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A Few Dungeon Gameplay Issues I'd Like to see Addressed

hercules125hercules125 Member Posts: 427 Arc User
edited December 2013 in PvE Discussion
1. Resource nodes - currently they are not instanced. This results in quite a few group members who spend
more time rushing for first dibs on the node vs actually contributing to fights. Resource nodes
should be instanced for all group members.

2. Treasure Chests - roughly 10-20% of chests do not open for all group members. Not sure why, but quite a few
only open 2-3 times. Again, all chests should be instanced for ALL group members.

3. Dodge mechanics - probably me, but roughly 20% of the time when I double tap a key to dodge a red area attack, nothing happens. No message about out of stamina, or the like. This needs to be made more responsive.
Second, I dont like how my GWF can rush completely out of a red PBAE and still be fully hit, while my TR can dodge and REMAIN in the red area and take no damage. Totally messed up.

4. Adjust the required armor score setting to what is actually needed to have a chance to beat the dungeon. There is no team with 8200 average GS that is going to beat ToS, for example. I would like a full range of dungeon ratings vs what we have now, so that random queued teams actually have a fighting chance. Perhaps add a recommended GS column,
and a checkbox setting that limits me to teams with the recommended GS?

5. Would like a setting where I don't get constantly spammed with green gear rolls. Not sure why people pick this stuff up at level 60, but they do. And I spend so much time clearing my screen, which interrupts both fights and movement.
I'd like to be able to opt out of these rolls permanently. Although I do roll on blue gear, I'm sure some people would like the same opt out setting for those items as well.

6. Group invites need revamped. I accept a group invite to do a Dread Spire, for example. I switch to his instance, and get reset to the starting area. This is very annoying when I am already at the mini-dungeon entrance. I would either like the option to stay where or I am OR to be sent to where the group leader is located.
Post edited by hercules125 on

Comments

  • elusiveonen7elusiveonen7 Member Posts: 190 Arc User
    edited December 2013
    I agree with all of this.
  • michaelpoynermichaelpoyner Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 75
    edited December 2013
    People pick up greens & blues to farm for gold, not a hard question to answer.

    And concerning GS, mine used to be 15K until i put different set on and respec'd my guy to benefit myself and my team more as a cleric and my gs went down to 41.1K. It's more about gear than GS, only noobs try to get high GS.

    Concerning group invites your all ready half way in the dungeon cleared it and if your team comes in your already done almost, that would just be exploiting the game. It's only fare if everyone starts back at the beginning. If they do what you want a TR would jst run halfway threw to the boss and everyone ports in to him. That's a no brainer and a easy way to exploit yet again.

    Concerning red areas, you should know the mobs after awhile and when their gunna do their heavy attack before they do it. And you always have enough time to get out of the area. If you still get hit your not using your stamina right or whatever it is. When you been to a certain area so many times you know the mobs.

    Also if your having a problem with a chest, take screenshots, get as much info as you can give the devs as much info as you can and start a thread in the bug report section, this section is the wrong place to put it.

    And concerning nods, it's whoever gets to it first. If you see someone running to one while your in a fight. It generally means they don't care about your team( yet you were saying earlier that you play with friends) you should not be playing with them. What I mean is that they rather hit nodes first then help the team fight. I hit them up after the fights, why because i'm not a douchbag and I have to keep the team alive (Cleric)
  • fondlezfondlez Member Posts: 0 Arc User
    edited December 2013
    1. Personal resource nodes - OK.

    2. Personal or group treasure chests - OK. Note there is one of the potential loot roll issue bugs that were created since the Shadowmantle patch.

    3. Double tap dodging - potential multiple issues:
    - after certain casts, it requires pressing movement keys, and possibly dodge keys more than once before you can move or dodge.
    - there are server sync issues sometimes. So, pressing a key on your client may not register on the server in time.
    - double tap may be less reliable than moving and dodging with a bound key.

    4. Gear Score is never used for averages or recommendations in the Game.
    - all Gear Scores in the game, other than that stated on your Character Sheet, are Requirements, i.e. minimums.
    - these minimums may be only what is required to successfully survive any subset of the content for that zone, so you can gear up for later content. The minimums may apply for all content up to but not including the first boss or the last boss. As you should already be aware, in most dungeon content in NW, the endboss tends to be factors if not a magnitude harder than all previous content for that zone.
    - most dungeon content has been changed several or many times since the game began. The devs have not changed the GS requirements however.

