Why is there a discard button for items that convert into RP?
We left this in to reduce confusion during the change over. The concern being that there will be players who log in without having followed what the changes are. If they saw no discard option, they may start sending in Customer Service tickets about items being stuck in their inventory that they can't discard. That is why there are currently two tooltips which do the same thing.
Major Enchanting Stone Drop
It is starting out in the chult dungeon, but it will expand to other places as the game continues forward. T14s are meant for end game players to be working towards, which is why this ingredient is in the newest dungeon.
Restrict higher level enchantments/runestones from automatically going into the conversion window.
That is something we can look into. We have been trying to find the right balance between ease of player use and protection from grabbing the wrong items and converting them into RP. We don't want it to be overly restricted, but we also don't want someone destroying their transcendent enchantment by accident. Purple enchantments/runestones may be a good place to be at.
Why can only green gear be broken down into RP?
At high levels we felt most players would break down blue or better gear for AD instead of RP. If players think they will often break down their blue gear for RP, we can bring the cutoff up to that point.
Empowered Runestones
There has been lots of talk about these items. Some in favor, some concerned that it was too high of a number. We will keep an eye on this. Maybe a lower max such as 20,000 is a good first step to take.
Suggest changing the prefix of Enchanting Stones to match the tiers they're used at.
Not a bad idea, will look into it.
Suggest adding a prefix to the tier between lesser and greater for both enchanting stones and enhancements to make the items easier to search on the auction house.
Also not a bad idea and will look into it.
After passing by preview, I've to say that I absolutely loathe the new icon for Refinement Points. The style of the post-changes refining window is new, not too bad despite having an unrefined and unpolished look.
But the actual icon for Refining Points looks thematically meaningless, and so unimpressively average that you could had very well ripped off a random icon of a glowy circle from google search and it would had felt just as in place as the current icon does.
Refining is the longest grind in this game, one that separates new players from seasoned adventurers. Are you really going to just stamp a random meaningless glowing circle as its flag and banner?
It gives a mediocre feel even to refining an enchantment from rank 13 to 14.
Edit: I stand corrected. A random search for "Glowing energy sphere icon" in google shows dozens of far more interesting options.
You tell me you really couldn't come up with something more interesting looking than this?
It is such a memorable choice that if you searched "green glowing energy sphere" you could never, I say, never! randomly change it with the first result without the change making any difference whatsoever.
First image from searching "Green glowing energy sphere":
Post edited by tanais58crane on
The stars are falling, and the old gods silent as death, with the blood sworn to rip you down from the night sky, what cost will pose too high?
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someonediesMember, NW M9 PlaytestPosts: 1,257Arc User
Hi, I didnt read the hole thread after weend, so may be someone did suggest this before;
It is possible to have the RP in the shared bank, in a similar way we manage the tarmalune bars?
Otherwise many of us will continue to stock on inventory RP stuff unbroken untill we decide in which char we are going to use it, I think this is not the intention of this change.
@noworries#8859 nice idea to improve the QoL of Alts; RP account bound anyway.
Haven't had time to review all the posts but I think this is a huge positive move overall. Reducing the overall complexity and inventory slot requirements is a huge plus in my book!
Nixon the TR
Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.
All artifact weapons/gear, artifacts, epic level enchantments, and weapon/armor enhancements should have a lock button. I hate having to concentrate so much when not even fighting, just to prevent discarding these things. The convert to RP thing just doubles the chances of mistakes. Making all of these things require you TYPE a confirmation for discard item, discard to convert, and normal convert would be great. There are quite a few worthless things that currently require a typing confirmation, why not actual things of immense value?
Yes. Lock is must-have for such feature. The locked items should be also not non-salvageable, non-sellable, and non-feedable to mimic.
Can we please request the ability to have the Refinement Points go across an account.
I am wondering about this and would love to see this..
This is why.. ALOT of us ( 99.9999999999999999999999999999999999999999999999999999%) use our alts to help our main and vice versa.. IF you make RP character BOUND this destroys the wanting of having multiple characters and the chance to help our ALTS out with our mains and VICE VERSA..
I do ad runs on all my alts with wander's fortune active on my alts x 2. i take said refinement dump it on to a dedicated toon ( alt ) with runic and dispense needed refinement where needed across all my toons.. if this system is to go live make is account bound like zen.... to where all characters on our account has access to refinement..
IF you make this new Refinement system active and lock those RP points to a single character bound deal.. im out.. i'll find another game to play..
Is there any possible chance we could get one last 2X refine? I am not sure for PC and XBox, but I do not see one on PS4 Calendar.
You don't have mod 12 yet. I believe it will be soon but not yet, right? It will take a while for you to get mod 12b. There may be enough time for another 2xRP. Of course, I am not cryptic and this is just pure speculation.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
I do ad runs on all my alts with wander's fortune active on my alts x 2. i take said refinement dump it on to a dedicated toon ( alt ) with runic and dispense needed refinement where needed across all my toons.. if this system is to go live make is account bound like zen.... to where all characters on our account has access to refinement..
