Does it go slideshow for you right away or after a few dragons? I've noticed that after about an hour of instance jumping hunting dragons, I get those problems. I reboot the client and everything is fine for another hour, leaving me to suspect a memory leak that gets worse when changing instances.
I have exactly the same issue , everything is fine for a hour or so but then I have no choice but to close the client totally , wait for something ( no idea what ) to stop running then log back in and I'm good to go again.
For an item that powerful that's not a terrible drop rate. Or, maybe it's safer to say that the drop rate is a lot higher than say an artifact.
Unfortunately one of the few times I have to disagree with you over this , if the belt was already legendary when it dropped the insanely low drop rate would be reasonable but for a green belt that then has to be leveled up at a fairly high cost of either AD or time it should be a much better drop rate.
I have exactly the same issue , everything is fine for a hour or so but then I have no choice but to close the client totally , wait for something ( no idea what ) to stop running then log back in and I'm good to go again.
Unfortunately one of the few times I have to disagree with you over this , if the belt was already legendary when it dropped the insanely low drop rate would be reasonable but for a green belt that then has to be leveled up at a fairly high cost of either AD or time it should be a much better drop rate.
Drop rates are pretty worrying too. We play this game for a sense of progression and to be rewarded for our work. CN prices have fallen to the point that it's only worth it if you get a SW item which will only lower in price sometime. I an't remember but someone told me the jewellery in the new dungeon is bop. Which means if it is there's literally no point in continuing to play. Progression is just too much at a standstill unless you play the AH, or rely on my leadership toons and where's the fun in that?
Luckily for me I sorted myself out in preparation for the content itself being unrewarding. I just feel bad for your average player who didn't.
You can't maintain a decent drop rate with numbers like that and still keep the players from losing interest.
Have it too low and players won't have interest to farm it at all. Kind of why people don't barely bother with vt and mc...
0
mircalla83Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 36
edited August 2014
The problem with zerging is also that 'full' instance doesn't mean 'full' at all. You can still ferry people in via Group Invite. Block that off, and one could fix the whole mess by lowering the instance caps.
What I really dont like is when it is crowded, and those having weak bandwidth will have major lagging.. an executed power will have a delay for about 3-5 seconds in my case.
The problem with zerging is also that 'full' instance doesn't mean 'full' at all. You can still ferry people in via Group Invite. Block that off, and one could fix the whole mess by lowering the instance caps.
I was pondering that after my last entry. Could be that what i have been experiencing is one guy in a party sitting at the instance, and the moment the dragon shows, the rest of the party join him. End result is that in seconds the place goes from "full" to full x5.
0
lazellMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2014
I see two different issues at play. Yes, I think these dragon encounters should be skirmishes. That mechanic would provide better population control.
Also, though, I think they missed the mark in providing some variability to zones themselves. Instead of dropping into the exact same location at all times, dragons should fly anywhere into a zone. Make it a little more like RIFT or even EQ1 with the roaming encounters. If a dragon drops somewhere that the locals are too few to defeat it, then let it just fly away if nobody fights it for half a minute. I know, dragons are huge, and zones probably weren't designed with that thought in mind. Let dragons perch atop buildings if necessary, but let their presence be a little less "scripted".
As someone else stated, limit the dragon area of instances to 15 people, and make it a hard cap, not one that can be bypassed with Invites. The drop rate could stand to use some modification as it has been shown, anecdotally at least, that some people get drops more than once, and others have yet to get a drop in either IWD of ToD.
The only thing I really hate is that you pretty much get hosed no matter what, against all the uber geared players towards having any chance of a great success, which is needed to even have a chance at those drops. No great success no good drops.
The only thing I really hate is that you pretty much get hosed no matter what, against all the uber geared players towards having any chance of a great success, which is needed to even have a chance at those drops. No great success no good drops.
There are some tricks. For instance I see you have a SW, running temptation will get you a better chance for great success if you are built for dps (ie AD set) and run WB, DT, VE, and daily FoP. Use a DC artifact to make sure you always have the daily up when the dragon spawns and stand near a group of people to get great healing.
There are some tricks. For instance I see you have a SW, running temptation will get you a better chance for great success if you are built for dps (ie AD set) and run WB, DT, VE, and daily FoP. Use a DC artifact to make sure you always have the daily up when the dragon spawns and stand near a group of people to get great healing.
