I'll never understand people who want to finish dungeons as quickly as possible, skipping as much trash as they can, using cheats and exploits and glitches to get though it with as little gameplay as they can.
What's the point? So they can get to the end and get their gear, which they then use in the next run to not fight?
If trash is boring in any given dungeon, the solution is not to take it out, the solution is to make it more difficult so it's not a hindrance, it's a challenge.
Whenever I hear people say, "I hate fighting trash", all I hear is "I don't actually like playing this game, I just want a digital pat on the back in the form of purple pixels."
Exactly this!!!! Someone else gets it. The dungeon is a experience when you finish. That is if you finish if we get some new places that is hard to progress on. You should be like that was awesome and not really care about some chest.
Here is my idea, you can run the dungeon one time each at normal, T1, and T2. To compensate have the chest at end of the Delve contain 5 treasures, each party member can get one. Also the items should be bind on pick-up. After your third run the dungeon is locked down, just like the skirmishes. I also like the idea about having to achieve objectives along the way to the final chest. So what if you don't have all purple gear? Does having all purple make the game more enjoyable? This is a game, not a job. Enjoy the game, play the game. If you are already at 60th level after a week and bored, you have no one to blame but yourself. This is not the Monaco Grand Prix, there is no prize for getting to 60 the fastest. Slow down and enjoy. I will agree the boss mechanics are really lazy design as are the mobs you encounter. There are ways of making a dungeon challenging without throwing 50 monsters at you at a time. One of the dungeons I really enjoyed was the Pirate King with it's puzzles, more dungeons like that. Traps, secret doors, misdirection, illusions, all sorts of things you can for dungeon design.
I haven't tried any epic dungeons... in the non-epic dungeons I like fighting the trash because a group fighting a horde of strong-ish stuff is a different experience to either fighting bosses or fighting stuff solo.
But I'm familiar with getting sick of grinding if I was grinding; the whole 'nothing but dungeons' at 60 thing makes me shelve my 60s and play other characters instead. And if the trash was twice as numerous to the point where it was a constant struggle and expense... yeah, I could see skipping it.
But whatever you do, never, ever add a requirement to 'kill all mobs in dungeon'. It was the *worst* thing about CoH because there's always be one that ran away, and sometimes they'd get stuck in walls or whatever and ugh.
But whatever you do, never, ever add a requirement to 'kill all mobs in dungeon'. It was the *worst* thing about CoH because there's always be one that ran away, and sometimes they'd get stuck in walls or whatever and ugh.
Hah, I was about to post an objection like that- mobs often get stuck in stupid places in NW. My favourite is right at the end of the spider temple, one of the weaker drop types often ends up glitched into the spiked walls along the outside of the boss room. I'm sure there are many others, as the maps are full of funny little terrain problems.
A mechanic like throwing switches, collecting wards, or lighting torches, on the other hand, where they're placed in carefully designed geometrically plain areas that are hard to glitch, might help keep things a little more stabby.
Here is my idea, you can run the dungeon one time each at normal, T1, and T2. To compensate have the chest at end of the Delve contain 5 treasures, each party member can get one. Also the items should be bind on pick-up. After your third run the dungeon is locked down, just like the skirmishes. I also like the idea about having to achieve objectives along the way to the final chest. So what if you don't have all purple gear? Does having all purple make the game more enjoyable? This is a game, not a job. Enjoy the game, play the game. If you are already at 60th level after a week and bored, you have no one to blame but yourself. This is not the Monaco Grand Prix, there is no prize for getting to 60 the fastest. Slow down and enjoy. I will agree the boss mechanics are really lazy design as are the mobs you encounter. There are ways of making a dungeon challenging without throwing 50 monsters at you at a time. One of the dungeons I really enjoyed was the Pirate King with it's puzzles, more dungeons like that. Traps, secret doors, misdirection, illusions, all sorts of things you can for dungeon design.
So what if you don't have all purple gear? Does having all purple make the game more enjoyable? This is a game, not a job. Enjoy the game, play the game.
If you don't have all purples, you probably won't have a high enough Gear Score to make it into the most challenging dungeons, let alone actually beat the bosses. Also, makes it easier to solo the lower dungeons.
