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concerning the seals

capkokocapkoko Member, NW M9 Playtest Posts: 90 Arc User
edited November 2014 in General Discussion (PC)
I have been listening some things about how we have to sell or change our stack of drake seals and grim coins and other seals because they are going to put a limit to them with mod 5. Its this true or is some bug with the preview? If its not a bug why dont they tell us in advance with time to be able to do something with them? I would like some dev or someone who knows what is happening to tell us something. I have lot of grim and drake seals i dont want to lose.
Post edited by capkoko on

Comments

  • onecoolscatcatonecoolscatcat Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 575 Arc User
    edited November 2014
    ATM there's an arbitrary cap on seals, trade bars, and currencies in general. Devs say it'll be raised/fixed before going live, players say, "Yeah, right!"

    If you believe the devs, there will NOT be a problem.
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited November 2014
    I would try to cap my Trade Bars at 3k and the rest at 300, just in case. Wouldn't be the first time of a major "Whooops" from their side. So...
  • myowmyowmyowmyow Member Posts: 1,923 Arc User
    edited November 2014
    Have faith! The devs might be a little slow on getting some change made (and REAL slow on a few long-term glitches), but I have seen them respond to suggestions here and make several excellent improvements. I think they will address this one very soon. :)
    SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! SEC! (repeat indefinitely)


    myles08807 said, "Back in my day, we didn't have any of this fancy Mulhorand gear while we were leveling . . . we walked uphill both ways while dying once every five seconds while leveling, and we liked it fine!" . . . Now, get off my lawn, you kids!"
    pointsman said, "I don't rue the game. In fact I don't feel any regret for the game at all."
    looomis said, "I don't like people changing to alts and then bragging about their mains like schizophrenic role players."
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2014
    I don't have enough trade bars to check, but reports from the currency feedback are that the arbitrary 3k cap on trade bars was fixed, but the arbitrary 300 cap on abso-bloody-lutely everything else was left untouched.

    I can personally verify that the 300 cap on miscellaneous currencies was true of the latest build they pushed to preview last Friday.
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  • djarkaandjarkaan Member Posts: 883 Arc User
    edited November 2014
    They better not cap Feywild sparks at 300. I've been using my invocation every 6 days to get 30 since I created my warlock currently at 480 but haven't even started Sharandar due to lack of motivation, I would be so pissed if I lost the 210 sparks at mod 5 launch.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2014
    djarkaan wrote: »
    They better not cap Feywild sparks at 300. I've been using my invocation every 6 days to get 30 since I created my warlock currently at 480 but haven't even started Sharandar due to lack of motivation, I would be so pissed if I lost the 210 sparks at mod 5 launch.

    Eep. I'm not even sure you'd have time now to burn through the excess because of how many charms you need to get that second key.
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  • fantasycharacterfantasycharacter Member, NW M9 Playtest Posts: 675 Arc User
    edited November 2014
    You'd think this would be the kind of thing we'd be informed of before it went live. I've not even heard of it before this thread.

    I'll be pretty sad if any of my earned currencies get deleted, without any previous announcements. I don't think they will just delete them like that.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2014
    I don't think they will just delete them like that.

    It's not like they're doing it on purpose, but the way they're revamping the currency bag has come with a cap on currency that is being switched over from a stack of objects to a counter. You can see screenshots of it in the preview feedback threads on the subject.

    While a dev said they'd make sure nobody was going to lose trade bars (which often represent real money spent), and this is apparently fixed, a similar fix has not been demonstrated for other currencies.

    They're not "deleting" stuff, but anything over the counter cap effectively might as well have never existed. At least in the current preview build.

    If it were intentional, they'd likely have warned us. Since it's in essence the consequence of a bug, we can *hope* it won't go live, but many of us have little confidence.

    And if it does go live and they end up hotfixing it shortly after, expect the caps to be rasied/removed, but don't expect to get back anything because I doubt they'll have the capability to track it.
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  • empalasempalas Member, NW M9 Playtest Posts: 804 Arc User
    edited November 2014
  • sexwax45sexwax45 Member Posts: 0 Arc User
    edited November 2014
    TY for the post i hadn't read this earlier, time to spend some currencies.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited November 2014
    We've got a dev post now promising that the caps have been changed to be more reasonable. Linked at bottom of previous page, or just look at the dev tracker.
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  • fantasycharacterfantasycharacter Member, NW M9 Playtest Posts: 675 Arc User
    edited November 2014
    It's not like they're doing it on purpose, but the way they're revamping the currency bag has come with a cap on currency that is being switched over from a stack of objects to a counter. You can see screenshots of it in the preview feedback threads on the subject.

    Thanks, makes more sense.
  • packrat0packrat0 Member, NW M9 Playtest Posts: 132 Arc User
    edited November 2014
    "Reasonable," in this case, is a qualitative, not quantitative value, and as such can be very subjective.

    I believe a dev giving out hard numbers, so that people can give actual feedback on that value, would be much more helpful for everyone involved. Certainly much more helpful than throwing out an arbitrary "reasonable;" even if that dev is just spitballing to gauge reactions to various numbers.
  • djarkaandjarkaan Member Posts: 883 Arc User
    edited November 2014
    packrat0 wrote: »
    "Reasonable," in this case, is a qualitative, not quantitative value, and as such can be very subjective.

    I believe a dev giving out hard numbers, so that people can give actual feedback on that value, would be much more helpful for everyone involved. Certainly much more helpful than throwing out an arbitrary "reasonable;" even if that dev is just spitballing to gauge reactions to various numbers.

    If reasonable is, for them, the same as appropriate as in appropriate for your level then I'm screwed.
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