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Stronghold PvE - Structures

ontheriverontheriver Member, NW_CrypticDev, Cryptic Developer Posts: 71 Cryptic Developer
The upcoming module, Strongholds, is a big update with a lot of different features, but among the most important aspects of the module are the structures themselves. There are a lot to choose from, and they take time and effort to build and upgrade.

Feedback
We need to collect as much feedback as possible about structures. In addition to finding bugs and problems, we are really hoping to see if the process of building and upgrading is easy to understand, easy to use, and worth the investment. Given that, we would like you to categorize and color code your feedback so we can sort it and act on it most effectively! Please use the below format to submit bugs/feedback.

Type: Bug/Feedback (Please only choose one)
Structure: (Please specify the structure you are providing feedback for)
Please use “Bold” face text for the Type & Structure then type your feedback in the body of your post. If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use BLUE.
(Concise feedback & screenshots are much appreciated)

Examples:
Bug: Lumberyard
Clicking the tend button did nothing, even though there was room in the guild’s coffer. I had the proper guild permission to tend a plot.

Feedback: Marketplace
I would like to know what gear will be available at what rank.


Thank you again for all your help Adventurers! We look forward to hearing back from you!
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Comments

  • juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    edited July 2015
    Feedback: Farm/Marketplace

    Requirements to build the Farm and the Marketplace are too high; small guild will struggle a lot to build these two basic (and essential) structures whereas medium and large guilds will likely have them built on the first day of launch.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    edited July 2015
    juleadream wrote: »
    Feedback: Farm/Marketplace

    Requirements to build the Farm and the Marketplace are too high; small guild will struggle a lot to build these two basic (and essential) structures whereas medium and large guilds will likely have them built on the first day of launch.

    Agreed. As it stands right now, it will take 20+ guildies to finish both the Master of Coins "Support" quest and the Ranger's "Do 3 Heroics" quests to get enough Adventurer's shards to get the Farm into production.

    The first couple ranks of structures should be much, much lower, as people in the Strongholds for the first few days won't be jumping right into everything.. they will be distracted by the huge map and beautiful scenery.. plus, trying to figure everything out (assuming they haven't read the information that I've been posting on our guild website).

    And/or double the number of shards the Ranger gives out for the "Do 3 Heroics". I can see the justification for only 10 shards for something most players would be doing anyway (Supporting IWD, DR, etc.), but the heroics are "extra", and players aren't going to realize at first that while yes, there's "something in it for them" with the heroics, on the surface, that's not abundantly clear.

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    "...I grab my wiener and charge!" - ironzerg79
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  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    As a favor to the math challenged is it possible to keep all the building needs to at least a multiple of ten. Also it would help if I knew exactly how much each item I put into the coffer gave in points instead of trying to figure it out on the fly. Trying to figure out how many "whatsewhatsies" I need to make 9 points of whatever it is I need is annoying.​​

    At the very least, if the amount the player is trying to deposit exceeds the amount of space in the coffer, simply have the Mimic reject the excess.
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    "...I grab my wiener and charge!" - ironzerg79
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  • juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    It would also be nice if we could contribute excess profession resources, like wood and ore. Not suggesting that it should be a one-for-one, by any means.... perhaps 100 pine for one wood, 80 barusk for one wood, 60 phandar for one, and 40 ebony for one, just as an example... but let the higher level profession resources count for more than the lowest levels.
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    This is more of a visual issue on the Millabout Farm after it is unlocked for production.

    Mill_Farm.jpg

    All the grass and the sign float about chest high......unless your a halfing or dwarf......might get lost.
  • ontheriverontheriver Member, NW_CrypticDev, Cryptic Developer Posts: 71 Cryptic Developer
    Thanks for quick feedback. The build numbers are getting a tweak at the moment to make them more readable. I'm also looking at what we can do to give better information when items can't be donated.

    Thanks again - keep it coming.
  • ontheriverontheriver Member, NW_CrypticDev, Cryptic Developer Posts: 71 Cryptic Developer
    Thanks Valwryn. The sign should be fixed in the next build. I'll pass the image on to our environment artists.
  • freefire88freefire88 Member Posts: 7 Arc User
    Feedback: Buildings
    A limited number of buildings leads to specialization and division of the current guild. People will be forced to leave the familiar circle of friends just because there is a bonus for the whole guild.
    It would be good to give the opportunity to build all the buildings and the players may choose own bonus.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    Having more stuff available than space to put it in is a conscious design choice. They want guilds to specialize. They also seem to kind of want guilds to actually confer with each other and decide what to build and what to prioritize.

    It does have the potential to be a bit problematic in cases where a few guildies are really into PvP but most of their friends aren't, but I think most of these problems should be workable by people talking to each other, and not by changing the module.
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  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    The Guild Hall upgrades and Boons require Conquest Shards of Power. The only quest I see so far is too win a Domination match. There are many PvE ONLY Guilds that will not like this. There needs to be an alternative way of getting these shards or remove them from the requirements. Defensive towers are fine.
  • rinat114rinat114 Member Posts: 913 Arc User
    edited July 2015
    When you build a structure, when you open G and go to Strongholds, often enough you see 0:00 on the timer instead of 8 minutes, etc.