So, yeah, having all purples and raising your GS can make the game more enjoyable.
Most of the last bit sounds cool.
We've already seen the start if some of that in Cragmire Keep.
Your correct, if running dungeons endlessly was the only endgame available. However it is not all you can do for endgame in Neverwinter. You have Foundry quests, PvP, and Professions that can be done here, as well as RP if you want. It seems to me as much as people complain about how boring it is to run a dungeon for the 30th time, perhaps they should move on to another aspect of the game. Personally, after the 4th or 5th time I wouldn't run the dungeon again anyway, even if I didn't get the epic loot for my character.
Your correct, if running dungeons endlessly was the only endgame available. However it is not all you can do for endgame in Neverwinter. You have Foundry quests, PvP, and Professions that can be done here, as well as RP if you want. It seems to me as much as people complain about how boring it is to run a dungeon for the 30th time, perhaps they should move on to another aspect of the game. Personally, after the 4th or 5th time I wouldn't run the dungeon again anyway, even if I didn't get the epic loot for my character.
Come on Do you really consider logging in every 8 hours to rotate profession tasks to be part of the end game?
Foundry needs appropriate challenges and rewards before it becomes relevant.
Use the <removed exploit lead-in> to interact with the auction vendor.
The Foundry did have the appropriate rewards, until the same set of of low ethics individuals that exploit dungeons exploited the Foundry rewards. Foundry quests can be quite challenging if designed properly. There are some really good Foundry quests out there for all play styles.
@Verdonix1: If you don't like "morality" or "virtue" pushed on you best you drop out of society now. That hole in the wall to get around the monster is the same loophole in the law that allows people to stash money in Tax havens. It's legal but considered very immoral. Not to get into that debate, just saying the argument cuts both ways.
The Foundry did have the appropriate rewards, until the same set of of low ethics individuals that exploit dungeons exploited the Foundry rewards. Foundry quests can be quite challenging if designed properly. There are some really good Foundry quests out there for all play styles.
@Verdonix1: If you don't like "morality" or "virtue" pushed on you best you drop out of society now. That hole in the wall to get around the monster is the same loophole in the law that allows people to stash money in Tax havens. It's legal but considered very immoral. Not to get into that debate, just saying the argument cuts both ways.
The Foundry dropped something besides greens, potions, and kits? I don't remember that...
Use the <removed exploit lead-in> to interact with the auction vendor.
Your correct, if running dungeons endlessly was the only endgame available. However it is not all you can do for endgame in Neverwinter. You have Foundry quests, PvP, and Professions that can be done here, as well as RP if you want. It seems to me as much as people complain about how boring it is to run a dungeon for the 30th time, perhaps they should move on to another aspect of the game. Personally, after the 4th or 5th time I wouldn't run the dungeon again anyway, even if I didn't get the epic loot for my character.
One of the primary reasons people play MMORPGs is something called character progression. They want to always be seeing their character get stronger and more powerful. One of the leading causes of players quitting MMOs are when they can't progress their character anymore, either due to some brick wall in game difficulty at some point, or lack of end game to provide more means to progress.
Foundry offers no progression. They are fun, but have no reward other than the fun.
Professions can offer progression, if you have obscene amounts of AD to sink in them. The vast majority do not.
PvP in MMOs makes me roll my eyes in general, but this game's PvP makes all other MMO PvP look almost legit in comparison. The swarms of bots and afkers should tell you that very few people take this game's PvP seriously, usually the ones that have spent money getting the very OP enchants. Yes, PvP does offer progression, but extremely few people are going to be willing to wade through permanently stealthed rogues, tanks that kill in 2 attacks, and all the other nonsense present to get to the actual gear.
A lot of people are going to start leaving this game soon anyway, because the new game smell is pretty close to falling off, and that's just how MMOs are. But your idea would make a lot more people leave, people that might have stayed.
Everyone likes to see their character progress, but if that is the major draw then most people would quit after 10 ten days. The ones that made 60th level in 4 days, exploited their way to all purples in another 4 days, and got bored after 2 more because there is nothing left to do.
