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Stronghold PvE - Structures

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  • balthezar2balthezar2 Member, NW M9 Playtest Posts: 151 Arc User
    edited July 2015
    I see no point in going in until they fix the coffer bug...no way to progress if we need 248k AD and can only put in 350, and 248K to open the market? I was gonna have it opened maybe today. :(
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    I've got a group of guildies in this morning.. we're checking out all the HEs and poking around... and saving up Shards of Power.

    And this is a lot better than the usual campaign grind. lol
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • deireindeirein Member Posts: 15 Arc User
    edited July 2015
    Two Stronghold guards at the south gate collide with the castle wall.
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    I like telling the guards to get back to work though, nice little detail :)

    The stags weren't running away from me, do I have to do something special?
  • aimeesellersaimeesellers Member, NW M9 Playtest Posts: 342 Arc User
    edited July 2015
    Ok... it seems our guild has found what appears to be a serious design flaw. Or more accurately, a series of small ones that if fall into place properly, is a gamestopper... literally.

    So we go to build our first structure, the lumberyard... and somehow it ends up at the Millabout instead of Misty Hills... not sure how that happened... but it did. Perhaps the Millabout plot can also hold a lumberyard... and one of us put it there by mistake. In any case... we have a lumberyard at Millabout.

    No problem... we will just build a farm at the other spot. Hmm... no... cant do that. Only allowed to build a Lumberyard there. And there is no other spot to build a farm.

    So why build the farm next you ask? You have to build the farm, in order to upgrade the guildhall. Here is where it gets good. The guild hall is what controls how much the coffers will hold. We have also found out that although you can set anything you want as a construction target... you cant actually build anything unless the coffers will hold EVERYTHING you need to build it with.

    Ok... so this is an easy fix. Just tear down the lumberyard... build it in a new spot... then build the farm where it is supposed to go. Hmm... no... it appears lumberyards cannot "Ever be destroyed".

    See where this is going? We have a lumberyard in the wrong spot... no way to remove it. No place to build a farm... therefore no way to upgrade the guild hall and advance the stronghold. Game over.

    If we managed to screw this up on preview... think how this is going to go over on live. This needs to be fixed asap.


    Feedback:

    1) All buildings should be able to be torn down by someone with the proper permissions.



    EDIT: Ok... to get around this we dissolved our guild on preview, and made a new one. The Millabout plot only shows that a farm can be built there. So how did our lumberyard end up at that spot?
    Post edited by aimeesellers on
    A'Mie Stormshield (GF) / A'Mie Stormshard (CW)
    Play Legit or Quit
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    Pandora's Misfits Guild Leader
  • sabre10sabre10 Member, NW M9 Playtest Posts: 340 Arc User
    The holes in the swiss cheese have lined up on this one!
    aDXr4Ur.png
    Civil Anarchy Officer
    Fabled Alliance
  • kiraskytowerkiraskytower Member Posts: 455 Arc User
    See where this is going? We have a lumberyard in the wrong spot... no way to remove it. No place to build a farm... therefore no way to upgrade the guild hall and advance the stronghold. Game over.

    If we managed to screw this up on preview... think how this is going to go over on live. This needs to be fixed asap.

    This really needs to be fixed ASAP as it's basically game breaking for any guild that makes this mistake (which will probably be a substantial portion of them). As the lumberyard and the farm are both essential structures, there should only be one of the basic plots that will hold a lumberyard and another (different) plot that will hold the farm and these plots should be able to hold nothing else!
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    Winter Lily (CW) / Winter Rose (DC) / Winter Ivy (HR)
    Pandora's Misfits Guild Leader
  • juleadreamjuleadream Member, NW M9 Playtest Posts: 372 Arc User
    balthezar2 wrote: »
    I see no point in going in until they fix the coffer bug...no way to progress if we need 248k AD and can only put in 350, and 248K to open the market? I was gonna have it opened maybe today. :(