VE is a loss of DPS, not a boost. If you want a boost in DPS you want to use Killing Flames over Vampiric (don't bother using it after level 40) Embrace as Killing Flames damage actually goes up based on how much lower life the mob has, not to mention recharges faster.
But that still doesn't negate the problem, such as Viilithrax just absolutely melts giving me absolutely no chance to even set up a decent combo against him thanks to all the over geared people farming him constantly. I know my class, if you actually pay attention to the scourge warlock forums, and I have most of the Thayan set which is better built for DPS.
nwnghostMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2014
I think lowering the instance limit too much has other consequences:
There are people who are levelling their characters, sometimes in parties, in the dragon instances. These are not maps purely for dragon farming.
And not everyone is into power-levelling and skipping content.
Maybe level 60s only should be prevented from bypassing the instance limit. An instance limit of 22 per instance also sounds like a reasonable number.
Why 22?
Neverdeath has a limit of 15 and in instances where there are a low of players doing quests, you sometimes get maybe 6-7 people (of all levels) max on the dragon, which takes forever to kill.
Rothe Valley has 25 but consists mostly of dragon farmers and invitees, so the dragon tends to die fairly quick.
Interesting fact: Whispring Caverns has a hard cap of 50 players (soft cap of 40). At 50, you won't be able to join your party via instance swapping.
If that holds true for the artifact belt if not other rewards then the entire premise of moderating player numbers as a way of increasing reward chance is flawed. I wish I could remember where that guild analysis of great success rate was. IIRC time was a factor identified.
Different story if we're talking about challenge or performance issues.
If that holds true for the artifact belt if not other rewards then the entire premise of moderating player numbers as a way of increasing reward chance is flawed. I wish I could remember where that guild analysis of great success rate was. IIRC time was a factor identified.
Different story if we're talking about challenge or performance issues.
As my own analysis we got the rothe drake down when the timer was 30secs remaining and I sitll got great success. Though the timer did kind of start at about 10:30 as I logged in the instance and noone was there. Eventually we had to call others to come just to kill it in time.
VE is a loss of DPS, not a boost. If you want a boost in DPS you want to use Killing Flames over Vampiric (don't bother using it after level 40) Embrace as Killing Flames damage actually goes up based on how much lower life the mob has, not to mention recharges faster.
But that still doesn't negate the problem, such as Viilithrax just absolutely melts giving me absolutely no chance to even set up a decent combo against him thanks to all the over geared people farming him constantly. I know my class, if you actually pay attention to the scourge warlock forums, and I have most of the Thayan set which is better built for DPS.
Actually that isn't the point. VE provides a very big heal. You can get great success from heal numbers. Also I really doubt the thayan set is better because of how strong hellfire is. The AD set could have half the stats and still be better. The point is to use a big heal from VE, and use essentially dot damage to get mass stacks of hellfire. You then stand next to a big crowd of the people and let the green numbers flow. I've gotten many vilithrax runs done that way with a 90+% great success rate.
The part about building for dps is that it seems like so many tempt locks want to max their lifesteal at the expense of their dps stats. Because of DR you get more out of dps than sky high lifesteal.
As my own analysis we got the rothe drake down when the timer was 30secs remaining and I sitll got great success. Though the timer did kind of start at about 10:30 as I logged in the instance and noone was there. Eventually we had to call others to come just to kill it in time.
Interesting, so ~10 min to kill it? That could still fit with what I recall. They were looking at the 10-12 minute time frame for a cut-off point. Still, I have no idea if this time theory has any merit, just something I remember reading about and theory-crafting is interesting.
Actually that isn't the point. VE provides a very big heal. You can get great success from heal numbers. Also I really doubt the thayan set is better because of how strong hellfire is. The AD set could have half the stats and still be better. The point is to use a big heal from VE, and use essentially dot damage to get mass stacks of hellfire. You then stand next to a big crowd of the people and let the green numbers flow. I've gotten many vilithrax runs done that way with a 90+% great success rate.
You get much bigger heal numbers from killing flames and just using dreadtheft and warlock's bargain. VE is a waste of a power post level 40. I hit for over 57k with Killing Flames on crits. But that just doesn't change that vilithrax melts too fast, like in less than 15 seconds fast.