Perhaps I'm odd but isn't that the whole point to playing a game is to have fun? If all you are after in playing is to get a reward then that seems more like a job than entertainment. Of course beating that demon and getting a +3 longsword adds to the fun, but here the problem is a +3 longsword is trash, not a reward. The commonality of extraordinary items does detract some from the fun.
I can't speak to the quality of PvP as I do not play that, it isn't fun for me. I was merely saying that is an option this game offers.
I know that many claim to have to sink money into professions, perhaps I have not leveled them high enough yet, but I have not spent any money on them besides ingame currencies.
The Foundry dropped something besides greens, potions, and kits? I don't remember that...
It used allow author control of the loot during closed Beta, and in the first few days of "Open Soft Beta Launch". The authors could set the reward to match the difficulty of their adventure. The unscrupulous would create a Foundry, that had no actual challenge and place dragon horde size chests. Also there was an exploit that allowed them to practically level straight to 60th. This got the Foundry "nerfed".
Everyone likes to see their character progress, but if that is the major draw then most people would quit after 10 ten days. The ones that made 60th level in 4 days, exploited their way to all purples in another 4 days, and got bored after 2 more because there is nothing left to do.
Perhaps I'm odd but isn't that the whole point to playing a game is to have fun? If all you are after in playing is to get a reward then that seems more like a job than entertainment. Of course beating that demon and getting a +3 longsword adds to the fun, but here the problem is a +3 longsword is trash, not a reward. The commonality of extraordinary items does detract some from the fun.
I can't speak to the quality of PvP as I do not play that, it isn't fun for me. I was merely saying that is an option this game offers.
I know that many claim to have to sink money into professions, perhaps I have not leveled them high enough yet, but I have not spent any money on them besides ingame currencies.
One significant portion of NWs design that does nothing but add to the frustration is how delve chests and boss loot works. Anyone with 3/4 t2 pieces who decides to try and get their 4th piece of t2 runs the risk of spending hours of their life getting t1 belts. A lot of these people will end up frustrated, hop walls, die at campfires, etc.
You know what? I could never blame them. I sincerely believe that 1 day dungeon lockouts and significantly increased chances at the loot you want would make for a dramatically happier player base.
Use the <removed exploit lead-in> to interact with the auction vendor.
A proposal to require killing all mobs has merit. But what if you miss a few monsters who fall off somewhere?
Many classes have knockback/repel abilities and a monster may be stuck or missing.
A requirement to only clear 90%+ would be better in my opinion.
I do a speed run IF and ONLY IF the result is a huge, glorious battle at the end.
If the purpose of a speed run is to ignore/avoid monsters, then I'm against.
Has anyone played Fardelver crypt lately? That crypt is usually non-stop speed runs.
One time, we killed all the mobs, slowly. Another party member described this "technique" as "old school".
It's sad that killing mobs is considered an outdated form of gameplay.
I pretty much only do pug's or guild parties now. Best chance I have at playing normally.
I don't understand why so many players continue playing Neverwinter primarily for the rewards and loot.
The day I enjoy the rewards/loot more than the gameplay, is the day I play a different game.
If dungeons are such a boring grind to some people, then why not play something else?
A proposal to require killing all mobs has merit. But what if you miss a few monsters who fall off somewhere?
Many classes have knockback/repel abilities and a monster may be stuck or missing.
A requirement to only clear 90%+ would be better in my opinion.
I do a speed run IF and ONLY IF the result is a huge, glorious battle at the end.
If the purpose of a speed run is to ignore/avoid monsters, then I'm against.
Has anyone played Fardelver crypt lately? That crypt is usually non-stop speed runs.
One time, we killed all the mobs, slowly. Another party member described this "technique" as "old school".
It's sad that killing mobs is considered an outdated form of gameplay.
I pretty much only do pug's or guild parties now. Best chance I have at playing normally.
I don't understand why so many players continue playing Neverwinter primarily for the rewards and loot.
The day I enjoy the rewards/loot more than the gameplay, is the day I play a different game.
If dungeons are such a boring grind to some people, then why not play something else?
If people find recovering treasure to be rewarding, what good does it do for them to play something else? They will encounter your sort of attitude everywhere they go on to play.