    5. Personalized loot thresholds - OK. Personalized and customizable loot thresholds have been suggested many times in the past.

    6. Move to player instance - OK. Yes, good suggestion. Clicking on the portrait of another player to a group should either not cause you to reset to the nearest campfire or zone start but remain where you were if already in that zone OR should teleport you to the location of the targetted player.

    (*) Some players incorrectly believe that Gear Score means more than it actually does. However, it is class and feat dependent, has a large variation, fails to take into account many things including armor and weapon enhancements and knows nothing of build synergies or contexts (like PvP). Thus, it could never be effectively used for more than minimums in the current game with its current scoring.
  • indolo238indolo238 Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 51
    edited December 2013
    2. Treasure Chests - roughly 10-20% of chests do not open for all group members. Not sure why, but quite a few
    only open 2-3 times. Again, all chests should be instanced for ALL group members.

    A lot of people don't seem to realize that if a chest causes a loot roll, it won't be available for anyone else to loot until that loot roll has completed (and I think at least 1 person needs to need/greed so the item is removed from the chest). Drives me crazy seeing groups waiting at the chest to loot, but 1 or 2 people waiting for it aren't rolling to get the chest ready for the next person. Combined with the bug fondelz pointed out, it can be very disruptive to everyone getting a chest.
  • pitshadepitshade Member Posts: 5,665 Arc User
    edited December 2013
    3. Getting hit while out of the red usually seems to be caused by lag between the server and your machine. Sometimes you get hit outside the red, sometimes you get pulled back in and hit. The most reliable way I've found for sprinting out of the red and staying safe is to just keep running and not stop just outside the red. However that's not really a great thing in party content when other people are depending on you. Sometimes it's best just to learn which hits you need to get away from, usually ones that CC you or do mad amounts of damage, like that overhead swing the GG Hellthorn Golems use.

    5. Outside of dungeons, it's possible for a party leader to change the loot settings so that blue is the threshold for need/greed. Anything below that just gets picked up by whoever it drops for, like white items do normally. This is disabled in party content for some reason. However, if you haven't done so already, rearrange your HUD so that the loot results show up off to the side. I've moved mine to where the event calendar is. That stops being blinded in combat.
    "We have always been at war with Dread Vault" ~ Little Brother
  • frywellfrywell Member Posts: 13 Arc User
    edited December 2013
    I can agree with most if not all points. The getting out of red is definitely a latency issue, and I feel the game was tuned (especially some (mini)boss attacks) to no- or low-latency gameplay, which is completely broken in a global game with centralized servers. The netcode could use some work as well, as I have 200+ latency here, whereas in other games with a similar infrastructure (only US servers) I have 130-150 playing from Europe.
  • ulkaurulkaur Member, Neverwinter Beta Users Posts: 0 Arc User
    edited December 2013
    This is how I think chests work for the most part.

    If the first person who loots it gets something that everyone gets to roll on, such as a blue, a loot roll pops up and the chest is unlootable until it finishes. If enough people force loot rolls opening the chest, the chest becomes unlootable by everyone as it seems that Cryptic has locked down how profitable a chest is allowed to be.

    If they did not, it would allow a possible 5 rares when opened. Where you think it is a bug, it may be intended.
  • fondlezfondlez Member Posts: 0 Arc User
    edited December 2013
    ulkaur wrote: »
    This is how I think chests work for the most part.

    If the first person who loots it gets something that everyone gets to roll on, such as a blue, a loot roll pops up and the chest is unlootable until it finishes. If enough people force loot rolls opening the chest, the chest becomes unlootable by everyone as it seems that Cryptic has locked down how profitable a chest is allowed to be.

    If they did not, it would allow a possible 5 rares when opened. Where you think it is a bug, it may be intended.

    Fyi, even though I know you are talking about general loot rolling, for the bug that is described in the link I gave:

    There has been a change since Shadowmantle in certain circumstances where all players appear to be able to loot the chest because they can open it and then it fails to loot anything and closes very quickly afterwards. In general, when this happens only one person is actually able to loot, i.e. open AND receive items from the chest as normal - which again is abnormal.
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