I find the current practice of taking shortcuts through dungeons to bypass groups of mobs takes away from the pleasure of playing the game. Many people seem to think that this is a race to the loot at the end. Sure it saves time, but it suberts the game. It's cheating. I have a few suggestions to deal with this:
1. Block all shortcuts
2. Have the system detect when a large number of mobs have been skipped and immediately aggro them on the team and go to their location.
3. Prevent the chest from opening or prevent high end drops from bosses if shortcuts have been taken.
A variant on this is to simply run through a large swath of mobs and race to the next campfire. There everyone dies and the mobs reset and go away.
Another common practice is knocking large groups of mobs over an edge. This also feels like a subversion of the level designer's intent. Recent patches have fixed some of this, but it's still prevalent in many areas, most notably the Spell Plague dungeon's end boss area.
While I'm at it, I would like to see a player reputation system instituted to deal with the frequent practice of group members leaving after they've gotten their loot, but before everyone else has with strong minion mobs still in the area. Normally the chest won't open until all mobs have been cleared from a boss area, but there is apparently a way to trick the system into allowing the loot chest to open before the mobs have been cleared. Those who know about it can grab their loot and leave the rest of the party with a swarm of mobs that cannot be overcome by the remaining team members, denying them a chance at their share of the loot.
There is also a common practice of belittling those of lesser ability or experience, sucking much of the fun factor out of the game. There needs to be a means of dealing with people who take pleasure at putting others down. The anonymity that comes with online play seems to bring out the worst in some people and we need a way to discourage this type of behavior.
And then there's the practice of "pre-clearing" dungeons prior to a delves event. When the event begins, team members log out and back in, thus enabling the delve chest. Using this practice, a team can get through many dungeons during a delve event meant to allow one or two. This damages the economy by increasing the supply of high end items beyond the design target.
Player rep is simply another grief tool a la chat ban.
Devs cant code their game to stop people from being d-bags. They can only stop giving them the tools to be d-bags with. If everyone stopped playing with the true d-bags they would no one left to play with but each other. This means being ones own advocate, hooking up with a good guild, and or keeping a list of folks who do/don't game with your same interests in mind.
Maybe if it the trash was worth doing, and wasn't boring I'd agree.
They need to fix their content before they make it mandatory lol.
Why should we have to kill them all? Obviously, if I were a wizard IN REAL LIFE, and there were 6 ugly creatures attacking me near a cliff, and I just happened to possess telekinetic powers...I would not bother fighting.
The devs have already stated that delve pre-clearing is not an exploit and it is working exactly as intended.
I disagree about the comment on knocking mobs off cliffs/into an area that will kill them (acid/lava/etc.). Using the same example, the spellplague boss, the blue monsters there can knock the players off the edge as well. I do believe knocking monsters off cliffs is working as intended (although I can't say I've read a dev say that to date). I do also think that knocking monsters off cliffs is too strong of a tactic atm and that the devs should consider for new dungeons to make less areas where this tactic will work (less cliffs etc.)
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
In fact, if you search in an adjacent topic, you'll find a statement that says the opposite :P
I dont' know what you mean by adjacent topic but I'd love to see the statement personally.
Could you share a little more info on where to find this statement?
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cihuacoatlMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 1Arc User
edited June 2013
Knocking MOBs off cliffs is by design. That is the only real purpose of CW that and grouping MOBs up.
Now fights like Spell can be done without knockbacks but you better have a 10k+ cleric or 2 in order to survive the process. Besides that given that tanking in this game is a joke in almost all fights that you cannot knock back your only option is to Kite. I personally think forcing your cleric to kite every fight because of broken encounters is a bigger issue... the fact that GF is a mess doesn't help either.
People cry about everything but the simple truth until the game gets 'fixed'. The only way to defeat bosses with minimal equipment scores is by using what a handful are calling exploits. i.e. knock backs, pulling the boss, sitting were the boss cannot hit you, etc all of which at the same time could be seen a valid strats...
Remember its the players job to figure out how to defeat the boss anyways possible. If PWE has a intended strategy then that needs to be enforced. Though I will admit I have seen very little thought in most Boss encounters compared to traditional raiding encounters from games like EQ, EQ2, Rift, etc
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited June 2013
If only it was that simple.
More than likely Module 1 which is mentioned in the State of the Game article will address many of the shortcuts and boss loopholes (luring).
The trash needs to worth fighting. It needs reasons to be there other than 'to make it take longer'. Otherwise, it's just a dull chore, that offers no threat, that parties must get over with just to get to the fun part.
Make the trash fun and worthwhile to fight and most players will choose to do it.
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ausdoerrtMember, Neverwinter Beta UsersPosts: 0Arc User
At current state its not worth fight trash it's why most groups just skip trash run to next fire die start climb in unusual places to skip trash mob grps.
Or just reduce trash mob amount by adding harder ones as killing trash for 10-25 mins to get to next boss is bad idea its let some ppl search how to abuse and skip trash mobs at all.
So in sum:
1. Add very valuable loot drops from hard mobs what can be soloed by 1-3 person to avoid farming by exploiters.
2. Reduce trash mob count by adding a bit harder to kill mobs again they need be not so hard to again not let ppl think about how to skip them.
3. Add more gold potion elixir drops from mobs again, only from harder to kill mobs.
4. if reduce trash mob count add something like some boss buf depending on how much trash mobs is alive in zone to boss.Like ~10 trash mobs alive boss gets 10% damage boss, ~20 alive 20% buf .....
so if you don't kill trash before boss, boss becomes overpowered and hits you for OVER 9000.