You get much bigger heal numbers from killing flames and just suing dreadtheft and warlock's bargain. VE is a waste of a power post level 40. I hit for over 57k with Killing Flames on crits. But that just doesn't change that vilithrax melts too fast, like in less than 15 seconds fast.
Yes he does, but it only takes me one rotation that way to get great success and I could almost always pull that off with the setup I just listed.
0
grogthemagnifMember, NW M9 PlaytestPosts: 1,651Arc User
edited August 2014
R3s, I'm getting R4s from RV and WC. (And the last 2 days I got the Bracers.)
It's become obvious that the current structure for the HE zones in Rothe Valley and Whispering Caverns have devolved into an impossible mess where everyone instance hops killing dragon after dragon and nearly always coming away with a few coins and an R3 enchant. It is an exercise in frustration. It's widely known that Cryptic had to rush this Mod to coincide with the WoTC release of Tyranny of Dragons world wide and some things may not have been thought through completely. I want to pose a possible fix for this situation and see what you all think.
Interesting, so ~10 min to kill it? That could still fit with what I recall. They were looking at the 10-12 minute time frame for a cut-off point. Still, I have no idea if this time theory has any merit, just something I remember reading about and theory-crafting is interesting.
Yep
~~~~~~~~~~~
0
arcticblitzMember, NW M9 PlaytestPosts: 126Arc User
edited August 2014
I don't think they will hard cap the instances in regards to party swapping, Forget for a minute that your a lvl 60 and have completed all the content. So your now a casual player who is partying through the leveling content and you can't get into the same instance as the rest of your party because of the hard caps, frustrating for the casual new player maybe enough to turn them off the game?
I maybe way off base here but isn't the real heart of issue for the players "i cant get good drops I think I deserve"
Part of it is expectations, We need the dev's to tell us exactly what is required in detail to get the reward and what factors if any effect that. If it is pure RNG then say it is pure RNG. Everyone is guessing at the moment and it gets a little hostile in game.
I think like the IWD suggestions, putting a shop in place to buy everything with Dragon Hoard coins (Set the amount high) in addition to the drops would solve some of the complaints. As far as client machine performance goes many smaller instances is probably better.
Blitzy : PVE only Barbarian
Martin ConDion PVE only Ranger Guild Founder: -HunterS-
I like HE's, but there is one bad thing about them. Look at how the HE's in icewind dale are now. Most of them sit around undone with absolutely no players interested in them, or, if someone is interested in them, its one or two people and they can't do the bigger HE's with so few people. I fear the same thing will happen to the dragon HE's once mod 5 comes out. Sure, right now they are easy to kill and get credit for, but what about a year down the line once every one of the hardcore players are done with their Tyranny of Dragons campaign?
That question leads me to think the skirmish idea is a great idea. It could be just a couple waves of cultists then the dragon, take 10 mins tops and we'd have a much better chance at getting the rarer stuff we want I think.
[SIGPIC][/SIGPIC]
... Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
...
I like HE's, but there is one bad thing about them. Look at how the HE's in icewind dale are now. Most of them sit around undone with absolutely no players interested in them, or, if someone is interested in them, its one or two people and they can't do the bigger HE's with so few people. I fear the same thing will happen to the dragon HE's once mod 5 comes out. Sure, right now they are easy to kill and get credit for, but what about a year down the line once every one of the hardcore players are done with their Tyranny of Dragons campaign?
That question leads me to think the skirmish idea is a great idea. It could be just a couple waves of cultists then the dragon, take 10 mins tops and we'd have a much better chance at getting the rarer stuff we want I think.
Very valid point and certainly something that should be looked at. I admit I've not been outside Caer-Konig since mod 4 was released. It's to be expected to a degree that the zone may be less populated with many flocking to the new content but that does present problems where the content is dependent on the presence of others.
Would a skirmish style improve this? It could focus a smaller number of players, although you could perhaps also reduce the number of instances to also acheive the same.
General question, are there problems with long wait times for existing skirmishes?
General question, are there problems with long wait times for existing skirmishes?
In my experiences when I queue for a skirmish (even Kessel's retreat) it pops within 2 minutes max. Usually much quicker. Dungeon queues are, understandably, much much longer though.
I haven't unlocked the Mod 4 skirmish or dungeon yet as I've taken a break to make lesser dragon hoard enchants to make money, so I can't say if their queue is fast or short right now. I imagine it'll be relatively quick though for the skirmish at least.