Why does the other segment of the game population have to be such a ****ing problem for people? Find a group of people who like to do things your way and then guild up and do it. Coexistence is possible.
Use the <removed exploit lead-in> to interact with the auction vendor.
One significant portion of NWs design that does nothing but add to the frustration is how delve chests and boss loot works. Anyone with 3/4 t2 pieces who decides to try and get their 4th piece of t2 runs the risk of spending hours of their life getting t1 belts. A lot of these people will end up frustrated, hop walls, die at campfires, etc.
You know what? I could never blame them. I sincerely believe that 1 day dungeon lockouts and significantly increased chances at the loot you want would make for a dramatically happier player base.
This why I say instead of just dropping one piece of loot from the DD chest it should one piece for each class that played. Then again the I think the whole idea that everyone needs to have magical gear coming out of thier ears needs to be rethought. A magical item should be extraordinary, and really make a difference. Right now OP magical items are so common they are practically worthless.
A proposal to require killing all mobs has merit. But what if you miss a few monsters who fall off somewhere?
Many classes have knockback/repel abilities and a monster may be stuck or missing.
A requirement to only clear 90%+ would be better in my opinion.
I do a speed run IF and ONLY IF the result is a huge, glorious battle at the end.
If the purpose of a speed run is to ignore/avoid monsters, then I'm against.
Has anyone played Fardelver crypt lately? That crypt is usually non-stop speed runs.
One time, we killed all the mobs, slowly. Another party member described this "technique" as "old school".
It's sad that killing mobs is considered an outdated form of gameplay.
I pretty much only do pug's or guild parties now. Best chance I have at playing normally.
I don't understand why so many players continue playing Neverwinter primarily for the rewards and loot.
The day I enjoy the rewards/loot more than the gameplay, is the day I play a different game.
If dungeons are such a boring grind to some people, then why not play something else?
I prefer the "old school" way, and agree with you that if I am only playing for the loot at the end it's time for a new game.
You folks that want to kill everything and smell the roses...go ahead...you don't see me bashing your style on the forums.
Trimming time of of the run is what speed is about. I have killed enough mobs already in this game to have all the slayer titles. I don't need to smell the roses. I don't need to take a photo op. I am not a visitor like some, I live in the dungeons.
Seeing as we like to push ideas upon others...how about every time you walk into a dungeon it costs you 10k AD 5 gold and 5 hours commitment? Yeah...thought not. Now quit pushing your ideas down other peoples throats.
0
derpaderpistMember, Neverwinter Beta UsersPosts: 0Arc User
There should be no reward if you don't earn it. I am tired of all the groups that want to run threw stuff to die and not clear trash that isn't that hard to begin with. I left my party at Karrundax cause they were just trying to exploit run threw simple trash to just die. Well if I don't have to die I won't. I think a great fix to this is that you have to clear all trash to get your DD chest. That way there is a reward for what you did. If you do short cuts fine you just don't get a chest. Dungeons are terrible and the parties that just want to exploit them are worse. Lets try and improve DD hour by making it that you actually have to do the Dungeon to get your chest reward. Thanks!!
r u serial breh ?!
" We live in an age of the cheaply made, disposable, high priced junk. " - theunwarshed
Why does the other segment of the game population have to be such a ****ing problem for people? Find a group of people who like to do things your way and then guild up and do it. Coexistence is possible.
As I already said, Fardelver crypt is almost non-stop speed runs. It's much easier to find a speed run than a normal run.
I am complaining because killing mobs is in the minority.
There are numerous MMO's out there which reward loot. Why play Neverwinter?
Reason I don't play most other MMO's is because I prefer D&D theme or Neverwinter theme. It's immersive and interesting. Game play is challenging and fun. Graphics are good for a mmo.
It also looks good in 3D.
As I already said, Fardelver crypt is almost non-stop speed runs. It's easier to find a speed run than a normal run.
I am complaining because killing mobs is in the minority.
There are numerous MMO's out there which reward loot. Why play Neverwinter?
Reason I don't play most other MMO's is because I prefer D&D theme or Neverwinter theme. It's immersive and interesting.
It also looks good in 3D.
Spending more time then is necessary is always going to be unpopular. Not sure why people are so deadset on giving it a negative stigma.