    Actually, it's worse than that... it isn't 248k AD that's needed... it's 248,063 Astral Diamond CHESTS needed... 1,000 AD per chest... 248,063,000 Astral Diamonds. The dev team needs to drop EVERYTHING and fix this, and hotfix it as soon as they have... no waiting until the next build is ready.
  • balthezar2balthezar2 Member, NW M9 Playtest Posts: 151 Arc User
    Yeah, I meant AD chests, but my point was you need a lot more than your coffer will hold, therefore it's unreachable, ever, even with a guild of 1,000
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Guys.. this is obviously a typo somewhere, and will most likely be fixed on the next update.
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    "...I grab my wiener and charge!" - ironzerg79
  • balthezar2balthezar2 Member, NW M9 Playtest Posts: 151 Arc User
    I did say no point in going in UNTIL they fix it. I know they will, I just wish they would hurry :smiley:
  • dulcemadulcema Member Posts: 11 Arc User
    My guild and I are also having fun exploring, doing HEs and gathering currencies. I ran around there all day today and got many different rewards like relics, influence and those dark treasure things. I've been killing all the mobs around supplies to get them back and rescuing captives all over the map. I really like the map, I feel right at home there.
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  • adent086adent086 Member Posts: 108 Arc User
    I certainly HOPE these AD prices are a mistake. Because, if the aren't, they might as well scrap the whole project because no one will be able to afford it. And as said above, the amounts they have listed won't even fit into the guild coffers....... so...... Even if the prices listed are for actual AD amounts and not chests, the prices are still WAY too high. I mean, if you take the prices as "chests" then a T3 Marketplace costs around 1.83 BILLION AD. If you take that as to be the amount of individual AD, then it is still 1.83 MILLION AD. The former is just totally mental, and the later is still WAY too high. I mean, you have to keep in mind what the Stronghold actually is. The stronghold itself is a boon projector and a goods seller. That is it. You are paying to unlock boons for all of the characters (players) in a guild, and to have the right to buy stuff with the goods you have already earned and donated. That's it. It's nothing more grand (even though it is a good idea and a very nice thing for guilds to have access to) than that.

    I mean, how much do boon cost to unlock now? Around 25k each as an average? More for some, less for others? But, lets use 25k as an average. You would need 73 characters, the cost amortized over all of them, to justify this ONE expense of 1.83m AD. And, the market isn't even part of the boon system as I understand it. And the costs would add up VERY quickly from there, because that is just ONE building, at only ONE of its Tiers.

    Also, the weight of the amounts of different kinds of currencies is wrong as well. The 'heavy" side of the equation should be Gold, not AD. I know the devs are never going to remove AD from the requirements, even though I think they should, but the Gold that is listed is not really all that much of a hurdle. The gold amounts can stand to come up quite a bit, and the AD amounts, even at the proposed "individual" rate (if that is indeed what it is), need to go down a LOT. Note I am suggesting a trade off, not a price hike. So: AD down (a lot), Gold Up (moderately to a lot). I think this change would make a lot of people happy, and a lot more likely to partake of the module and content. Thereby generating income in the real world for Cryptic. Leaving the pricing structure, and balance, as it is currently proposed is going to hurt participation; badly I am afraid.

    Best Regards.
    Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Seriously! Stop cluttering up bug threads with this coffer <font color="orange">HAMSTER</font>.

    Before the update, a farm cost 247k AD. Now it's what.. 247M AD? Obviously a decimal point in the wrong place. Yes, this is a catastrophic "game breaking" error, and I'm certain it'll be fixed on the next update.

    In the meanwhile, stock up on Shards. And enchants. And blue equipment. And quit friggin worrying about the stupid AD requirements.
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • zeroxiczeroxic Member Posts: 20 Arc User
    1.83 MILLION AD high? lolz

    did some adding up when they first put it on preview:

    Marketplace GuildHall FoodFarm Lumberyard StoneQuarry MetalMine -> all the basics to max lvl

    AD 109,262,000.00 (yeah thats 109mil)
    gold 26,272.00
    gear 4,066.53 purple pieces (162pts) or 164,694.50 blue pieces (4pts)
    gems 355,374.00 (thats 3553 x99stacks of rank4s)
    labor 10,476.70 rank3 workerbees from all profs or 2,619.18 greens

    when looking here tho - http://sto.gamepedia.com/User:MatthewM/FleetCosts
    and dilithium = AD/3 (42mil dil would be 126mil ad)

    the numbers seem to be roughly similar

    it was late then and math even with googlesheets and calculator isnt my fave subject...
    but i srsly hope i did some mistakes when adding all that up...
    or u better get ur socks rdy
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    So let's spread those number out across say 100 members and six months...

    Item................Total................Per Person................Per Month................Per Day
    AD..............109,262,000...........1,092,620...............182,103...................6,070
    Gold................26,272...................263........................44.............................2
    Green Gear.....164,695................1,647.......................275.........................10
    Rank 4 Ench....355,374................3,554.......................593........................20
    Labor...............10,477.................105..........................18............................ 1


    I can collect twice that per day per each of my 3 characters. I don't find that to be over the top at all. Perhaps even a little low, since the UberGuilds will be able to do this in probably 3 months, tops.