[SIGPIC][/SIGPIC]
... Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
...
For the IWD HEs you either around 20 people or you get 2 people. Very seldom have I done an HE with 5-7 people. I have also noticed the further it is from the entrance the less likely it is people will show up to do it.
The RNG formula for the drops is really mystifying. In one HE I killed the first giant by myself, the next 2 were killed by me and a DC. Then the swarm arrived, by the time it was over I got 75BI and an R4. In another HE, I got there about 1 minute into it, barely contributed, and came out with 180BI, a R4, and a couple of mats. At this point I think it is entirely random what you get from them.
The situation only grows worse, every instance in WC has 40+ ppl fighting dragon and average fight time of 8 seconds. Even on my high dps toons its a crapshoot as to whether I get a GS or not. Forget about it for my others. I really hope that cryptic is working on some sort of solution to this mess.
I like the open world encounters, it's nice to have some content that is not for a 5 person group.
But I'm also worried with what will happen to them once the new module is out. it would be a shame for those encounters to go to waste.
I like the open world encounters, it's nice to have some content that is not for a 5 person group.
But I'm also worried with what will happen to them once the new module is out. it would be a shame for those encounters to go to waste.
I enjoy the open world encounters myself as well, the only problem I have, as stated above, is if you end up in the instance with the over geared players, you are thoroughly hosed on your chances. Personally, instancing was a bad thing for MMOs, not a good thing, it should be a nice mix leaning more towards open world.
Comments
I have exactly the same issue , everything is fine for a hour or so but then I have no choice but to close the client totally , wait for something ( no idea what ) to stop running then log back in and I'm good to go again.
Unfortunately one of the few times I have to disagree with you over this , if the belt was already legendary when it dropped the insanely low drop rate would be reasonable but for a green belt that then has to be leveled up at a fairly high cost of either AD or time it should be a much better drop rate.
Drop rates are pretty worrying too. We play this game for a sense of progression and to be rewarded for our work. CN prices have fallen to the point that it's only worth it if you get a SW item which will only lower in price sometime. I an't remember but someone told me the jewellery in the new dungeon is bop. Which means if it is there's literally no point in continuing to play. Progression is just too much at a standstill unless you play the AH, or rely on my leadership toons and where's the fun in that?
Luckily for me I sorted myself out in preparation for the content itself being unrewarding. I just feel bad for your average player who didn't.
Have it too low and players won't have interest to farm it at all. Kind of why people don't barely bother with vt and mc...
I was pondering that after my last entry. Could be that what i have been experiencing is one guy in a party sitting at the instance, and the moment the dragon shows, the rest of the party join him. End result is that in seconds the place goes from "full" to full x5.
Also, though, I think they missed the mark in providing some variability to zones themselves. Instead of dropping into the exact same location at all times, dragons should fly anywhere into a zone. Make it a little more like RIFT or even EQ1 with the roaming encounters. If a dragon drops somewhere that the locals are too few to defeat it, then let it just fly away if nobody fights it for half a minute. I know, dragons are huge, and zones probably weren't designed with that thought in mind. Let dragons perch atop buildings if necessary, but let their presence be a little less "scripted".
Sick of all this random casual hassle encounters.
There are some tricks. For instance I see you have a SW, running temptation will get you a better chance for great success if you are built for dps (ie AD set) and run WB, DT, VE, and daily FoP. Use a DC artifact to make sure you always have the daily up when the dragon spawns and stand near a group of people to get great healing.
VE is a loss of DPS, not a boost. If you want a boost in DPS you want to use Killing Flames over Vampiric (don't bother using it after level 40) Embrace as Killing Flames damage actually goes up based on how much lower life the mob has, not to mention recharges faster.
But that still doesn't negate the problem, such as Viilithrax just absolutely melts giving me absolutely no chance to even set up a decent combo against him thanks to all the over geared people farming him constantly. I know my class, if you actually pay attention to the scourge warlock forums, and I have most of the Thayan set which is better built for DPS.
There are people who are levelling their characters, sometimes in parties, in the dragon instances. These are not maps purely for dragon farming.
And not everyone is into power-levelling and skipping content.
Maybe level 60s only should be prevented from bypassing the instance limit. An instance limit of 22 per instance also sounds like a reasonable number.
Why 22?
