The thing is all those trash mobs are so tedious to kill ... you have to literally spend an hour killing hundreds and hundreds trash mobs without much reward. Maybe if those trash mobs have a small chance to drop epics then people would spend more time killing them. Also i wish there's less greens junk dropping and more outright gold dropping instead then I would gladly go kill trash mobs.
Edit: Nobody likes to spend thousands of AD just identifying junk just to convert them into gold.
"Participation in PVP-related activities is so low on an hourly, daily, weekly, and monthly basis that we could in fact just completely take it out of STO and it would not impact the overall number of people [who] log in to the game and play in any significant way." -Gozer, Cryptic PvP Dev
easy fix... new campfire activates when you are not in combat.
plus the invisible walls to prevent skipping rooms.
The thing this fix will just force people to clear the trash mob which is no fun and will only cause undue frustration and tedium to the game. People will then give up and just quit the game. The solution have to be making the game more fun and rewarding vs effort rather than more frustrating.
The thing this fix will just force people to clear the trash mob which is no fun and will only cause undue frustration and tedium to the game. People will then give up and just quit the game. The solution have to be making the game more fun and rewarding vs effort rather than more frustrating.
That's a lot of assumptions. People won't leave the game if the combat mechanics are fun. Currently, they are but we can't use them in endgame content because our teams (even public groups) tend to find and use shortcuts to get the only thing they want: the chest.
If you want lvl 62-65 NPCs to drop greater scrolls, that's fine and i agree but it has nothing to do with shortcuts and people not willing to play the game the way it's been designed.
Temple of the Spider has a few spots you can fall through the map, and if you wait a couple of seconds then use /stuck it teleports you to the next campfire without even running through the dungeon. So it's a confirmed cheese dungeon now too.
MoF/Thaum CWSS/Thaum CWIV/Protector GFSW/Combat HRSM/Destroyer GWFWK/Executioner TRDO/Faithful DC
Temple of the Spider has a few spots you can fall through the map, and if you wait a couple of seconds then use /stuck it teleports you to the next campfire without even running through the dungeon. So it's a confirmed cheese dungeon now too.
The thing this fix will just force people to clear the trash mob which is no fun and will only cause undue frustration and tedium to the game. People will then give up and just quit the game. The solution have to be making the game more fun and rewarding vs effort rather than more frustrating.
Are you new to these types of games or are people just not patient at all anymore?
If those people quit, the game will be a better place for the rest of us. Don't you think so, too?
Clearing mobs is a part of the dungeons. Anything else is considered an exploit, i would assume.
Peace.
That would mean less people to play with and longer queue times. It's more of a grey line... there's also incredible risk when you are running from one camp site to the next.
Well until the dev have specifically say it's an exploit people not gonna stop doing it ..even then.
I posted this to alternative thread:
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.
I put this in the same irritating category as traps...I refuse to pug because these morons run right through them and damage be damned...then they scream at the cleric because they are dead without pots.
Honestly Traps need to be random and deadly with a greater reduced chance of any non thief disarming them regardless if kit.
it would solve the whole zerg through dungeons issue
I know many players will hate me for trying to kill their "speedruns" but i think it's not working as intended, and it makes the game looking way too easy with these shortcuts.
Problem is dd chest loot in t2 dungeons is mostly ridiculously worthless t1 stuff. Do you think devs will fix this too? I don't think they will.
Take from people advantage of doing speedruns and no one will do these dungeons ever. It won't be worth the time and effort committed because the damage to the economy through major exploits has already be done and only some stuff dropping in CN has any value yet. The game launched not long ago and most gear is already not worth the time spent to get it.
The only solution would be introducing new tier of gear while making these new dungeons unexploitable, or at least fixing these new exploits extremely fast. Then we could talk about the time and effort worth the reward.
I put this in the same irritating category as traps...I refuse to pug because these morons run right through them and damage be damned...then they scream at the cleric because they are dead without pots.
Honestly Traps need to be random and deadly with a greater reduced chance of any non thief disarming them regardless if kit.
it would solve the whole zerg through dungeons issue
I remember in DDO. some traps at the end game dungeon can one shot you. TBH I am not looking forward to traps that can one shot people.
There is a reason why Spell Plague is the most fun dungeon for me.
-Bosses are balanced
-Adds don't keep spawning when boss dies (such a stupid broken bug in Frozen Heart)
-Can't skip much of it, because there are mini objectives to do before you are able to enter the plateu.
-And decent length. With a good dps team, can be cleared in 35 minutes.
There is a reason why Spell Plague is the most fun dungeon for me.