News flash: You can still do this. RP items do not become RP currency until you convert them.
With respect to everyone requesting that RP currency be tabulated across your account, I get the desire for the convenience, but it would require the (undisclosed) cap for RP be changed from whatever the devs have decided is reasonable per character to about 50x that amount. With the greatly condensed types of RP items that will drop, it's going to become much more manageable to hold items you prefer to keep in stone format until deciding where you want to use them, plus you don't need to make those decisions in conjunction with any limited-time event. If you want to level a specific character's stuff, you can transfer whatever BtA or unbound stones you've collected as often as you want to. Only character-bound RP and likely any RP obtained from equipment drops (because I'll process it, but I'm certainly not relocating the items first) has to be inconveniently located on an alt, which is no worse than the situation we have now.
I've tried questing with the new system, and it's just so exponentially much better.
That said, adding support for shared bank transfer for any or all of AD, companion upgrade tokens, and RP would be good. While workarounds exist for AD and the future RP, they're not so intuitive. And ending up with orphaned companion tokens is almost inevitable when you get the bonus of 30 when you needed something less than that for a planned upgrade, and it sucks.
@noworries#8859 I am on Xbox and always save/collect my items between double refinements. Will there be one last double refinement event on consoles before this is released on the consoles or should I just break it all down now? Would love to know so I can either clear out my inventory now or wait. I looked at the calendar and there isn't one scheduled yet, but if you could get us an answer that would be much appreciated. I know you don't typically state these things in advance, but since this is such a big change it would be nice if you would make an exception.
Xbox One - 14.1K HR
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
I do ad runs on all my alts with wander's fortune active on my alts x 2. i take said refinement dump it on to a dedicated toon ( alt ) with runic and dispense needed refinement where needed across all my toons.. if this system is to go live make is account bound like zen.... to where all characters on our account has access to refinement..
News flash: You can still do this. RP items do not become RP currency until you convert them.
With respect to everyone requesting that RP currency be tabulated across your account, I get the desire for the convenience, but it would require the (undisclosed) cap for RP be changed from whatever the devs have decided is reasonable per character to about 50x that amount. With the greatly condensed types of RP items that will drop, it's going to become much more manageable to hold items you prefer to keep in stone format until deciding where you want to use them, plus you don't need to make those decisions in conjunction with any limited-time event. If you want to level a specific character's stuff, you can transfer whatever BtA or unbound stones you've collected as often as you want to. Only character-bound RP and likely any RP obtained from equipment drops (because I'll process it, but I'm certainly not relocating the items first) has to be inconveniently located on an alt, which is no worse than the situation we have now.
I've tried questing with the new system, and it's just so exponentially much better.
That said, adding support for shared bank transfer for any or all of AD, companion upgrade tokens, and RP would be good. While workarounds exist for AD and the future RP, they're not so intuitive. And ending up with orphaned companion tokens is almost inevitable when you get the bonus of 30 when you needed something less than that for a planned upgrade, and it sucks.
It's true that it's not worse, with less RP types it's better and it's manageable, you can always liquefy some bound stuff, move some enchant, dump the RP, move the enchantment back, or upgrade and sell it.
But why to need this "management". I don't want to keep account bound stuff for the time I will need it, and for the future I"m sure more types will be added, more inventory space taken. More stuff to tediously move around. When it's possible to just go the additional step and fix it all.
Interestingly a 4 Bytes Integer maximum is 4294967295 (Unsigned) With 50 of those, we are at 200 Bytes and can hold total 50 x 4294967295 = 214,748,364,750 But even with 8 Bytes (akin to two chars, and every account start with 2) as a single account number we can hold: 18,446,744,073,709,551,615 (Unsigned)
So we both save ~192 Bytes per account at ~worse, or even with only 2 chars that we get anyway and we get a much larger cap. Win-Win.
And finally, a tiny step towards a more account centric -> alt-friendly environment and way of thinking.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
I am on Xbox and always save/collect my items between double refinements. Will there be one last double refinement event on consoles before this is released on the consoles or should I just break it all down now? Would love to know so I can either clear out my inventory now or wait. I looked at the calendar and there isn't one scheduled yet, but if you could get us an answer that would be much appreciated. I know you don't typically state these things in advance, but since this is such a big change it would be nice if you would make an exception.
Even if they don't run another event before 12b release (but consoles probably won't get this until Dec/Jan?), I'm not sure why you'd not try to hold as much as you can, at least restricting use of anything you need to clear space to the lowest value items. It just seems so against your interests, you know?
