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M15: General Loot Drops

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    theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    hoverist said:


    For people like me, this is a huge QOL improvement.

    For people like me, this is a bad innovation. And it is necessary, at least, to do functions for everyone, and not for a particular category of people. I hope you understood me correctly.
    You can't make an omelette without breaking a few eggs.

    What about if Cryptic removed identification of items entirely, and just made all items autoidentified, so that there's onew fewer step?

    Oh, oh-better idea. If we're going to do that, just remove green drops entirely and replace them with RP!
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    hoveristhoverist Member Posts: 39 Arc User

    hoverist said:


    For people like me, this is a huge QOL improvement.

    For people like me, this is a bad innovation. And it is necessary, at least, to do functions for everyone, and not for a particular category of people. I hope you understood me correctly.
    You can't make an omelette without breaking a few eggs.

    What about if Cryptic removed identification of items entirely, and just made all items autoidentified, so that there's onew fewer step?

    Oh, oh-better idea. If we're going to do that, just remove green drops entirely and replace them with RP!
    with this and need to start. green outfit in a high-level dungeon or location. why is it necessary? the player in these locations has better equipment than will lie on the ground.
    Why do we need these platinum pelvis? take a place in the inventory. it's better to let the gold amount drop for it at once.

    All these items are needed in places of low level, so why not leave it all there?

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    theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    hoverist said:

    hoverist said:


    For people like me, this is a huge QOL improvement.

    For people like me, this is a bad innovation. And it is necessary, at least, to do functions for everyone, and not for a particular category of people. I hope you understood me correctly.
    You can't make an omelette without breaking a few eggs.

    What about if Cryptic removed identification of items entirely, and just made all items autoidentified, so that there's onew fewer step?

    Oh, oh-better idea. If we're going to do that, just remove green drops entirely and replace them with RP!
    with this and need to start. green outfit in a high-level dungeon or location. why is it necessary? the player in these locations has better equipment than will lie on the ground.
    Why do we need these platinum pelvis? take a place in the inventory. it's better to let the gold amount drop for it at once.

    All these items are needed in places of low level, so why not leave it all there?

    Hmmm you have a point. The optimal system is to just have Treasure items be replaced with increased gold drops. HOWEVER

    I think due to the way gold drops scale in Neverwinter, it's actually really impractical from a programming standpoint for them to implement that. I know that it's some weird formula that involves your character level, for instance.
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    aimsiesaimsies Member, NW M9 Playtest Posts: 66 Arc User

    I'll concede this probably is more hurtful to newer players, who didn't get a free bag from the anniversary event like I did. But still: just identify all refine all on a regular basis.

    For people like me, this is a huge QOL improvement. Don't screw this up for those of us who WANT to pick up the trash drops but find it annoying to have to stop and smash the F key!

    The issue that I have with this is the interruption to gameplay. Instead of choosing to NOT hit the F key because my bag is almost full so I could keep playing, I now have to stop mid-dungeon or mid-quest to identify/refine and/or find a place to sell all the items that are now clogging up my bag. Or get better at dodging all the items laying around on the ground. For example, let's say you're new, leveling up a character and you don't have VIP. You find yourself in Icespire peak where it takes forever and a day to ride from the top back down to find someone to tell your stuff to - you're spending an inordinate amount of time stopping and identifying and refining and selling and running back and forth to do all of that, instead of... oh I don't know... PLAYING the game and adventuring.

    For people with VIP yeah not a huge deal you get 25 identify scrolls a day and summon the vendor to sell to. But these are the same people that are very likely at a point where they don't need or want to pick up all that stuff.

    I've honestly even cut way back on what I hold in my inventory because I already have issues on live, this is just going to add to that and in dungeon runs tell everyone "oh hold up a minute, gotta empty my bag - AGAIN."

    I don't mind the auto-loot part as they already introduced that with the dragon hoard enchants, I just think if its all loot there needs to be a personal threshold of quality you auto-pick-up, similar to the auto-rolls they introduced with M14.
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    theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    I definitely agree with the "set autoloot threshold by rarity" idea, sure.
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    someonediessomeonedies Member, NW M9 Playtest Posts: 1,257 Arc User
    @noworries#8859 remove gold cost from unslotting overloads - it's 2,5G per blue enchant (5G+ per area) (make them like insignias);
    it will make game more enjoyable to play in different areas.
    Rimuru?
    Dead 🔪
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    onodrainonodrain Member Posts: 334 Arc User
    People are not currently making choices to maximize their gold. I would expect people do the same thing that I do. I turn green and blue items into RP. The green items are not much RP. But it is easier than selling all of it one at a time at a vendor.