Anyway need reduce useless trash count before get to boss.
Ps sry for my bad english.
D&D has always been trash mobs. Dungeon after dungeon full of trash mobs, in many campaigns. Asking the team to give them super-awesome drops, or just eliminate them is the mindset of people who've either forgotten what D&D is, or just never played it. Players can already get to 60 ridiculously fast, and now people are asking -more or less- to just be dropped at the boss, who is made as easy as possible, so they can get loot from a DD event box.
These, generally speaking, are the players who sit around saying "I'm bored, nothing to do." because the burned through all the content as quickly as humanly possible instead of remembering that games are only a means to pass some time -hopefully enjoyably.
And then there's the practice of "pre-clearing" dungeons prior to a delves event. When the event begins, team members log out and back in, thus enabling the delve chest. Using this practice, a team can get through many dungeons during a delve event meant to allow one or two. This damages the economy by increasing the supply of high end items beyond the design target.
This particular part Dev's have responded to and said is not only allowed, but intended.
D&D has always been trash mobs. Dungeon after dungeon full of trash mobs, in many campaigns. Asking the team to give them super-awesome drops, or just eliminate them is the mindset of people who've either forgotten what D&D is, or just never played it. Players can already get to 60 ridiculously fast, and now people are asking -more or less- to just be dropped at the boss, who is made as easy as possible, so they can get loot from a DD event box.
These, generally speaking, are the players who sit around saying "I'm bored, nothing to do." because the burned through all the content as quickly as humanly possible instead of remembering that games are only a means to pass some time -hopefully enjoyably.
Great post on many, many levels.
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bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
edited June 2013
At the very least, the green gear that drops from trash mobs in epic dungeons should be worth the 125 ADs it costs to buy a scroll to ID them. At the same time, the blue item, which is what people want, is already ID'd? Maybe make it so that for every 10 trash mobs the group defeats, each team member gets a free greater id scroll. Also have at least 1-2 blue items drop from those regular mobs as you do the dungeon...
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
Comments
Devs cant code their game to stop people from being d-bags. They can only stop giving them the tools to be d-bags with. If everyone stopped playing with the true d-bags they would no one left to play with but each other. This means being ones own advocate, hooking up with a good guild, and or keeping a list of folks who do/don't game with your same interests in mind.
They need to fix their content before they make it mandatory lol.
Why should we have to kill them all? Obviously, if I were a wizard IN REAL LIFE, and there were 6 ugly creatures attacking me near a cliff, and I just happened to possess telekinetic powers...I would not bother fighting.
I disagree about the comment on knocking mobs off cliffs/into an area that will kill them (acid/lava/etc.). Using the same example, the spellplague boss, the blue monsters there can knock the players off the edge as well. I do believe knocking monsters off cliffs is working as intended (although I can't say I've read a dev say that to date). I do also think that knocking monsters off cliffs is too strong of a tactic atm and that the devs should consider for new dungeons to make less areas where this tactic will work (less cliffs etc.)
I dont' know what you mean by adjacent topic but I'd love to see the statement personally.
Could you share a little more info on where to find this statement?
Now fights like Spell can be done without knockbacks but you better have a 10k+ cleric or 2 in order to survive the process. Besides that given that tanking in this game is a joke in almost all fights that you cannot knock back your only option is to Kite. I personally think forcing your cleric to kite every fight because of broken encounters is a bigger issue... the fact that GF is a mess doesn't help either.
People cry about everything but the simple truth until the game gets 'fixed'. The only way to defeat bosses with minimal equipment scores is by using what a handful are calling exploits. i.e. knock backs, pulling the boss, sitting were the boss cannot hit you, etc all of which at the same time could be seen a valid strats...
Remember its the players job to figure out how to defeat the boss anyways possible. If PWE has a intended strategy then that needs to be enforced. Though I will admit I have seen very little thought in most Boss encounters compared to traditional raiding encounters from games like EQ, EQ2, Rift, etc
More than likely Module 1 which is mentioned in the State of the Game article will address many of the shortcuts and boss loopholes (luring).
Make the trash fun and worthwhile to fight and most players will choose to do it.
Whee-oops, bad reading. That thread was talking about pulling bosses away from adds, my bad.
Or just reduce trash mob amount by adding harder ones as killing trash for 10-25 mins to get to next boss is bad idea its let some ppl search how to abuse and skip trash mobs at all.
So in sum:
1. Add very valuable loot drops from hard mobs what can be soloed by 1-3 person to avoid farming by exploiters.
2. Reduce trash mob count by adding a bit harder to kill mobs again they need be not so hard to again not let ppl think about how to skip them.
3. Add more gold potion elixir drops from mobs again, only from harder to kill mobs.
4. if reduce trash mob count add something like some boss buf depending on how much trash mobs is alive in zone to boss.Like ~10 trash mobs alive boss gets 10% damage boss, ~20 alive 20% buf .....
so if you don't kill trash before boss, boss becomes overpowered and hits you for OVER 9000.
Anyway need reduce useless trash count before get to boss.
Ps sry for my bad english.
Ability Scores || All Attribute Roll Combinations || My Cleric Stream \o/
These, generally speaking, are the players who sit around saying "I'm bored, nothing to do." because the burned through all the content as quickly as humanly possible instead of remembering that games are only a means to pass some time -hopefully enjoyably.
This particular part Dev's have responded to and said is not only allowed, but intended.
Your other points are valid.
Great post on many, many levels.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums