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The state of the Epic Dungeon in Neverwinter Online

magnusvanguardmagnusvanguard Member Posts: 44 Arc User
edited October 2013 in PvE Discussion
The state of the Epic Dungeon in Neverwinter Online is *Ridiculous that is why everyone who knew about the bugs used them. *causing or worthy of ridicule or derision; absurd; preposterous; laughable: a ridiculous plan.

The design of the dungeons are in typical MMO style, when the players start getting through the content to fast just ramp up the hit points and increase the size and/or frequency of the mobs, forget enjoyment forget synergy forget credibility, just ramp up the difficulty all out of proportion to any other part of the game and who knows they might just start spending to overcome the dungeon.

Note:
I have always been a firm believer in taking the time to do the dungeon properly kill and loot everything, if someone had gone to the trouble of making a world for me to run about in then I would take the time to see it all, no cheating no shortcuts. It’s about respect for the artists and programmers everyone who put this piece of art together just for me and you. However this Endgame/Epic thing is a poor substitute for a good finish.
Post edited by magnusvanguard on

Comments

  • stercogburnstercogburn Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 214 Bounty Hunter
    edited October 2013
    Pirate King bugged on us last night, making it impossible to complete. I already strongly dislike the idiotic Dungeon Delve game mechanic and the final boss bugging on us made it an utter waste of time.
    Roo. Cleric. Mad as a bag of badgers, will heal for beer.

    Ancient Shadows: Mature. Sensible. Custard.
    Recruitment info at: http://nw-forum.perfectworld.com/showthread.php?462591-Ancient-Shadows-Become-a-Lion-Tamer-without-learning-Chartered-Accountancy-first!&highlight=ancient+shadows
  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2013
    Pirate King bugged on us last night, making it impossible to complete. I already strongly dislike the idiotic Dungeon Delve game mechanic and the final boss bugging on us made it an utter waste of time.
    WOW! Even Pirate King is bugged now? Pirate King was the only Dungeon I could count on. How exactly is it bugged?
    I hate dancing with Lady Luck. She always steps on my toes.
  • magnusvanguardmagnusvanguard Member Posts: 44 Arc User
    edited October 2013
    Spellplague Caverns: Tactical Suicide still alive and well.
    Caverns of Karru: What drugs were they doing when they put this together?
  • rabbinicusrabbinicus Member Posts: 1,822 Arc User
    edited October 2013
    Pirate King bugged on us last night, making it impossible to complete. I already strongly dislike the idiotic Dungeon Delve game mechanic and the final boss bugging on us made it an utter waste of time.

    Vanishing anchor bug?
    That was supposedly fixed a few patches ago. Hasn't bugged on me since then.
    The right to command is earned through duty, the privilege of rank is service.


  • rezlezrezlez Member Posts: 88
    edited October 2013
    See, this is why levels shouldn't exist.

    Mabinogi implemented this properly.
    I mean, yes, it had levels, but only as a way to gauge whether or not you should get easier or harder dungeons later on. Before the Shakespeare stuff, anyone could go on any difficulty. To add to that, armor and weapon stats were always so low that they didn't matter much - only skill exp did, which made the game perfect.

    When you have a game based on level, like this one, you have to fit everything into levels - mobs, entire areas, etc. This causes the game to suffer. Sometimes, players are "too low level" for an area and the higher level of the mobs determines their strength rather than actual combat ability. The same can be said for player too high level. Unfortunately, PWE is one of the worst companies when it comes to this, though Neverwinter isn't even close to as bad as PWI... FW had it okay, honestly, and it was a masterpiece...but unfortunately it lacked real direction, like Neverwinter has.

    And this is the problem you get to - because Neverwinter has a proper progression system; that is, one that caters properly from start to finish; each and every time you hit a grind point or are met with max level material that you've honestly surpassed months ago, you find that the game fails epically.
  • magnusvanguardmagnusvanguard Member Posts: 44 Arc User
    edited October 2013
    When it come to levels in this game I still scatch my head then give up?

    +5 valvet pink booties *Place Curser over item* the very first stat reads;
    +6 AC < What the hell! is it +5 or +6 or is there another method for adding AC like, Class + height take away jockstrap = +6?

    And then there's the Gear Score? Error 409
  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited October 2013
    +5 pink booties are better than +4 pink booties.

    +5 pink booties might have +6 to AC, and +245 to two stats, +4 pink booties might have +5 to AC and +200 to two stats.

    It's not exactly rocket science.
  • magnusvanguardmagnusvanguard Member Posts: 44 Arc User
    edited October 2013
    ahh yes now see there be the error.

    When refering to an item as +4 or +5 you are talking about AC thats the point of displaying the number. but not in this game or maybe not in MMO's in general. Thats my point.
  • yokihiroyokihiro Member, Neverwinter Beta Users Posts: 510 Bounty Hunter
    edited October 2013
    Worst of all: You can't hardly play any real game anymore. Doesn't matter if you check in lfg or queue and play in a pug. Everywhere there is at least someone that starts running through the dungeons or tells other people how to bug the dungeon. I think the heavy bug-abuse is mainly selfmade by adding trash mobs with insane hitpoints which you have to beat for too long, bad loot (come one where are the real cool things that drop?) and boss fights that flood you with adds and place red areas everywhere. It is more a skill game. "Red area, oh dodge, red area again, dodge... **** two dodges used and still red areas and bam oneshotted...".
  • stercogburnstercogburn Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 214 Bounty Hunter
    edited October 2013
    khimera906 wrote: »
    WOW! Even Pirate King is bugged now? Pirate King was the only Dungeon I could count on. How exactly is it bugged?

    Boss at 75% health travelled the full length of the ship to where the tank was handling the adds. Not quite insta wipe but very efficient at making it impossible for the tank to control the adds without agro'ing the boss.

    Oh yeh, and the boss seems to sometimes gets dragged into singularity.


    Did a T1 last night to help a guildy gear up. We did Throne of Idris.

    Blues. Nothing but blues. Zero purples dropped and there was only blues from the Delve chest. It got to the point where we were looking to check we really were in 'epic' dungeon. No upgrades, nothing to salvage.

    Utter. Waste. Of. Time.
    Roo. Cleric. Mad as a bag of badgers, will heal for beer.

    Ancient Shadows: Mature. Sensible. Custard.
    Recruitment info at: http://nw-forum.perfectworld.com/showthread.php?462591-Ancient-Shadows-Become-a-Lion-Tamer-without-learning-Chartered-Accountancy-first!&highlight=ancient+shadows
  • adozuadozu Member Posts: 477 Arc User
    edited October 2013
    i once posted a very good solution (imho) to most dungeon skipping but got totally ignored...

    they only had to make it so campfires in dungeons are only activated by:
    -A interacting with them (with F)
    -B being out of combat during A

    50% or more of content skipping solved.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited October 2013
    If the bug abuse bothers you, either join one of the no-exploit guilds, or look for like-minded people on the NWN_Legit_Community channel.

    Problem (mostly) solved.
    Hoping for improvements...
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited October 2013
    adozu wrote: »
    i once posted a very good solution (imho) to most dungeon skipping but got totally ignored...

    they only had to make it so campfires in dungeons are only activated by:
    -A interacting with them (with F)
    -B being out of combat during A

    50% or more of content skipping solved.

    Why not simply: "If you die (or suicide) in a dungeon, you end up at the last campfire you touched, instead of the nearest one."
    Hoping for improvements...
  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2013
    Boss at 75% health travelled the full length of the ship to where the tank was handling the adds. Not quite insta wipe but very efficient at making it impossible for the tank to control the adds without agro'ing the boss.

    Oh yeh, and the boss seems to sometimes gets dragged into singularity.


    Did a T1 last night to help a guildy gear up. We did Throne of Idris.

    Blues. Nothing but blues. Zero purples dropped and there was only blues from the Delve chest. It got to the point where we were looking to check we really were in 'epic' dungeon. No upgrades, nothing to salvage.