    Would be nice if they would add a sell all green items, same as they have for junk. This would make it much easier to sell the green items rather than turn them into RP. If you sell an item on accident, it is easy to repurchase it back.

    They could add a campaign vendor to an early zone and allow people to sell to it through the campaign window. This would be a simple fix for the issue of overflowing items in your inventory.

    Or...as mentioned, just eliminate the green items and add more gold or stackable junk items, which seems to be what they are doing in the lower level zone, before players have much inventory space. Eliminating green items would eliminate some RP, so that is less choice for the player. So there is a small trade off.
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    nunya#5309 nunya Member Posts: 933 Arc User
    The amount of gold you get from questing is now dramatically less than it used to be. I ran all three dungeon quests in the DR and got less than 1g worth of copper from drops. I had to sell all the green item drops for gold in order to end up making 5g from three dungeons. It's ridiculous. You'll be saving for days just to swap enchantments around! I don't know how they expect anyone to be able to afford to do anything with their new professions system - and I pick up everything that drops!

    I know the developers think we are all richer than Croesus from running Leadership tasks non-stop, but this is not the case. I don't have the professions task slots available in the current system to run all the Leadership tasks I would like to AND be able to produce resources for my guild. With the upcoming changes to the professions system, I've prioritized producing resources for my guild over running Leadership tasks for myself. On my own eight characters that have leveled all the professions, they are running (one of each!): Guard Clerics of Ilmater, Corvee Labor, Crates of Astral Diamonds, Crates of Gold, Crates of Jewelry (L23 Jewelcrafting task), Crates of "Surplus Equipment" from Leatherworking and Mailsmithing and Platesmithing and Weaponsmithing. My wife's five characters are doing 2x Guard Clerics of Ilmater and zero Crates of Gold (otherwise her characters' tasks are the same as my characters' tasks). If I had the professions task slots available, I'd also be doing Crates of "Surplus Equipment" from Artificing and Tailoring since I have the resources and assets to do these, too, plus I would do 3x Guard Clerics of Ilmater instead of just 1x or 2x.

    I chose to do the Clerics of Ilmater task because I can tend my professions while I'm at work, and this puts all my professions tasks on four hour timers. Since everything is on four hour timers, I can tend my professions 4x a day. This lets me generate twice as much RP doing that task as I can doing the Escort A Wizard's Seneschal task, and I never found the contents of the Enchanted Coffer to be all that compelling. Therefore, I haven't been generating any gold from Leadership in months - probably since 2017.
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    forcemajeureforcemajeure Member Posts: 69 Arc User
    edited September 2018
    One possible solution for some of the concerns on the last 2 pages re: green/blue items, auto-roll etc.:

    Right-click player portrait, Set Loot Mode gets some additions to the Threshold option.

    Green(Common): [] Accept as loot [] Convert to gold [] Convert to RP [] Pass
    Blue(Rare): (ditto)
    Epic... etc.

    For anyone who does not want to clutter inventory, UNidentified drops would convert to Gold/RP at, say, half the rate of identified items. Anyone who wants to ensure their party gets the drops can select Pass. Accept as Loot means the item goes, unidentified, into Inv for you to deal with later - meaning Identify scrolls still have a function.

    Of course, Ident scrolls could be done away with altogether, but it is a holdover from actual DnD practice iirc so maybe that's why they are there.

    Helps to address some issues with a replacement gold source, the reduction of general RP, and loot handling all in one shot.

    Edit: Items which don't need identify, or which stack - unbound RP gems, 'treasure' loot, etc. would still pile into inv as usual. It is also possible to set it so that Unidentified items would burn an Ident scroll in order to trigger the above options. If that was the case, then you would get half gold (because you are saving a vendor trip), but full RP (as now). The Pass option would skip picking up/converting/Ident scroll use even when solo for those don't want to burn scrolls on them.
    Post edited by forcemajeure on
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    ottentottenottentotten Member Posts: 6 Arc User
    edited September 2018

    @noworries#8859 remove gold cost from unslotting overloads - it's 2,5G per blue enchant (5G+ per area) (make them like insignias);
    it will make game more enjoyable to play in different areas.