    The amount of Influence you need for the initial Guild Hall is too much considering the RNG drop rate from the HE's. You can easily do 20 HE's and get absolutely none. It should either be slightly reduced or the droprate should be higher.
  • juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    valwryn wrote: »
    The Guild Hall upgrades and Boons require Conquest Shards of Power. The only quest I see so far is too win a Domination match. There are many PvE ONLY Guilds that will not like this. There needs to be an alternative way of getting these shards or remove them from the requirements. Defensive towers are fine.

    Agreed. No problem with including PvP in the strongholds concept, but making PvP (and a victory, at that) a REQUIREMENT to upgrade the guild hall is WRONG. Anything to do with PvP in Strongholds (Conquest Shards, donating Glory, etc) should apply STRICTLY to the PvP towers and PvP boons.

  • obsidiancran3obsidiancran3 Member Posts: 1,823 Arc User
    The converse is also true, having PvE only requirements to level something that isn't only PvE is not good for the PvP focussed Guilds. For core things (Hall, Farm, Lumber, Marketplace) it would be better for PvE & PvP to be an either/or situation. Get 500 total of these 2 things (ie any combination that adds to 500) then the PvP guilds can just do the PvP or do a little PvE to supplement, and the PvE guilds can just do PvE, and the guilds with a mix can use the mix effectively as well.
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  • zippichzippich Member, NW M9 Playtest Posts: 93 Arc User
    juleadream wrote: »
    It would also be nice if we could contribute excess profession resources, like wood and ore. Not suggesting that it should be a one-for-one, by any means.... perhaps 100 pine for one wood, 80 barusk for one wood, 60 phandar for one, and 40 ebony for one, just as an example... but let the higher level profession resources count for more than the lowest levels.

    Seconded! :)
  • emyahemyah Member Posts: 2 Arc User
    Feedback: Structure cost

    Problem: The structure cost is much to high for smaller and solo guilds, yet the boons will be very important to have for future end game content. Implementing the system as it currently is will alienate the more casual/solo players.

    Solution: Let Guild leaders choose between a stronghold or mansion system for the guild. Make the mansions like the strongholds but make it a single player instance for each person in the guild. Make the building/boon progress individual based. Cut the cost for building by a hundredfold, but keep the boons the same. Lessen the difficulty of the PVE mobs and encounters. Disable PVP for this single instance system (and remove the PVP requirements for buildings), and use the PVP defensive structures instead to lessen the frequency of PVE mob invasions so that they become manageable by a single player.

    I think that doing this would not require much extra coding effort. At the same time I think that this would increase the general enthusiasm for the upcoming mod by a lot. And it would prevent a sudden drop in player base as it did right after the launch of mod 6.
  • emyahemyah Member Posts: 2 Arc User
    Ugh, forgot to color-code. Please remove the previous post.

    Feedback: Structure cost

    Problem: The structure cost is much to high for smaller and solo guilds, yet the boons will be very important to have for future end game content. Implementing the system as it currently is will alienate the more casual/solo players.

    Solution: Let Guild leaders choose between a stronghold or mansion system for the guild. Make the mansions like the strongholds but make it a single player instance for each person in the guild. Make the building/boon progress individual based. Cut the cost for building by a hundredfold, but keep the boons the same. Lessen the difficulty of the PVE mobs and encounters. Disable PVP for this single instance system (and remove the PVP requirements for buildings), and use the PVP defensive structures instead to lessen the frequency of PVE mob invasions so that they become manageable by a single player.


    I think that doing this would not require much extra coding effort. At the same time I think that this would increase the general enthusiasm for the upcoming mod by a lot. And it would prevent a sudden drop in player base as it did right after the launch of mod 6.
  • niadanniadan Member Posts: 1,635 Arc User
    If you think that they will give solo players an entire instance of this size to run around in, you are dreaming....simply not economically feasible. The amount of server resources needed alone will prevent this.
  • zeroxiczeroxic Member Posts: 20 Arc User
    SH isnt a permanent zone like spinward etc
    go to gm help 'abort quest' in spinward - nothing will happen
    do the same on SH map - u ll get teleported to PE

    so it seems 1-man guilds will get their own map to run around in utterly alone...
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Feedback: Invisible Walls: Inside the Keep / Outbuildings / Around the Map
    This is a silly sort of feedback, yes, but after talking with my guildies who have been exploring on the preview server, we all agree that it would be SUPER if you would just remove the invisible walls from around all the debris and whatnot in the courtyard.

    Like I said: it's a rather silly request, because it doesn't matter when it comes to gameplay. However, it really does interrupt the "flow" within the keep.

    Also: why keep forcefields around the outbuildings? Again, this has nothing to do with gameplay, but it would be neat to go in and poke around a little bit in the lumberyard.. or stand on the bridge between the two buildings.. maybe a little parkour fun as well!

    Same goes with the incredible number of invisible walls around the map. There are so many areas that have been cut off... we'd really like to go poke around those areas too. :-)

    Thanks!
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • ontheriverontheriver Member, NW_CrypticDev, Cryptic Developer Posts: 71 Cryptic Developer
    edited July 2015
    Also: why keep forcefields around the outbuildings? Again, this has nothing to do with gameplay, but it would be neat to go in and poke around a little bit in the lumberyard.. or stand on the bridge between the two buildings.. maybe a little parkour fun as well!

    Same goes with the incredible number of invisible walls around the map. There are so many areas that have been cut off... we'd really like to go poke around those areas too. :-)

    Thanks!

    I'm looking for a little clarification. When you are talking about invisible walls around the map, are you talking about the collision around the ruins (which should have a sort of shimmering blue effect when you get close), or actually invisible walls?

    Thanks
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Thanks for responding.

    While exploring the map, I've seen a LOT of "off limits" areas that are well inside the map boundaries. I've highlighted most of them in the sketch below (the magenta areas)... the cyan-colored area is the Ancient Lake, which has a rather odd placement of walls around it. You can get into the lake at from one side, but not the other.. but that the inv. walls all agree on is that NO ONE can get on the "Death Star" in the middle of it.

    ZMNpOpd.jpg



    These invisible walls are completely separate from the shimmery blue forcefield collisions that surround the outbuildings and plots; although, to be fair, I was also curious as to the purpose of keeping players outside of the plots/ruins/buildings.

    I hope this clarifies a bit. If not, I'm happy to take more screen shots and draw graphs and stuff. :-)
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • ontheriverontheriver Member, NW_CrypticDev, Cryptic Developer Posts: 71 Cryptic Developer
    I hope this clarifies a bit. If not, I'm happy to take more screen shots and draw graphs and stuff. :-)

    That is excellent information - thanks instynctive. I'll take a look at those areas.
  • balthezar2balthezar2 Member, NW M9 Playtest Posts: 151 Arc User
    I'm with instynctive, I like to 'poke around' and climb a lot, even if it is the rubble :smiley:
  • juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    The converse is also true, having PvE only requirements to level something that isn't only PvE is not good for the PvP focussed Guilds. For core things (Hall, Farm, Lumber, Marketplace) it would be better for PvE & PvP to be an either/or situation. Get 500 total of these 2 things (ie any combination that adds to 500) then the PvP guilds can just do the PvP or do a little PvE to supplement, and the PvE guilds can just do PvE, and the guilds with a mix can use the mix effectively as well.

    Agreed. The Shard contribution should really be a total number of any of the three types available. But in the case of the PvP Shard (Conquest, I think), that one should be specifically required for the PvP elements. But to require guild members to participate (and win) a Domination match in order to advance the Guild Hall is, simply put, wrong. That is FORCING PvP onto people who, like me, utterly despise PvP. My guild is predominantly PvE oriented. While we do have a couple of members who enjoy PvP, there are not enough of those to be able to meet the Conquest Shard requirements, and it would be completely unfair to those few members to put such a significant burden on them alone. This aspect of Coffer contribution needs to be rethought.

  • checkmatein3checkmatein3 Member, NW M9 Playtest Posts: 525 Arc User
    BUG (or Feedback): Improper donation level increase

    Market place 7, 8 and 9, has an AD casket donation level of 4157, 3970, and 4300 respectively. The same problem appears in the rest of the categories for Market 8.

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  • juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    edited July 2015
    I know this is just preview and mistakes can be made, but I just checked the resources needed to build the farm, to see if any adjustments had been made, and...

    ARE YOU KIDDING ME?
    Guild%20Coffer%201_zpsxuiplkms.png

    With each AD chest being worth 1000 Astral Diamonds, that makes the Farm cost 248 MILLION Astral Diamonds. REALLY hoping this is just a mistake because before the patch, my guild had enough AD to build it. We were onlyl missing Shards.

    When I said that the costs of basic, starter buildings was a little too high, I didn't mean to INCREASE those costs, ya know :P

    ***edit to add***

    Please, don't make us wait until the next build to fix this. This is a game-breaking error, as it prevents my Guild (and possibly others) from getting their Stronghold up and running properly and actually testing the module, and providing further feedback. This is important. It needs to be fixed ASAP.



    Post edited by juleadream on
  • edited July 2015
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  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    edited July 2015
    Bug: Collision Inside the Keep
    When the stags run away from characters, they embed themselves in the walls.
    Ovwlc4i.jpg

    Bug? Mimic Platform
    Oversight? The Mimic's platform is now gone.
    RdBWrWy.jpg

    Bug? The Moat
    Before the patch, the moat water was DEEEEEP. I was actually going to add as part of my wishlist to make sure that characters can actually drown in the moat. I was QUITE pleased to see that change! However, the water is no longer over characters' heads! (And can we PLEASE have whatever you're using to do that damage for the Foundry?)
    CVXk1sZ.jpg

    Bug? The Salvager
    The Salvager is missing! Or does he have weekends off? ;-)
    vGoDrZH.jpg
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    "...I grab my wiener and charge!" - ironzerg79
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