I am on Xbox and always save/collect my items between double refinements. Will there be one last double refinement event on consoles before this is released on the consoles or should I just break it all down now? Would love to know so I can either clear out my inventory now or wait. I looked at the calendar and there isn't one scheduled yet, but if you could get us an answer that would be much appreciated. I know you don't typically state these things in advance, but since this is such a big change it would be nice if you would make an exception.
Even if they don't run another event before 12b release (but consoles probably won't get this until Dec/Jan?), I'm not sure why you'd not try to hold as much as you can, at least restricting use of anything you need to clear space to the lowest value items. It just seems so against your interests, you know?
Probably true. I just look forward to the day when I don't have to mess with storing all those items. Such a pain to constantly move things around, store in mailbox, transfer to another character, etc. Really looking forward to this change. It will likely be around Dec or Jan when we get this change as I'm guessing PC won't get it till close to October.
will greater marks of potency and superior marks of potency still be required?
Unless I'm misunderstanding this (Please correct me if I'm wrong No Worries, Cryptic Developer)
"Having to match enchantments, stones, and types of items created a massive amount of inventory to maintain and organize. In the end, this doesn't add to the experience as much as it takes away from it all. So we did just that, took it all away. Now players will use Refinement Points (thought you might like to keep your acronym) which will be a currency. Gemstones, Enchantments, Runestones, Artifacts, Artifact Equipment, Uncommon (Green) Equipment (must be identified), will all break down into Refinement Points which will be a currency on the inventory sheet. All of the refining will use Refinement Points for upgrades, along with reagents of course."
Means that there will be 1 Regent type Like instead of "Lesser mark of power", "Lesser mark of union", "Lesser mark of stability", "Lesser mark of potency"... There will just be something called "Lesser Mark" and it will substitute for ever "Lesser mark of" Which is part of the "Having to match enchantment, stones, and types of items" bit. Meaning if you have gear that you've NOT been able to level up because of it needing a "Lesser Mark Of Potency" when you have 10 "Lesser Marks Of Power" you'll no longer be sitting and waiting for the "Lesser Mark Of Potency" to drop (Hence the "doesn't add to the experience as much as it takes away from it all" bit.
Again though that's if I'm understanding this correctly. More to support what I said "Why the change?
Refinement is a core part of Neverwinter gameplay, but a lot of the time it could feel like it was weighing down on you as a player. The pure number of items that needed to be held on to, the matching bonuses, the different reagents for different artifact types."
Since they mention the fact that part of what is weighing down on you as a player "the different reagents for different artifact types" seems to sum up what I've said.
You know, if I wanted such a fundamentally different game, I'd just go play another one. What's even the point of this, other than simply angering the playerbase?
It seems like a lot of work, which accomplishes nothing except causing an overwhelming amount of negativity towards the game and it's managers. There's a point at which, when you change a thing so many times, it becomes unrecognizable. Or maybe that's just my own growing apathy towards the dumb ideas which cannibalize the game.
Perhaps you're having trouble adding new players "because the system is complex," but the players you have (the customers you have) clearly worked things out just fine. But sure, go ahead and "inconvenience" the customers you have, for the customers you don't. Actually executing this lunacy will certainly cost you existing players. Perhaps it's economics (is no one spending on refining anymore?). But there's raising the level cap, and then there's tearing the whole thing down, removing its core "personality," and installing something bland and homogenous in its place. Of course you waited to nerf the Bonding Stones until **after** everyone spent tonnes of money buying and upgrading them specifically because of how strong they were. Grand idea, this one.
I feel like I'd rather quit than spend money indulging your raised level cap on enchantments and so forth. I'm irritated: you're like beggars. I could have a pocket full of change and now I don't want to hand it over because you've pissed me off.
Whatever happened to trying before you made judgments? To me what they seem to be saying is instead of sitting there ALL DAY trying to get that Elusive Superior Mark of Power you can just have something like "A Superior Mark" and it can be used as either Power, Stability, Union, Potency... I don't know about you but that says to me I can stop wasting a HAMSTER load of my time looking for that one thing and get to upgrading sooner. You have no IDEA how many of the right level but wrong type of marks I currently hold and due to that I can't upgrade anything, This would fix all of that.
You know, if I wanted such a fundamentally different game, I'd just go play another one. What's even the point of this, other than simply angering the playerbase?
It seems like a lot of work, which accomplishes nothing except causing an overwhelming amount of negativity towards the game and it's managers. There's a point at which, when you change a thing so many times, it becomes unrecognizable. Or maybe that's just my own growing apathy towards the dumb ideas which cannibalize the game.
Perhaps you're having trouble adding new players "because the system is complex," but the players you have (the customers you have) clearly worked things out just fine. But sure, go ahead and "inconvenience" the customers you have, for the customers you don't. Actually executing this lunacy will certainly cost you existing players. Perhaps it's economics (is no one spending on refining anymore?). But there's raising the level cap, and then there's tearing the whole thing down, removing its core "personality," and installing something bland and homogenous in its place. Of course you waited to nerf the Bonding Stones until **after** everyone spent tonnes of money buying and upgrading them specifically because of how strong they were. Grand idea, this one.