Use the <removed exploit lead-in> to interact with the auction vendor.
Spending more time then is necessary is always going to be unpopular. Not sure why people are so deadset on giving it a negative stigma.
No. You're wrong. some people enjoy long gameplay and not rushing.
You did not reply to my question. Why do you play Neverwinter?
If you are in a hurry and don't have much time to play, then perhaps you should play something else.
While I agree that running to the next campfire is a cheese way to push through dungeons.
Skipping trash isn't so bad an idea. I mean sure don't make it all trivial. But some legit methods to dodging the dangers would add an extra layer. Hidden door that have a small corridor, etc.
We can even relate this to a RL example. You and 4 buddies storm a fortified bank cause of the "treasure inside." Now are you realistically going to fight every guard patrol and watchman, to risk alarm? No.
That said if sneak routes and other legit ways are implemented. Then the traps that already exist in this game could be beefed up and littered about to add a layer of danger to all areas of the dungeon we are slinking through.
short story: Legit trash avoidance is clever and even realistic. Campfire marathons are a bit cheesey ( but sadly with such lame standards in place atm, is a better option for some.)
No. You're wrong. some people enjoy long gameplay and not rushing.
You did not reply to my question. Why do you play Neverwinter?
If you are in a hurry and don't have much time to play, then perhaps you should play something else.
What the hell do you mean wrong? Unpopular does not mean 100% decided against. Of course some people like slow and long trash clears. As I've said several times now, just group with like minded people and stop harassing players who are not even breaking the rules. You just said speed runs are the defacto standard fardelver tactic. If killing unnecessary **** was popular, this thread probably wouldn't exist. Ps. You can run to the mimic door and aoe the entire instance down at once. No glitching required.
I play games for the joy of defeating challenges. This game does not have challenging dungeon trash.
Use the <removed exploit lead-in> to interact with the auction vendor.
Spending more time then is necessary is always going to be unpopular. Not sure why people are so deadset on giving it a negative stigma.
Well if you want to log in and play for 20 mins, that's what skirmishes and cloak tower are for. This may not be a popular assertion as well, but the point of playing a MMO is enjoying the gameplay, not enjoying the rewards. I'm ok with people not enjoying the gameplay and willing to get rewards only but why are they allowed to force others to rush content through exploits?
Unpopular does not mean 100% decided against. Of course some people like slow and long trash clears. As I've said several times now, just group with like minded people and stop harassing players who are not even breaking the rules.
True. Unpopular does not mean 100% decided against.
What evidence do you have that "Spending more time then is necessary is always going to be unpopular."
Seems to me, there is no strong evidence or data to make such a claim.
What is this harassment which you speak of? stop harassing players? Who is harassing players and how?
Based on my experiences, in most dungeons, it is possible to form a party, according to my desires.
But my experiences with Fardelver Crypt have been the worst so far, of any dungeon, which is why I specificially mention it. It is not easy to find a non-speed run group for that dungeon. If it was easy, I would not be complaining about it.
I play games for the joy of defeating challenges. This game does not have challenging dungeon trash.
Since you enjoy defeating challenges, yet think dungeon "trash" is unchallenging, then why play this game?
What is challenging about Neverwinter?
0
mrexploiterMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 24Arc User
edited July 2013
I've been playing this game for quite some time now and I personally stray away from taking shortcuts. (I'm a GF, so I normally lead groups in pulls and progressing through a dungeon.) I also think that sometimes attempting the shortcuts actually take more time and add frustration to the group. For example, there are shortcuts that people have to jump just right to pull off a shortcut. I don't see the point in having to clear everything in a dungeon though, being able to hug a wall and avoid a pathing mob should be part of the game. If something is in the corner and you can walk away from it, why don't you? For example, in Spellplague there is a hulk in the beginning of the instance by a spawning pit that you can completely avoid. Developers don't expect you to have to clear everything in order to finish a dungeon.
Comments
Exactly this!!!! Someone else gets it. The dungeon is a experience when you finish. That is if you finish if we get some new places that is hard to progress on. You should be like that was awesome and not really care about some chest.
