 3-4 blue enchants per dungeon run is simply not enough.
@schietindebux
none of you seem to get it ,,,,how is this for a reasonable argument not to touch the drop rate...
Bots still use the bound Rp dropped to create and feed items that are unbound and sellable !!!!
It has nothing to do with bound to account only for me so its safe and can harm no one
Imagine a bot with a no cool down Quartermaster that drops bound to account items constantly collecting all day (24 hours) in their bottled stronghold instance ..then feeding and selling enchantments that are no longer bound sounds sketchy to me .... essentially laudring thier dirty bound Rp and cleaning them into a fresh unmarked unbound enchantment
see thats makes it on the knifes edge as an exploitable source and hard to balance and number in terms of how many should drop a day to give back to a real player
I must admit players that invested in these yet again had the wool pulled over their eyes
however as a saving grace If you have quartermaster bags unopened and someone lends you thier
set to open them you will get a higher drop rate ..of good stuff then you can hand them back so they can be shared at least
nothing else in the game has that escalation of loot mechanic for next to no investment (to the persone borrowing : D)
so save up you bags and them open them in one chunk with borrowed Quartermaster the whole group can just get a couple each and then pool resources
Sharing enchantement in your community? Sounds very enjoyable for me, no thanks
My solution is STOP PLAYING THIS POOR GAME for now, since all decisions made in this game prove this company to have near no sense for the community/customer and no clue or plan where to go.
sharing with guildys who said the community ?
I was only trying to explain that bound to account/character does not mean the rps are not exploitable like some people think
P.S at higher levels it is dropping rank 6s 7s and 8s which you can not farm in an hour let alone at all
zhentarim-warlock-companion
Pure -> Transcendent Plague Fire weapon enchantment giving 80damge/20 seconds for 500k+ AD is a joke.
plague-fire-weapon-enchant-r11-vs-r12
I made 4 rank 10s. Big whoopdy doo. It didnt costs millions or whatever. But the currencyy I spent might break a new player. It certainly would be better used on other things to improve a character performance.
For me, its annoying and frustrating. This kinda thing is exactly why people keep leavung the game.
You cannot release something that requires an investment and then nerf it into the ground shortly after people invest in it. I suppose you can because this game has done it over and over again. but you cannot
to keep customers if you continue to do it.
There are reasons the player base is at an all time low.