    Hm, my first thought was gold shortage was a means to sell more wards when enchies can't be moved around. Implementing ^^ would kill my suspicion, and it would be an awesome one.

    EDIT: If enchies can't be moved around it's an alt killer, contradicting many of the previous changes to promote more toons.
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    theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User

    @noworries#8859 remove gold cost from unslotting overloads - it's 2,5G per blue enchant (5G+ per area) (make them like insignias);
    it will make game more enjoyable to play in different areas.

    Hm, my first thought was gold shortage was a means to sell more wards when enchies can't be moved around. Implementing ^^ would kill my suspicion, and it would be an awesome one.

    EDIT: If enchies can't be moved around it's an alt killer, contradicting many of the previous changes to promote more toons.
    I feel like moving enchantments around was never intended to be used as a way to play alts, and was intended as a way to not lose progress when you change your equipment between mods. So if gold being more valuable means that people stop flipping their enchantments left and right, my impression would be that that's working as intended.
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    adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    OK, there is no feedback thread for general comments or misc. issues, so I am posting the following stuff here....it is clearluy not profession- or class-related.


    I get this as soon as I log in. Now, I am pretty sure I have not killed 50 rust monsters in the past, so is it possible that it is counting something incorrectly? And yes, why "I" when there is no "II" or "III", and no title to go along with the achievement? Same issue as with the Gorilla slayer, it seems.


    Can we please get some more information on the hardcore skirmishes and dungeons? Apart from only having a single life, so to speak, what are the differences....harder mobs, better treasure?


    Similar thing here....can we please get some information on those "gallant" dungeons ?
    Hoping for improvements...
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    hawkeyelhawkeyel Member Posts: 389 Arc User
    I do not like this auto loot idea at all. I could see if you want to allow it as an option for some but for me I often have limited bag space as it is. Being many things we do in this game requires us to pick up and hold an item needed for that task . I can see me spending a great deal of my time having to stop and empty out my full bags that you have auto filled up with junk. Just because I have happened to step on it.Sometimes I have stepped in dog poo that does not mean I wanted it.If I really want something I can stop and pick it up myself, thank you.
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    pitmonster#5684 pitmonster Member Posts: 537 Arc User

    @noworries#8859 remove gold cost from unslotting overloads - it's 2,5G per blue enchant (5G+ per area) (make them like insignias);
    it will make game more enjoyable to play in different areas.

    Hm, my first thought was gold shortage was a means to sell more wards when enchies can't be moved around. Implementing ^^ would kill my suspicion, and it would be an awesome one.

    EDIT: If enchies can't be moved around it's an alt killer, contradicting many of the previous changes to promote more toons.
    I feel like moving enchantments around was never intended to be used as a way to play alts, and was intended as a way to not lose progress when you change your equipment between mods. So if gold being more valuable means that people stop flipping their enchantments left and right, my impression would be that that's working as intended.
    Why would anyone, you, the devs, anyone care if someone is "flipping" their enchantments???? Playing other alts now and then would even generate more money to Cryptic as the player is spec'ing out more than one toon.

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    empalasempalas Member, NW M9 Playtest Posts: 802 Arc User
    I did some tests in the arsenal in the dread ring on both live an preview killing the same sets of mobs numerous times...4 trips around the purple ball killing 12 groups of mobs each cycle around 48 mobs/cycle

    If I sell everything I loot for gold the following is what i gets

    I found preview was pretty consistent per cycle. around 2.1g per cycle. (1.9g low 2.2g high)

    live had more wasnt as consistent but average was slightly better at 2.2g per cycle(1.3g low and 2.8 g high)

    Just selling coins treasure and potions and not equipment and rp jewels .9g for preview and 1.7 for live

    so live is better because most people won't sell the equipment and jewels for gold

    rare equipment and RP jewels(unbound) are pretty frequent(for those almost 200 mobs 26 black pearls on preview, 1 emerald, 3 aquamarines, 6 rare equipment and 9 uncommon equipment)


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    quantumffquantumff Member Posts: 16 Arc User
    Wanderer's Fortune isn't working.