    Utter. Waste. Of. Time.
    I have lost agro of Blackdagger the same way as you describe many times. I didn't know it was a bug, I just thought that that's how he is supposed to act. Fortunately for me the tank could take it till I got back agro of the boss. I don't think the boss gets sucked into the Singularity, it's just the visual effect. I've seen that on many bosses.
    adozu wrote: »
    i once posted a very good solution (imho) to most dungeon skipping but got totally ignored...

    they only had to make it so campfires in dungeons are only activated by:
    -A interacting with them (with F)
    -B being out of combat during A

    50% or more of content skipping solved.
    I too have proposed this a few times and I hope thy implement it or an alternative solution.
    They could even make it like you have to set fire to a bunch of wood to set up the camp there - just for funsies.
    I hate dancing with Lady Luck. She always steps on my toes.
  • adozuadozu Member Posts: 477 Arc User
    edited October 2013
    "Why not simply: "If you die (or suicide) in a dungeon, you end up at the last campfire you touched, instead of the nearest one."

    it still allows running through a thousand mobs and letting yourself die as you reach the desired campfire
  • broborabrobora Member, Neverwinter Beta Users Posts: 196 Bounty Hunter
    edited October 2013
    adozu wrote: »
    i once posted a very good solution (imho) to most dungeon skipping but got totally ignored...

    they only had to make it so campfires in dungeons are only activated by:
    -A interacting with them (with F)
    -B being out of combat during A

    50% or more of content skipping solved.

    A Trickster Rogue will be prevented from doing this? distract / stealth.

    I've been told of a few reported "unsettling events" in dungeons, like Fulminorax under-the-map magesniping. Some are disgusting, like that one. Others on the other hand, that existed prior to fixes, seemed to be inkeeping with a Dungeon. Like this: "You encounter a small rocky outcrop, Pyraphenia can be heard round the next corner. What do you do?" A. Climb rocky outcrop.

    When PWE/Cryptic fixed Karrundax, they left a religion skill check node, on a pillar, right next to Pyraphenia, before the causeway to the next part of the dungeon. The node is IMPOSSIBLE to interact with. This means that when changing the dungeon's design to suit people that complained of a glitch a SKILL NODE THAT WAS PLACED BY THE DEV's became inaccessible. This kinda proves that the Dev's originally sought complicated terrain interaction in order to get the most out of a dungeon, however it was decried as a bug and fixed eliminating this skill check node.

    Respect is a dual-edged sword, stating that player A. wants a tunnel of endless adds, not the opportunity to be tactile, is paying with your feet. The campfire "bugs" are a viable technique. "I think we can run and bind our souls to the next campfire before they kill us "ruuunn".

    Spin this on it's head for a second "Scroll of Mass Life" a product sold with the intention to maintain a party in the event that they are all about to lose engagement progress through a calamity. All of a sudden, it is no longer a legit product "because you need to be skilled to take the hitpoints of the boss to 0" and every player getting 100% hp is a "glitch that has no place in a dungeon". They are quite easy to get thanks to people, like myself, that have bought Zen to truly thank the dev's.

    To illustrate further, the insta-heal stone with 200 charges: 5 players run to campfire, one (with aggro) takes the mobs outside of combat range staying alive using stone and a stacked defence / deflection / regen set equipped just for this task. 4 players can activate the campfire, aggro-player runs back they all die. You solve nothing with the campfire change.



    Gather information on the bugs that you are told by other players (not names, forum rules are in place) and make a cohesive list of "fixes" that you want. Or join the no-exploit guilds and community channel.

    I found that when I leave a group as they are using questionable tactics I look stupid, feel like I've wasted my time, and end up with a longer ignore list. Have to roll with it until a unanimous verdict settles the debate.

    It's a game, I prefer this game as there are no 2 hour onyxia bosses. There is no "player 39 and 40 didn't make it, we can't run" There is no "but yes blues vs tier 2 dungeon is suicide" (gear score requirement / enchant system). Cake with icing (all mobs) or raisin (speed towards the loot).
  • magnusvanguardmagnusvanguard Member Posts: 44 Arc User
    edited October 2013
    Yeah i hear ya! running into extra mods that have extra hit points/damage and next to NO cooldowns on their attacks is one hell of a shock thats for sure.
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