Hello,
Back in the old days, farming skill nodes was a real thing. There was even an event where you could get a dragon egg from them. It was very important for crafting and an important event for many people. Right now skill nodes are like pocket change, and i think it is a shame. Once again this game has content that is barely used by players.
Please add cool items to the drop table so that players are happy to find a skill node again.
Thanks
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With crafting system overhaul, the skill nodes become just as leftovers of old systems. Personally I don't understand why they even keep it, cuz what it gives at most times are black pearl. And it's not like we lack refine point providing items.
There is option to make it usefull of them, by adding some masterwork materials in dungeon skill nodes. But in open world, duno is it even worth to keep.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
1. insignia (for insignia powder)
2. stuff to exchange to silver (2nd prize)
3. RP
For those who do not care about those, they would/should not spend time on it.
Personally, I find there are many still opening skill node because when I went to the designed skill node places, often, they were already taken.
Also, if you are in a guild with the explorer's boon, the skill nodes are part of a daily quest for influence.
And one of the Vallenhas rods is in there... and some currency during events.
care to share how they are usefull? Or what other play style can be apply on skill nodes? I mean do you peform some sort dance ceremony or etc before using using skill nodes??
For last 500x times I do used tools/skill nodes, all I get black pearl.
Black pearl provide refine points. Not much help here considering having over 20 mil refine poitns with toons.
Sell to vendor? having couple thousand gold, not much of help there either..
So, any ideas how they are usefull?
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
==================================================
I have just open one skill node (the first one of the day).
I mean this doesn't look like the appeal to it is being optimized and cleverly designed :
- there is a difference between nodes, now the loot is the same. Only thing that changes is the "treasure" icon and name, value is always the same, it's like roleplaying around the colour of the candy you find in your pocket.
- there seems to be no relation between the container and the sought after content (insignias).
- there are most of the time of time treasures and refining points but the amounts are certainly neglectible to most players. I'm pretty sure i even drop more RP farming mobs in open world in half the time than what's required with the skill nodes, where skill nodes are often hidden and take some time find, and you would expect something better, etc.
I think you can either be happy for this just for its existence, thinking "i can get something with it so it's ok" or look how underwhelming content it is with even unused roleplay elements being developed and shown live for them.
2. This game is designed to make you to do the same thing again and again and again. Every week (or even everyday), your character will go through the same route to do the same thing. If you have more characters, you run through the same route even more. The skill nodes are in your route. You know exactly where they are without looking for them. If you spend more effort than the action to open it, you do it wrong (or inefficient).
3. It is up to you to decide if you should take a little time to open it. If it does not worth your effort (just like many other things in the game), there is no point to do it.
4. Same thing applies to random treasure chests in the route.
5. I don't know any real and material role play element this game provides. Skill node is insignificant comparing with other 'potential' role play element the game could have provided. The overall content is underwhelming regardless.
As far as I know there is no proficient to open the skill node, it is just RNG (except the one belongs to your class).
May be you see them different. I don't.
As far as I know, from mod 3 to now, there was no roleplay aspect in the skill node. If it had that aspect in mod 1 and 2, then I don't know.
Since at least mod 3 (if not earlier), the content among skill nodes has been the same among the skill nodes in the same era except in one mod. In that mod, Stronghold Explorer guild quest needs to open skill node to get some material and arcane node is the only one which does not give any. People complained why arcane was treated differently and occasionally, people still come here to complain about that issue (arcane node is not the same as others). Good for you but it does not change the fact the game make people to do the same thing again, again and again. If you are not doing that for each campaign of this game, I am not sure we are talking about the same game.
I said "Every week (or even everyday), your character will go through the same route to do the same thing."
Do you do any weekly quest?
Do you do 'train' in the new campaign?
Do you do dungeons?
Do you do dragon hunt?
Do you do dragonflight?
...
All of them are doing the same thing again, again and again with the same route.
The worst thing is that they take so long to respawn.
They are like particularly unimaginative geocaches!
When they had crafting resources you could get some real surprises, like a dragon egg or unified elements.
Maybe adding food items or potions would help?
https://forgottenrealms.fandom.com/wiki/Elven_bread
Can't find an image of those, yet do recall there were some others that used to drop; which no longer do...
AI quest used to be viable source of those, but now mimic sleeps
Bots seem to be a intentionally left alone scapegoat to justify player base limiting changes.
If things are added to skill nodes it will probably be so limited/bound that the potential benefit to players that don't bot is reduced/non-existent.
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen
What is amazing is that making RP bound would have essentially solved the problem though they opted to take RP out first instead which was quite overbearing.
Personally still wonder why anti-bot changes were always pushed to console Neverwinter when the problem does not really exist there, though when looking how quickly the player base in the past is opted to be hamstringed rather than less overbearing measures, an answer is kinda already there…
“There are changes that can be made that don’t require coding...” - TriNitY
"No amount of coding will change human behavior" - TriNitY
Ongoing Issue: Legitmate Players Banned for Botting (Console) and the Future for "Dedicated" Players
Suggestions: (Implemented) \/\/ Rearrange Character on character Select Screen