-Bosses are balanced
-Adds don't keep spawning when boss dies (such a stupid broken bug in Frozen Heart)
-Can't skip much of it, because there are mini objectives to do before you are able to enter the plateu.
-And decent length. With a good dps team, can be cleared in 35 minutes.
Actually putting mini-objectives along the way for all dungeons would help solve some of the issues.
0
beta2459Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 4Arc User
edited June 2013
I really dislike skipping any part of an instance, I mean fighting trash is half the fun of it. Rushing to the last boss just to speed run the place is silly and against the spirit of the game.
Here is an idea. place a few mini bosses in the place, make it so that you cannot progress to the next section of the instance before downing the mini boss - that puts an end to campfire running to the end.
Actually putting mini-objectives along the way for all dungeons would help solve some of the issues.
I was just thinking the same thing. Also, if you had to collect keys or parts of a rune to open the final chest then folk would have to play the dungeon as intended.
I was just thinking the same thing. Also, if you had to collect keys or parts of a rune to open the final chest then folk would have to play the dungeon as intended.
They did this with the first dungeon you get - there are 2 special chests that require 3 items each to open. Too bad h8rs grief it by taking one or two of the items and leave the dungeon.
Comments
But maybe without running through they might actually NEED a GWF in their group .
Nope, just grab another CW, more aoe damage + CC + more ST damage + range = why bother with a GWF?
Edit: Nobody likes to spend thousands of AD just identifying junk just to convert them into gold.
Actually, it's only exploiters who care.
plus the invisible walls to prevent skipping rooms.
The thing this fix will just force people to clear the trash mob which is no fun and will only cause undue frustration and tedium to the game. People will then give up and just quit the game. The solution have to be making the game more fun and rewarding vs effort rather than more frustrating.
That's a lot of assumptions. People won't leave the game if the combat mechanics are fun. Currently, they are but we can't use them in endgame content because our teams (even public groups) tend to find and use shortcuts to get the only thing they want: the chest.
If you want lvl 62-65 NPCs to drop greater scrolls, that's fine and i agree but it has nothing to do with shortcuts and people not willing to play the game the way it's been designed.
Now that is an exploit @_@;
Are you new to these types of games or are people just not patient at all anymore?
That would mean less people to play with and longer queue times. It's more of a grey line... there's also incredible risk when you are running from one camp site to the next.
Well until the dev have specifically say it's an exploit people not gonna stop doing it ..even then.
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.
Honestly Traps need to be random and deadly with a greater reduced chance of any non thief disarming them regardless if kit.
it would solve the whole zerg through dungeons issue
Problem is dd chest loot in t2 dungeons is mostly ridiculously worthless t1 stuff. Do you think devs will fix this too? I don't think they will.
Take from people advantage of doing speedruns and no one will do these dungeons ever. It won't be worth the time and effort committed because the damage to the economy through major exploits has already be done and only some stuff dropping in CN has any value yet. The game launched not long ago and most gear is already not worth the time spent to get it.
The only solution would be introducing new tier of gear while making these new dungeons unexploitable, or at least fixing these new exploits extremely fast. Then we could talk about the time and effort worth the reward.
I remember in DDO. some traps at the end game dungeon can one shot you. TBH I am not looking forward to traps that can one shot people.
-Bosses are balanced
-Adds don't keep spawning when boss dies (such a stupid broken bug in Frozen Heart)
-Can't skip much of it, because there are mini objectives to do before you are able to enter the plateu.
-And decent length. With a good dps team, can be cleared in 35 minutes.
Actually putting mini-objectives along the way for all dungeons would help solve some of the issues.
Here is an idea. place a few mini bosses in the place, make it so that you cannot progress to the next section of the instance before downing the mini boss - that puts an end to campfire running to the end.
Bazinga!!!! ye olde fat girl joke redone for GWF's, i like it!
I was just thinking the same thing. Also, if you had to collect keys or parts of a rune to open the final chest then folk would have to play the dungeon as intended.
Yep if you never know where they are, you don't auto detect "just cause" And they can send you to the happy hunting ground then that's D&D.
They did this with the first dungeon you get - there are 2 special chests that require 3 items each to open. Too bad h8rs grief it by taking one or two of the items and leave the dungeon.
Yeah, that doesnt really change the flaws in designing a class that can do decent damage against groups and **** damage one on one.
Thuis is one of the biggest issues I have with NWO rogue. Rogues are trap disarmers, lockpickers, and masters of 5 billion skills. Not 1337 dps.
But all theyre good for in NWO is dps.
I know I want
"You entered the Ruins of Carnage without a Rogue?"
To frigging mean something again, and my main is a TR.