    I don't know if this is intentional or usual for preview or whatever, but thought I should mention it just in case.

    Further details: Tested in blackdagger, cloak tower (private solo instance), and the river district. Tried taking out the insignia and putting it back in (no difference). Mount is the gilded giant spider, running a leeching crescent, aggression in regal and illuminated, all blue.
    There wasn't a buff text (as you usually get even after softcap) it just wasn't working at all.
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    theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    quantumff said:

    Wanderer's Fortune isn't working.

    I don't know if this is intentional or usual for preview or whatever, but thought I should mention it just in case.

    Further details: Tested in blackdagger, cloak tower (private solo instance), and the river district. Tried taking out the insignia and putting it back in (no difference). Mount is the gilded giant spider, running a leeching crescent, aggression in regal and illuminated, all blue.
    There wasn't a buff text (as you usually get even after softcap) it just wasn't working at all.

    It would be pretty disappointing if the RP drops insignia bonus was removed the same mod RP from professions gets harder to come by...
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    nunya#5309 nunya Member Posts: 933 Arc User
    edited September 2018
    hawkeyel said:

    I do not like this auto loot idea at all. I could see if you want to allow it as an option for some but for me I often have limited bag space as it is. Being many things we do in this game requires us to pick up and hold an item needed for that task . I can see me spending a great deal of my time having to stop and empty out my full bags that you have auto filled up with junk. Just because I have happened to step on it.Sometimes I have stepped in dog poo that does not mean I wanted it.If I really want something I can stop and pick it up myself, thank you.

    Well, just think: You can mostly avoid the treasure on the ground like you do now. The little bit that you don't avoid will likely still be rolled on and you're just as likely to lose that roll after this update goes live as you currently are. So you can look at automatically picking up loot as though you're helping to stuff everyone else's inventory full of junk you don't want. Alternatively, you can just mail it all to @nunya#5309 in the game and I will happily accept everything you decide you don't want. You don't even have to identify any of it!
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    theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    I feel like the obvious Lazy Dev solution is to just add another quest granted bag to the game through the AI storyline.
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    froger#9967 froger Member Posts: 615 Arc User

    I feel like the obvious Lazy Dev solution is to just add another quest granted bag to the game through the AI storyline.

    The problem with the quest bags is they are only 12 slots, another bag with 12 slots is worthless. Not to say I wouldn't use one, but I'd rather see a Dragon Cult Pack size bag (20) start dropping from content like that one does form Tiamat. With the salvage changes coming, potentially having that in a chest will keep people engaged in content. I doubt this will happen as devs gotta eat to and they sell bags in the Zen store.
    Froger - Barbarian - Original Main - 9 3/4 Unbuffed - Xbone
    Jade - Cleric - Healer Main - 9 3/4 Unbuffed - Xbone
    Magnus - Fighter - 3rd main to be a tank - 9 3/4 Unbuffed - Xbone
    Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
    Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
    I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
    Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
    RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
    Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
    Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone

    Jade - DC - Shadows of Gauntlgrym - PC
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    nunya#5309 nunya Member Posts: 933 Arc User

    I feel like the obvious Lazy Dev solution is to just add another quest granted bag to the game through the AI storyline.

    The problem with the quest bags is they are only 12 slots, another bag with 12 slots is worthless. Not to say I wouldn't use one, but I'd rather see a Dragon Cult Pack size bag (20) start dropping from content like that one does form Tiamat. With the salvage changes coming, potentially having that in a chest will keep people engaged in content. I doubt this will happen as devs gotta eat to and they sell bags in the Zen store.
    I would only use these bags if they were either unbound, BtCoE, or BtAoA. I have maximum 36 slot bags on three of my characters. If bags dropped from content I was running and they're BtCoA, then they're useless for me. If I can transfer them to other characters on my account, then I'd do that. Of course, this is not to say that having such bags drop and be BtCoA would not be useful to many players, because I'm sure there are many players who would find them useful and be glad to have them. This is just my perspective on the topic.
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    noworries#8859 noworries Member, Cryptic Developer Posts: 651 Cryptic Developer
    quantumff said:

    Wanderer's Fortune isn't working.