But I'm familiar with getting sick of grinding if I was grinding; the whole 'nothing but dungeons' at 60 thing makes me shelve my 60s and play other characters instead. And if the trash was twice as numerous to the point where it was a constant struggle and expense... yeah, I could see skipping it.
But whatever you do, never, ever add a requirement to 'kill all mobs in dungeon'. It was the *worst* thing about CoH because there's always be one that ran away, and sometimes they'd get stuck in walls or whatever and ugh.
Hah, I was about to post an objection like that- mobs often get stuck in stupid places in NW. My favourite is right at the end of the spider temple, one of the weaker drop types often ends up glitched into the spiked walls along the outside of the boss room. I'm sure there are many others, as the maps are full of funny little terrain problems.
A mechanic like throwing switches, collecting wards, or lighting torches, on the other hand, where they're placed in carefully designed geometrically plain areas that are hard to glitch, might help keep things a little more stabby.
That's an absolutely TERRIBLE idea for an MMO.
So, yeah, having all purples and raising your GS can make the game more enjoyable.
Most of the last bit sounds cool.
We've already seen the start if some of that in Cragmire Keep.
Then make your own groups and kill every single mob in the instance.
If you are having problems finding 4 other like minded individuals? Maybe that should tell you something.
Come on Do you really consider logging in every 8 hours to rotate profession tasks to be part of the end game?
Foundry needs appropriate challenges and rewards before it becomes relevant.
@Verdonix1: If you don't like "morality" or "virtue" pushed on you best you drop out of society now. That hole in the wall to get around the monster is the same loophole in the law that allows people to stash money in Tax havens. It's legal but considered very immoral. Not to get into that debate, just saying the argument cuts both ways.
The Foundry dropped something besides greens, potions, and kits? I don't remember that...
One of the primary reasons people play MMORPGs is something called character progression. They want to always be seeing their character get stronger and more powerful. One of the leading causes of players quitting MMOs are when they can't progress their character anymore, either due to some brick wall in game difficulty at some point, or lack of end game to provide more means to progress.
Foundry offers no progression. They are fun, but have no reward other than the fun.
Professions can offer progression, if you have obscene amounts of AD to sink in them. The vast majority do not.
PvP in MMOs makes me roll my eyes in general, but this game's PvP makes all other MMO PvP look almost legit in comparison. The swarms of bots and afkers should tell you that very few people take this game's PvP seriously, usually the ones that have spent money getting the very OP enchants. Yes, PvP does offer progression, but extremely few people are going to be willing to wade through permanently stealthed rogues, tanks that kill in 2 attacks, and all the other nonsense present to get to the actual gear.
A lot of people are going to start leaving this game soon anyway, because the new game smell is pretty close to falling off, and that's just how MMOs are. But your idea would make a lot more people leave, people that might have stayed.
Perhaps I'm odd but isn't that the whole point to playing a game is to have fun? If all you are after in playing is to get a reward then that seems more like a job than entertainment. Of course beating that demon and getting a +3 longsword adds to the fun, but here the problem is a +3 longsword is trash, not a reward. The commonality of extraordinary items does detract some from the fun.
I can't speak to the quality of PvP as I do not play that, it isn't fun for me. I was merely saying that is an option this game offers.
I know that many claim to have to sink money into professions, perhaps I have not leveled them high enough yet, but I have not spent any money on them besides ingame currencies.
One significant portion of NWs design that does nothing but add to the frustration is how delve chests and boss loot works. Anyone with 3/4 t2 pieces who decides to try and get their 4th piece of t2 runs the risk of spending hours of their life getting t1 belts. A lot of these people will end up frustrated, hop walls, die at campfires, etc.
You know what? I could never blame them. I sincerely believe that 1 day dungeon lockouts and significantly increased chances at the loot you want would make for a dramatically happier player base.
Even Castle Never runs shouldn't last 2hours. You gotta change parties or guilds if that is the case
Many classes have knockback/repel abilities and a monster may be stuck or missing.
A requirement to only clear 90%+ would be better in my opinion.
I do a speed run IF and ONLY IF the result is a huge, glorious battle at the end.
If the purpose of a speed run is to ignore/avoid monsters, then I'm against.