Neverdeath has a limit of 15 and in instances where there are a low of players doing quests, you sometimes get maybe 6-7 people (of all levels) max on the dragon, which takes forever to kill.
Rothe Valley has 25 but consists mostly of dragon farmers and invitees, so the dragon tends to die fairly quick.
Interesting fact: Whispring Caverns has a hard cap of 50 players (soft cap of 40). At 50, you won't be able to join your party via instance swapping.
Different story if we're talking about challenge or performance issues.
As my own analysis we got the rothe drake down when the timer was 30secs remaining and I sitll got great success. Though the timer did kind of start at about 10:30 as I logged in the instance and noone was there. Eventually we had to call others to come just to kill it in time.
Actually that isn't the point. VE provides a very big heal. You can get great success from heal numbers. Also I really doubt the thayan set is better because of how strong hellfire is. The AD set could have half the stats and still be better. The point is to use a big heal from VE, and use essentially dot damage to get mass stacks of hellfire. You then stand next to a big crowd of the people and let the green numbers flow. I've gotten many vilithrax runs done that way with a 90+% great success rate.
The part about building for dps is that it seems like so many tempt locks want to max their lifesteal at the expense of their dps stats. Because of DR you get more out of dps than sky high lifesteal.
Interesting, so ~10 min to kill it? That could still fit with what I recall. They were looking at the 10-12 minute time frame for a cut-off point. Still, I have no idea if this time theory has any merit, just something I remember reading about and theory-crafting is interesting.
You get much bigger heal numbers from killing flames and just using dreadtheft and warlock's bargain. VE is a waste of a power post level 40. I hit for over 57k with Killing Flames on crits. But that just doesn't change that vilithrax melts too fast, like in less than 15 seconds fast.
Yes he does, but it only takes me one rotation that way to get great success and I could almost always pull that off with the setup I just listed.
Yep
~~~~~~~~~~~
I maybe way off base here but isn't the real heart of issue for the players "i cant get good drops I think I deserve"
Part of it is expectations, We need the dev's to tell us exactly what is required in detail to get the reward and what factors if any effect that. If it is pure RNG then say it is pure RNG. Everyone is guessing at the moment and it gets a little hostile in game.
I think like the IWD suggestions, putting a shop in place to buy everything with Dragon Hoard coins (Set the amount high) in addition to the drops would solve some of the complaints. As far as client machine performance goes many smaller instances is probably better.
Martin ConDion PVE only Ranger
Guild Founder: -HunterS-
That question leads me to think the skirmish idea is a great idea. It could be just a couple waves of cultists then the dragon, take 10 mins tops and we'd have a much better chance at getting the rarer stuff we want I think.
...
Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
...
Very valid point and certainly something that should be looked at. I admit I've not been outside Caer-Konig since mod 4 was released. It's to be expected to a degree that the zone may be less populated with many flocking to the new content but that does present problems where the content is dependent on the presence of others.
Would a skirmish style improve this? It could focus a smaller number of players, although you could perhaps also reduce the number of instances to also acheive the same.
General question, are there problems with long wait times for existing skirmishes?
In my experiences when I queue for a skirmish (even Kessel's retreat) it pops within 2 minutes max. Usually much quicker. Dungeon queues are, understandably, much much longer though.
I haven't unlocked the Mod 4 skirmish or dungeon yet as I've taken a break to make lesser dragon hoard enchants to make money, so I can't say if their queue is fast or short right now. I imagine it'll be relatively quick though for the skirmish at least.
...
Tired of running dungeons with exploiters and cheaters? Join the legit channel by visiting http://goo.gl/1zfnTS to apply!
Performing ritual pony sacrifices to Tiamat to earn favor with the RNG Gods since 2014.
...
The RNG formula for the drops is really mystifying. In one HE I killed the first giant by myself, the next 2 were killed by me and a DC. Then the swarm arrived, by the time it was over I got 75BI and an R4. In another HE, I got there about 1 minute into it, barely contributed, and came out with 180BI, a R4, and a couple of mats. At this point I think it is entirely random what you get from them.
But I'm also worried with what will happen to them once the new module is out. it would be a shame for those encounters to go to waste.
I enjoy the open world encounters myself as well, the only problem I have, as stated above, is if you end up in the instance with the over geared players, you are thoroughly hosed on your chances. Personally, instancing was a bad thing for MMOs, not a good thing, it should be a nice mix leaning more towards open world.