I feel like I'd rather quit than spend money indulging your raised level cap on enchantments and so forth. I'm irritated: you're like beggars. I could have a pocket full of change and now I don't want to hand it over because you've pissed me off.
Whatever happened to trying before you made judgments? To me what they seem to be saying is instead of sitting there ALL DAY trying to get that Elusive Superior Mark of Power you can just have something like "A Superior Mark" and it can be used as either Power, Stability, Union, Potency... I don't know about you but that says to me I can stop wasting a HAMSTER load of my time looking for that one thing and get to upgrading sooner. You have no IDEA how many of the right level but wrong type of marks I currently hold and due to that I can't upgrade anything, This would fix all of that.
I do ad runs on all my alts with wander's fortune active on my alts x 2. i take said refinement dump it on to a dedicated toon ( alt ) with runic and dispense needed refinement where needed across all my toons.. if this system is to go live make is account bound like zen.... to where all characters on our account has access to refinement..
News flash: You can still do this. RP items do not become RP currency until you convert them.
With respect to everyone requesting that RP currency be tabulated across your account, I get the desire for the convenience, but it would require the (undisclosed) cap for RP be changed from whatever the devs have decided is reasonable per character to about 50x that amount. With the greatly condensed types of RP items that will drop, it's going to become much more manageable to hold items you prefer to keep in stone format until deciding where you want to use them, plus you don't need to make those decisions in conjunction with any limited-time event. If you want to level a specific character's stuff, you can transfer whatever BtA or unbound stones you've collected as often as you want to. Only character-bound RP and likely any RP obtained from equipment drops (because I'll process it, but I'm certainly not relocating the items first) has to be inconveniently located on an alt, which is no worse than the situation we have now.
I've tried questing with the new system, and it's just so exponentially much better.
That said, adding support for shared bank transfer for any or all of AD, companion upgrade tokens, and RP would be good. While workarounds exist for AD and the future RP, they're not so intuitive. And ending up with orphaned companion tokens is almost inevitable when you get the bonus of 30 when you needed something less than that for a planned upgrade, and it sucks.
Bold highlighted response. for you maybe i agree. but others might do this as well.. either way to each their own on this topic.
Italics Response ... I AGREE 100%
over all thank you for the response. this is helpful and I can pass it along.
You know, if I wanted such a fundamentally different game, I'd just go play another one. What's even the point of this, other than simply angering the playerbase?
It seems like a lot of work, which accomplishes nothing except causing an overwhelming amount of negativity towards the game and it's managers. There's a point at which, when you change a thing so many times, it becomes unrecognizable. Or maybe that's just my own growing apathy towards the dumb ideas which cannibalize the game.
Perhaps you're having trouble adding new players "because the system is complex," but the players you have (the customers you have) clearly worked things out just fine. But sure, go ahead and "inconvenience" the customers you have, for the customers you don't. Actually executing this lunacy will certainly cost you existing players. Perhaps it's economics (is no one spending on refining anymore?). But there's raising the level cap, and then there's tearing the whole thing down, removing its core "personality," and installing something bland and homogenous in its place. Of course you waited to nerf the Bonding Stones until **after** everyone spent tonnes of money buying and upgrading them specifically because of how strong they were. Grand idea, this one.
I feel like I'd rather quit than spend money indulging your raised level cap on enchantments and so forth. I'm irritated: you're like beggars. I could have a pocket full of change and now I don't want to hand it over because you've pissed me off.
Whatever happened to trying before you made judgments? To me what they seem to be saying is instead of sitting there ALL DAY trying to get that Elusive Superior Mark of Power you can just have something like "A Superior Mark" and it can be used as either Power, Stability, Union, Potency... I don't know about you but that says to me I can stop wasting a HAMSTER load of my time looking for that one thing and get to upgrading sooner. You have no IDEA how many of the right level but wrong type of marks I currently hold and due to that I can't upgrade anything, This would fix all of that.
What happened is that it doesn't matter if the system is more convenient if the methods employed by the developers are insidious. Cryptic builds a road. They "give away" vehicles to drive that road, while also offering incentives to increase the vehicle's performance - at a price. Then they make the road almost un-driveable without those incentives. And those incentives are so strongly promoted, and the road so intensely engineered to need them, that drivers who really want to keep driving, in effect, need them. So the drivers purchase them - some with time, some with money. So far, so good, except that the whole time this road is being engineered, and those incentives are being promoted, they know that they are going to take back their vehicles, or severely hamper the performance. Frustrating for those drivers who have invested based on the engineering of the road. But wait, now they will offer the drivers the ability to buy back that performance if they really want to. No, not quite the same level of performance they just incentivized the driver into purchasing the first time, but then took away, but close; The whole time knowing they would take it away, and knowing that the purchases the drivers made would now be devalued. It's bad enough that Cryptic, like almost all RNG game developers, play on the limbic response to get players , ahem, "involved". https://www.polygon.com/2016/3/14/11227210/psychologist-calls-for-f2p-game-designers-to-be-more-aware-of So do casinos, so play at your own risk. But when a company sells you something, steals it because they can, and then says it will sell it back to you - again, well that will HAMSTER people off. It will anger people who spent anything to get that stolen thing. Because it is fundamentally theft. And it comes from a tyrannical source, because they hold all the cards and obviously don't give a damn about the players who spent that time or money. So what I am saying it - it's about the principle. Not necessarily the details.