    I don't know if this is intentional or usual for preview or whatever, but thought I should mention it just in case.

    Further details: Tested in blackdagger, cloak tower (private solo instance), and the river district. Tried taking out the insignia and putting it back in (no difference). Mount is the gilded giant spider, running a leeching crescent, aggression in regal and illuminated, all blue.
    There wasn't a buff text (as you usually get even after softcap) it just wasn't working at all.

    Are you saying it wasn't working because the floater text wasn't there only? Or did you also never see anything go into your inventory?

    The floater text was removed both because we've gotten multiple complaints about the floater text happening when already at cap (the two options are the floater text happens even when at cap or not at all due to how the power works) and as an effort to remove an extraneous noise on the screen as we have so many messages and pop ups.
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    theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User

    quantumff said:

    Wanderer's Fortune isn't working.

    I don't know if this is intentional or usual for preview or whatever, but thought I should mention it just in case.

    Further details: Tested in blackdagger, cloak tower (private solo instance), and the river district. Tried taking out the insignia and putting it back in (no difference). Mount is the gilded giant spider, running a leeching crescent, aggression in regal and illuminated, all blue.
    There wasn't a buff text (as you usually get even after softcap) it just wasn't working at all.

    Are you saying it wasn't working because the floater text wasn't there only? Or did you also never see anything go into your inventory?

    The floater text was removed both because we've gotten multiple complaints about the floater text happening when already at cap (the two options are the floater text happens even when at cap or not at all due to how the power works) and as an effort to remove an extraneous noise on the screen as we have so many messages and pop ups.
    Wait, does a new version of WF just give RP directly instead of drop loot into your inventory or something?
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    noworries#8859 noworries Member, Cryptic Developer Posts: 651 Cryptic Developer

    quantumff said:

    Wanderer's Fortune isn't working.

    I don't know if this is intentional or usual for preview or whatever, but thought I should mention it just in case.

    Further details: Tested in blackdagger, cloak tower (private solo instance), and the river district. Tried taking out the insignia and putting it back in (no difference). Mount is the gilded giant spider, running a leeching crescent, aggression in regal and illuminated, all blue.
    There wasn't a buff text (as you usually get even after softcap) it just wasn't working at all.

    Are you saying it wasn't working because the floater text wasn't there only? Or did you also never see anything go into your inventory?

    The floater text was removed both because we've gotten multiple complaints about the floater text happening when already at cap (the two options are the floater text happens even when at cap or not at all due to how the power works) and as an effort to remove an extraneous noise on the screen as we have so many messages and pop ups.
    Wait, does a new version of WF just give RP directly instead of drop loot into your inventory or something?
    No, the floater text was removed. So I'm wondering if people think it isn't working because they aren't seeing that floater text, or if it is that they aren't receiving any rewards from it at all.
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    quantumffquantumff Member Posts: 16 Arc User

    quantumff said:

    Wanderer's Fortune isn't working.

    I don't know if this is intentional or usual for preview or whatever, but thought I should mention it just in case.

    Further details: Tested in blackdagger, cloak tower (private solo instance), and the river district. Tried taking out the insignia and putting it back in (no difference). Mount is the gilded giant spider, running a leeching crescent, aggression in regal and illuminated, all blue.
    There wasn't a buff text (as you usually get even after softcap) it just wasn't working at all.

    Are you saying it wasn't working because the floater text wasn't there only? Or did you also never see anything go into your inventory?

    The floater text was removed both because we've gotten multiple complaints about the floater text happening when already at cap (the two options are the floater text happens even when at cap or not at all due to how the power works) and as an effort to remove an extraneous noise on the screen as we have so many messages and pop ups.
    Sorry should have been more clear- no items received either. The only refining stones I found were unbound black pearls on the ground as (presumably) normal drops.
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    empalasempalas Member, NW M9 Playtest Posts: 802 Arc User
    edited September 2018
    skill nodes have RP in them again I see...I see farming bots coming back again(uggh)...I thought there was eventually going to be a change so that you would have to interact in some way that would prevent botting(ie. mini-game). Perhaps just make the rp from the nodes BtA...simple solution makes them worth opening(gold and RP) and not worth botting
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