It happened not the fist time to me that I liberated a dig site from villains, ready to hire guards and archers. Alas, me still being tagged for battle from slaying the monsters a fellow player sweeps in and spams the "1" key to fully upgrade a guards post.
Everything legal, no exploits, just bad design on the development front. Maybe some designer can come up with a way to fix this.
Imaginary Friends are the best friends you can have!
3
Comments
Had a similar one in WOD the other day.
Been digging for the bones on the "mirage dong thingy quest". One GWF been following me for a while, he always stood there when I was at the sparkly thing to dig out the bone.
Finally he did get it first and run away feeling awesome lol...
I PM'ed the guy asking "seriously dude...?" he replied with "mwhahah" so yeah :P
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
A proud member of "mythical horde of DPS GFs"
1). Is SW more dps or tank based?
2). Yes. I am panzer!
3). Get ACT if you want to celebrate your epeen.
4). Horniness will not stand between me and what I believe - "MM"
https://www.arcgames.com/en/forums/neverwinter/#/discussion/1223762/pc-ps4-xbox-feedback-stealable-or-griefable-quest-objectives
But if I can't get to it without starting combat, I probably won't bother. Too much effort for the risk.
Would the problem be solved by allowing interaction at an unlocked site while in combat?
I think the fact that all the soldiers, etc. can be pulled away and won't leash back to the site and won't be killed to require replacement if they land somewhere safe is more significantly impacting the entire guard post/security mechanic though. I had the entire squadron from a guard post decide to join me in a nearby fight I had already nearly finished, and it was with one of the adventuring parties, so they'd likely be left there for a long time before anything respawned that would attack them.
I don't have time to try to get every misplaced guard I find killed off.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
but Talvern would be the worst one.
A good modification to the window that pops up for the guard post upgrade would be if it behaved like inventory or invoke reward window where it will disappear when you move instead of having to hit the done button or esc.
Griefing is definitely a problem with them.. like the other quests mentioned , there's probably not a lot they can do about it.
What I am questioning is does it badly break the intended mechanic of needing to defend a guard post prior to being able to upgrade it? If so, worse than the griefing does? And is this worse than the fact that guard posts routinely get into a state where they are undefended because the assets wandered off but also cannot be upgraded because the assets still exist?
Alternative suggestion, if the assets can't be made to leash correctly, maybe they should just despawn, based on either distance from their home post, or duration. Making them despawn periodically also opens more opportunity for players to upgrade guard posts, and since upgrading is practically integral to obtaining weapon restoration components, it needs to flow smoothly.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Not sure about dryads.
They could implement the same proximity rule for the dig sites as well.
This structurally breaks the mechanic of exchanging your resources towards the Security task. And I don't think the district's core design of obtaining resources from some actions and plugging them back in via other actions is unreasonable, just a few things about it are broken or unfriendly.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Guardpost upgrading is designed so that putting in 5-10 resources awards a fixed amount towards the daily and more importantly the Security campaign task. It needs to be more reliable, but making it leechable would be counter to how it's meant to work. Like I said, the biggest issue it that a large part of the time, it doesn't work correctly. Deal with that before adjusting anything else.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I have brought up the issue about vacant guards before and I still feel that is where the solution lies. The scarcity of upgradeable posts makes it more likely that ninja behavior will occur. Unlike the aforementioned mod 1 and 3 quests, no one is forced to mess with guard posts and the path of least resistance is 'invite ship' Becky's mention about interaction in combat would further reduce the odds of being griefed.
Ultimately, the issue is that Cryptic repeatedly designs the same types of quests, even after they fix the previous ones. Quest targets should be solo mobs,.or entire packs and credit needs to lenient so that support classes don't get left out. Quest objects should be open to anyone, not one use with respawn timer, or else give blanket credit in a decent area. An exception being if the objects are plentiful, as that reduces competition. (Contrast with Scuppered Skipper from Cold Run, which is a How Not To example)
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Now party up with your friend and kill a cyclops. Now it drops two eyes EACH. Add a third person and each cyclops drops NINE EYES. A monster literally named for having only one eye, drops one per party member per party member.
I'm not actually complaining about this, I just find it hilarious.
(And I think the Runechanged take longer to respawn if the other trolls aren't killed).
At least there's lots of Runechanged on the map, in lots of places, and lots of other zones to move to.