> @sleeplessd#5929 said: > What happened is that it doesn't matter if the system is more convenient if the methods employed by the developers are insidious. > Cryptic builds a road. They "give away" vehicles to drive that road, while also offering incentives to increase the vehicle's performance - at a price. Then they make the road almost un-driveable without those incentives. And those incentives are so strongly promoted, and the road so intensely engineered to need them, that drivers who really want to keep driving, in effect, need them. So the drivers purchase them - some with time, some with money. So far, so good, except that the whole time this road is being engineered, and those incentives are being promoted, they know that they are going to take back their vehicles, or severely hamper the performance. Frustrating for those drivers who have invested based on the engineering of the road. But wait, now they will offer the drivers the ability to buy back that performance if they really want to. No, not quite the same level of performance they just incentivized the driver into purchasing the first time, but then took away, but close; The whole time knowing they would take it away, and knowing that the purchases the drivers made would now be devalued. > It's bad enough that Cryptic, like almost all RNG game developers, play on the limbic response to get players , ahem, "involved". > https://www.polygon.com/2016/3/14/11227210/psychologist-calls-for-f2p-game-designers-to-be-more-aware-of > So do casinos, so play at your own risk. But when a company sells you something, steals it because they can, and then says it will sell it back to you - again, well that will <font color="orange">HAMSTER</font> people off. It will anger people who spent anything to get that stolen thing. Because it is fundamentally theft. And it comes from a tyrannical source, because they hold all the cards and obviously don't give a damn about the players who spent that time or money. > So what I am saying it - it's about the principle. Not necessarily the details.
More holes than Swiss Cheese. Principle without foundation is not principle, it is twisted perspective. NW is perfectly playable without Bondings or investing money. Though it is true, you must invest money or time to be competitive by design. Arc is a business, and their goal is to make money. These changes are specifically designed to improve gameplay, draw in new players, and at the same time expand existing players caps to drive continued investment from long time players. It is a balancing act for developers to deliver new fresh content and features without destroying the existing content. Ultimately, it is the player who decides when, where, and how they invest their time and money. I am all for the proposed changes. More difficult is better IMO.
I would absolutely love to cram all the complainers into my Delorean and go back to 1998 to play some Ultima Online SE on 56K dial-up. Arguably one to the best games ever made and IMO where the MMORPG was born. There was a real risk of loss every time you entered battle. So much so that it literally accelerated your heart rate. I think they would come back complaining NW was too easy.
Having RP as an account wide currency or a currency that like tarm bars can be traded via the shared bank account would be a huge quality of life improvement. Less worrying about exactly how many points what is going to have to be and switching between characters back and forth.
Having RP as an account wide currency or a currency that like tarm bars can be traded via the shared bank account would be a huge quality of life improvement. Less worrying about exactly how many points what is going to have to be and switching between characters back and forth.
Awesome idea, countless are the times i loose items on my account and spend hours searching for them, this would be a small important step.
Idk if someone already ask this question, but I'm interested in how these changes affect the refining of artifacts? Because literally no-one refines artifacts to Mythic by simply filling them with enchants and such, artifacts are mostly refined by feeding other artifacts because they get 10x multipliers, NOT 2x.
I have 5 characters with 4 Mythic artifacts, but sometimes we get a new worthy artifact (like the Fragmented Key of Stars) and then we go, we have to do another Mythic. Honestly idk why I bother anymore, like I said before, seems like Devs don't even play their own game
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
Idk if someone already ask this question, but I'm interested in how these changes affect the refining of artifacts? Because literally no-one refines artifacts to Mythic by simply filling them with enchants and such, artifacts are mostly refined by feeding other artifacts because they get 10x multipliers, NOT 2x.
I have 5 characters with 4 Mythic artifacts, but sometimes we get a new worthy artifact (like the Fragmented Key of Stars) and then we go, we have to do another Mythic. Honestly idk why I bother anymore, like I said before, seems like Devs don't even play their own game
Will no longer work. Changing artifacts will require mostly starting fresh. Unless you are absolutely certain that you will never, ever have use for any ranked-up artifact ever again, you should probably put it into storage rather than scrapping for RP.