Has anyone played Fardelver crypt lately? That crypt is usually non-stop speed runs.
One time, we killed all the mobs, slowly. Another party member described this "technique" as "old school".
It's sad that killing mobs is considered an outdated form of gameplay.
I pretty much only do pug's or guild parties now. Best chance I have at playing normally.
I don't understand why so many players continue playing Neverwinter primarily for the rewards and loot.
The day I enjoy the rewards/loot more than the gameplay, is the day I play a different game.
If dungeons are such a boring grind to some people, then why not play something else?
If people find recovering treasure to be rewarding, what good does it do for them to play something else? They will encounter your sort of attitude everywhere they go on to play.
Why does the other segment of the game population have to be such a ****ing problem for people? Find a group of people who like to do things your way and then guild up and do it. Coexistence is possible.
I prefer the "old school" way, and agree with you that if I am only playing for the loot at the end it's time for a new game.
Trimming time of of the run is what speed is about. I have killed enough mobs already in this game to have all the slayer titles. I don't need to smell the roses. I don't need to take a photo op. I am not a visitor like some, I live in the dungeons.
Seeing as we like to push ideas upon others...how about every time you walk into a dungeon it costs you 10k AD 5 gold and 5 hours commitment? Yeah...thought not. Now quit pushing your ideas down other peoples throats.
r u serial breh ?!
As I already said, Fardelver crypt is almost non-stop speed runs. It's much easier to find a speed run than a normal run.
I am complaining because killing mobs is in the minority.
There are numerous MMO's out there which reward loot. Why play Neverwinter?
Reason I don't play most other MMO's is because I prefer D&D theme or Neverwinter theme. It's immersive and interesting. Game play is challenging and fun. Graphics are good for a mmo.
It also looks good in 3D.
Spending more time then is necessary is always going to be unpopular. Not sure why people are so deadset on giving it a negative stigma.
No. You're wrong. some people enjoy long gameplay and not rushing.
You did not reply to my question. Why do you play Neverwinter?
If you are in a hurry and don't have much time to play, then perhaps you should play something else.
Skipping trash isn't so bad an idea. I mean sure don't make it all trivial. But some legit methods to dodging the dangers would add an extra layer. Hidden door that have a small corridor, etc.
We can even relate this to a RL example. You and 4 buddies storm a fortified bank cause of the "treasure inside." Now are you realistically going to fight every guard patrol and watchman, to risk alarm? No.
That said if sneak routes and other legit ways are implemented. Then the traps that already exist in this game could be beefed up and littered about to add a layer of danger to all areas of the dungeon we are slinking through.
short story: Legit trash avoidance is clever and even realistic. Campfire marathons are a bit cheesey ( but sadly with such lame standards in place atm, is a better option for some.)
What the hell do you mean wrong? Unpopular does not mean 100% decided against. Of course some people like slow and long trash clears. As I've said several times now, just group with like minded people and stop harassing players who are not even breaking the rules. You just said speed runs are the defacto standard fardelver tactic. If killing unnecessary **** was popular, this thread probably wouldn't exist. Ps. You can run to the mimic door and aoe the entire instance down at once. No glitching required.
I play games for the joy of defeating challenges. This game does not have challenging dungeon trash.
Well if you want to log in and play for 20 mins, that's what skirmishes and cloak tower are for. This may not be a popular assertion as well, but the point of playing a MMO is enjoying the gameplay, not enjoying the rewards. I'm ok with people not enjoying the gameplay and willing to get rewards only but why are they allowed to force others to rush content through exploits?
True. Unpopular does not mean 100% decided against.
What evidence do you have that "Spending more time then is necessary is always going to be unpopular."
Seems to me, there is no strong evidence or data to make such a claim.
What is this harassment which you speak of? stop harassing players? Who is harassing players and how?
Based on my experiences, in most dungeons, it is possible to form a party, according to my desires.
But my experiences with Fardelver Crypt have been the worst so far, of any dungeon, which is why I specificially mention it. It is not easy to find a non-speed run group for that dungeon. If it was easy, I would not be complaining about it.
Since you enjoy defeating challenges, yet think dungeon "trash" is unchallenging, then why play this game?
What is challenging about Neverwinter?