Idk if someone already ask this question, but I'm interested in how these changes affect the refining of artifacts? Because literally no-one refines artifacts to Mythic by simply filling them with enchants and such, artifacts are mostly refined by feeding other artifacts because they get 10x multipliers, NOT 2x.
I have 5 characters with 4 Mythic artifacts, but sometimes we get a new worthy artifact (like the Fragmented Key of Stars) and then we go, we have to do another Mythic. Honestly idk why I bother anymore, like I said before, seems like Devs don't even play their own game
I am the one who does not use feeder. Sound stupid but I have too much bound RP for me to clear inventory slots. My cost is not RP. It is the marks and wards.
*** The game can read your mind. If you want it, you won't get it. If you don't expect to get it, you will. ***
Idk if someone already ask this question, but I'm interested in how these changes affect the refining of artifacts? Because literally no-one refines artifacts to Mythic by simply filling them with enchants and such, artifacts are mostly refined by feeding other artifacts because they get 10x multipliers, NOT 2x.
I have 5 characters with 4 Mythic artifacts, but sometimes we get a new worthy artifact (like the Fragmented Key of Stars) and then we go, we have to do another Mythic. Honestly idk why I bother anymore, like I said before, seems like Devs don't even play their own game
Will no longer work. Changing artifacts will require mostly starting fresh. Unless you are absolutely certain that you will never, ever have use for any ranked-up artifact ever again, you should probably put it into storage rather than scrapping for RP.
Ty! Good thing I never discard or feed any Mythic artifact, but with all the changes leveling up artifacts will be a nightmare for new players, its hard come up with 10mil RP (well, technically 5mil now) and even worse coz a new character will have to do it at least 4 times.
40mil RP is hard to come by for anyone in the mid and early-game, also the Peridots at the end of MSP don't help much, lol.
So with the "purposed changes" in the test server looks like about 50 million AD to go from current BIS to new BIS (which is a slight nerf from current BIS) With 1 toon and the ability to covert 36k rough AD a day that will take 13,888 days it could also be bank rolled for around $1600 US lol so is there any plans to fix the broken economy in this game? Like it should not cost AD to craft items so there is more profit for the crafters and lower prices for the consumers in the Game so 50 million AD will be possible to achieve for everyone
So with the "purposed changes" in the test server looks like about 50 million AD to go from current BIS to new BIS (which is a slight nerf from current BIS) With 1 toon and the ability to covert 36k rough AD a day that will take 13,888 days it could also be bank rolled for around $1600 US lol so is there any plans to fix the broken economy in this game? Like it should not cost AD to craft items so there is more profit for the crafters and lower prices for the consumers in the Game so 50 million AD will be possible to achieve for everyone
Where do you get the 50 million AD from, that's insane. Looking at what is needed for R2 to R14, you need about 35 pres wards + 1 coal ward (575k AD), 3 uMOPS (250k AD), 3 SE stones (about 150k supposedly) and 175k "new" RP. The RP is hard to price but it's about four stacks of R6s in the new system. In my experience that's about what you get by getting 12 QM bags per day for two weeks (about 140 bags), so I'll consider that "free".
Adding up the AD items, that's 975k per enchant to get it from R12 to R14. If you save for the next 40-50% event you can shave about 150k from that.
So how does that make 50 million for all your enchants?
To add to that, using Brutals as an example you gain exactly 150/150 stats in total from going to R14. Even x10 that's not exactly game-breaking so a casual player could skip that grind and be "nearly bis" without seeing much difference.
So with the "purposed changes" in the test server looks like about 50 million AD to go from current BIS to new BIS (which is a slight nerf from current BIS) With 1 toon and the ability to covert 36k rough AD a day that will take 13,888 days it could also be bank rolled for around $1600 US lol so is there any plans to fix the broken economy in this game? Like it should not cost AD to craft items so there is more profit for the crafters and lower prices for the consumers in the Game so 50 million AD will be possible to achieve for everyone
Where do you get the 50 million AD from, that's insane. Looking at what is needed for R2 to R14, you need about 35 pres wards + 1 coal ward (575k AD), 3 uMOPS (250k AD), 3 SE stones (about 150k supposedly) and 175k "new" RP. The RP is hard to price but it's about four stacks of R6s in the new system. In my experience that's about what you get by getting 12 QM bags per day for two weeks (about 140 bags), so I'll consider that "free".
Adding up the AD items, that's 975k per enchant to get it from R12 to R14. If you save for the next 40-50% event you can shave about 150k from that.
So how does that make 50 million for all your enchants?
To add to that, using Brutals as an example you gain exactly 150/150 stats in total from going to R14. Even x10 that's not exactly game-breaking so a casual player could skip that grind and be "nearly bis" without seeing much difference.
I got that number from some one currently testing the updated on the preview server. not including the wards it will take 1.5 million per enchantment as the new marks cost 150k ad a piece and it will take 10 for one enchantment so included the wards and that 50 million is spot on give or take a little bit
Comments
But the actual icon for Refining Points looks thematically meaningless, and so unimpressively average that you could had very well ripped off a random icon of a glowy circle from google search and it would had felt just as in place as the current icon does.
Refining is the longest grind in this game, one that separates new players from seasoned adventurers. Are you really going to just stamp a random meaningless glowing circle as its flag and banner?
It gives a mediocre feel even to refining an enchantment from rank 13 to 14.
Edit: I stand corrected. A random search for "Glowing energy sphere icon" in google shows dozens of far more interesting options.
You tell me you really couldn't come up with something more interesting looking than this?
It is such a memorable choice that if you searched "green glowing energy sphere" you could never, I say, never! randomly change it with the first result without the change making any difference whatsoever.
First image from searching "Green glowing energy sphere":
RP account bound anyway.
Dead🔪Give a man a fire and he's warm for the day. But set fire to him and he's warm for the rest of his life.
This is why.. ALOT of us ( 99.9999999999999999999999999999999999999999999999999999%) use our alts to help our main and vice versa.. IF you make RP character BOUND this destroys the wanting of having multiple characters and the chance to help our ALTS out with our mains and VICE VERSA..
I do ad runs on all my alts with wander's fortune active on my alts x 2. i take said refinement dump it on to a dedicated toon ( alt ) with runic and dispense needed refinement where needed across all my toons.. if this system is to go live make is account bound like zen.... to where all characters on our account has access to refinement..
IF you make this new Refinement system active and lock those RP points to a single character bound deal.. im out.. i'll find another game to play..
With respect to everyone requesting that RP currency be tabulated across your account, I get the desire for the convenience, but it would require the (undisclosed) cap for RP be changed from whatever the devs have decided is reasonable per character to about 50x that amount. With the greatly condensed types of RP items that will drop, it's going to become much more manageable to hold items you prefer to keep in stone format until deciding where you want to use them, plus you don't need to make those decisions in conjunction with any limited-time event. If you want to level a specific character's stuff, you can transfer whatever BtA or unbound stones you've collected as often as you want to. Only character-bound RP and likely any RP obtained from equipment drops (because I'll process it, but I'm certainly not relocating the items first) has to be inconveniently located on an alt, which is no worse than the situation we have now.
I've tried questing with the new system, and it's just so exponentially much better.
That said, adding support for shared bank transfer for any or all of AD, companion upgrade tokens, and RP would be good. While workarounds exist for AD and the future RP, they're not so intuitive. And ending up with orphaned companion tokens is almost inevitable when you get the bonus of 30 when you needed something less than that for a planned upgrade, and it sucks.
Neverwinter Census 2017
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But why to need this "management". I don't want to keep account bound stuff for the time I will need it, and for the future I"m sure more types will be added, more inventory space taken. More stuff to tediously move around. When it's possible to just go the additional step and fix it all.
Interestingly a 4 Bytes Integer maximum is 4294967295 (Unsigned)
With 50 of those, we are at 200 Bytes and can hold total 50 x 4294967295 = 214,748,364,750
But even with 8 Bytes (akin to two chars, and every account start with 2) as a single account number we can hold: 18,446,744,073,709,551,615 (Unsigned)
So we both save ~192 Bytes per account at ~worse, or even with only 2 chars that we get anyway and we get a much larger cap.
Win-Win.
And finally, a tiny step towards a more account centric -> alt-friendly environment and way of thinking.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
"Having to match enchantments, stones, and types of items created a massive amount of inventory to maintain and organize. In the end, this doesn't add to the experience as much as it takes away from it all. So we did just that, took it all away. Now players will use Refinement Points (thought you might like to keep your acronym) which will be a currency. Gemstones, Enchantments, Runestones, Artifacts, Artifact Equipment, Uncommon (Green) Equipment (must be identified), will all break down into Refinement Points which will be a currency on the inventory sheet. All of the refining will use Refinement Points for upgrades, along with reagents of course."
Means that there will be 1 Regent type Like instead of "Lesser mark of power", "Lesser mark of union", "Lesser mark of stability", "Lesser mark of potency"... There will just be something called "Lesser Mark" and it will substitute for ever "Lesser mark of"
Which is part of the "Having to match enchantment, stones, and types of items" bit. Meaning if you have gear that you've NOT been able to level up because of it needing a "Lesser Mark Of Potency" when you have 10 "Lesser Marks Of Power" you'll no longer be sitting and waiting for the "Lesser Mark Of Potency" to drop (Hence the "doesn't add to the experience as much as it takes away from it all" bit.
Again though that's if I'm understanding this correctly.
More to support what I said
"Why the change?
Refinement is a core part of Neverwinter gameplay, but a lot of the time it could feel like it was weighing down on you as a player. The pure number of items that needed to be held on to, the matching bonuses, the different reagents for different artifact types."
Since they mention the fact that part of what is weighing down on you as a player "the different reagents for different artifact types" seems to sum up what I've said.
Italics Response ... I AGREE 100%
over all thank you for the response. this is helpful and I can pass it along.
Cryptic builds a road. They "give away" vehicles to drive that road, while also offering incentives to increase the vehicle's performance - at a price. Then they make the road almost un-driveable without those incentives. And those incentives are so strongly promoted, and the road so intensely engineered to need them, that drivers who really want to keep driving, in effect, need them. So the drivers purchase them - some with time, some with money. So far, so good, except that the whole time this road is being engineered, and those incentives are being promoted, they know that they are going to take back their vehicles, or severely hamper the performance. Frustrating for those drivers who have invested based on the engineering of the road. But wait, now they will offer the drivers the ability to buy back that performance if they really want to. No, not quite the same level of performance they just incentivized the driver into purchasing the first time, but then took away, but close; The whole time knowing they would take it away, and knowing that the purchases the drivers made would now be devalued.
It's bad enough that Cryptic, like almost all RNG game developers, play on the limbic response to get players , ahem, "involved".
https://www.polygon.com/2016/3/14/11227210/psychologist-calls-for-f2p-game-designers-to-be-more-aware-of
So do casinos, so play at your own risk. But when a company sells you something, steals it because they can, and then says it will sell it back to you - again, well that will HAMSTER people off. It will anger people who spent anything to get that stolen thing. Because it is fundamentally theft. And it comes from a tyrannical source, because they hold all the cards and obviously don't give a damn about the players who spent that time or money.
So what I am saying it - it's about the principle. Not necessarily the details.
> What happened is that it doesn't matter if the system is more convenient if the methods employed by the developers are insidious.
> Cryptic builds a road. They "give away" vehicles to drive that road, while also offering incentives to increase the vehicle's performance - at a price. Then they make the road almost un-driveable without those incentives. And those incentives are so strongly promoted, and the road so intensely engineered to need them, that drivers who really want to keep driving, in effect, need them. So the drivers purchase them - some with time, some with money. So far, so good, except that the whole time this road is being engineered, and those incentives are being promoted, they know that they are going to take back their vehicles, or severely hamper the performance. Frustrating for those drivers who have invested based on the engineering of the road. But wait, now they will offer the drivers the ability to buy back that performance if they really want to. No, not quite the same level of performance they just incentivized the driver into purchasing the first time, but then took away, but close; The whole time knowing they would take it away, and knowing that the purchases the drivers made would now be devalued.
> It's bad enough that Cryptic, like almost all RNG game developers, play on the limbic response to get players , ahem, "involved".
> https://www.polygon.com/2016/3/14/11227210/psychologist-calls-for-f2p-game-designers-to-be-more-aware-of
> So do casinos, so play at your own risk. But when a company sells you something, steals it because they can, and then says it will sell it back to you - again, well that will <font color="orange">HAMSTER</font> people off. It will anger people who spent anything to get that stolen thing. Because it is fundamentally theft. And it comes from a tyrannical source, because they hold all the cards and obviously don't give a damn about the players who spent that time or money.
> So what I am saying it - it's about the principle. Not necessarily the details.
More holes than Swiss Cheese. Principle without foundation is not principle, it is twisted perspective. NW is perfectly playable without Bondings or investing money. Though it is true, you must invest money or time to be competitive by design. Arc is a business, and their goal is to make money. These changes are specifically designed to improve gameplay, draw in new players, and at the same time expand existing players caps to drive continued investment from long time players. It is a balancing act for developers to deliver new fresh content and features without destroying the existing content. Ultimately, it is the player who decides when, where, and how they invest their time and money. I am all for the proposed changes. More difficult is better IMO.
I would absolutely love to cram all the complainers into my Delorean and go back to 1998 to play some Ultima Online SE on 56K dial-up. Arguably one to the best games ever made and IMO where the MMORPG was born. There was a real risk of loss every time you entered battle. So much so that it literally accelerated your heart rate. I think they would come back complaining NW was too easy.
I have 5 characters with 4 Mythic artifacts, but sometimes we get a new worthy artifact (like the Fragmented Key of Stars) and then we go, we have to do another Mythic. Honestly idk why I bother anymore, like I said before, seems like Devs don't even play their own game
Neverwinter Census 2017
All posts pending disapproval by Cecilia
40mil RP is hard to come by for anyone in the mid and early-game, also the Peridots at the end of MSP don't help much, lol.
Adding up the AD items, that's 975k per enchant to get it from R12 to R14. If you save for the next 40-50% event you can shave about 150k from that.
So how does that make 50 million for all your enchants?
To add to that, using Brutals as an example you gain exactly 150/150 stats in total from going to R14. Even x10 that's not exactly game-breaking so a casual player could skip that grind and be "nearly bis" without seeing much difference.