    Of course, planning ahead, my guild is already sitting on a couple million AD, about 4k in gold, and nearly an entire bank repository filled with Rank 5 enchants. My profession/invoke farmers are basically person factories at the moment, so we're in very good shape.


    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,404 Arc User
    edited July 2015
    Yes, it will be reasonable for medium to large size guilds to complete all the structures needed to get a max stronghold, but it is still going to take forever for those guilds that have less than 20 people, and even longer for say those with maybe 3-4 members. Some guilds are family guilds that will not add more people to them, nor should that style of game be forced on them just to get desired equipment. It is why the building requirements should not be the same for guilds under 10 members as it is for guilds at the max 150 accounts.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    Why is everyone so obsessed about EVERYTHING being maxed out?

    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • adent086adent086 Member Posts: 108 Arc User
    edited July 2015
    You have a very good nack for making the numbers seem not so bad and doing the devs work getting the community to swallow a bitter pill for them insynctive. Well done. So, I am sure EVERY guild out there is going to be able AND willing to drum a 100 sheep to fill its coffers for it all day long, no problem, right?

    But, just for the sake of argument, what if you only have 20 members in your guild? 10? What if these smaller "lesser" guilds (in your world) were just as important to the game and Cryptic's bottom line as the "bigger, much greater and more important" (in your world) guilds that you are giving as example?

    Then, to THOSE "lesser" guilds, those numbers start to look "not so reasonable". Don't they? Or, if you hold the numbers of contributions in AD "per person" on your little chart constant over time, but consider only 20 members, and extend the time frame to allow them to contribute more slowly and at an even pace, then that is what? Instead of your nice tidy 6 months, that is ONLY........ what? 3 YEARS to completion.

    So, what I am trying to do here is get you to see my point. I see yours very vividly. To large, affluent guilds, these numbers aren't that bad. Really, there're not.

    My point is that, to smaller, less affluent guilds, these numbers are restrictive, exclusive, and possibly even stifling. The devs need to take notice of this. And as this is a "public forum" everyone should be free to voice their opinion. After all, isn't that what they (the forums) are for?

    But, as xeroic very kindly posted above and totaled up for us, it seems these numbers are pretty much "copy and pasted" from STO. And, since the new lead in the game is the old head of STO, I guess we can all see where this is going no matter what any of us say or think. I.E. If you like STO, where it went over the last few years, then you are probably going to be happy with your stay here and where this game is going. If you actually signed up to play NEVERWINTER and not STO, then probably not.

    So, thank you for your counter points, I am out.

    Peace all.

    Edit: P.S. And I couldn't resist adding this: I thought we were all supposed to "quit friggin worrying about the stupid AD requirements." So, making charts about them is not "worrying" about them? ;)

    Again, peace all.
    Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
  • adent086adent086 Member Posts: 108 Arc User
    edited July 2015
    Why is everyone so obsessed about EVERYTHING being maxed out?

    Because the game designers are going to be balancing future content based on you being in a guild with maxed structures. Come on instinctive, you KNOW they are. ;)

    But, this is getting off topic. So, I am going to stop. For real this time.

    Peace all.
    Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    No, I can see your point.

    I can also see Uberguilds dropping membership down to whatever you'd like the "cutoff" to be to have fewer resource requirements, bang out max level stuff in a week (because their 150 accounts are still grinding out stuff for SH), then let everyone else back in.

    Besides, there is absolutely nothing stopping people from bringing in more people. If they don't want to, honestly, that's on them. I bust my hump to recruit and retain quality personnel and spend 90% of my in-game time stomping out fires and trying to build the best possible home for players all over the globe. That's my choice. Folks who want their 2-person guild, that's their choice.

    Regardless... and my officers agree.. 110M AD or 5 zillion AD.. we're gonna do what we do best.. relax, enjoy the game and have fun doing it.

    (For the record, I don't have a big guild. We're decidedly below the half-way point. Not too big, not too small. Most importantly, we have about 20 people who are willing to put in the work to make things happen. So if I have only 20 people contributing, would that qualify for the lesser resource requirements?)
    header.png
    "...I grab my wiener and charge!" - ironzerg79
  • instynctiveinstynctive Member, NW M9 Playtest Posts: 1,885 Arc User
    adent086 wrote: »
    Because the game designers are going to be balancing future content based on you being in a guild with maxed structures. Come on instinctive, you KNOW they are. ;)

    But, this is getting off topic. So, I am going to stop. For real this time.

    Peace all.

    That's fine. And like I said above:
    .. we're gonna do what we do best.. relax, enjoy the game and have fun doing it.

    Mod 6 didn't kill us. Mod 7 isn't even going to hurt.
    header.png
    "...I grab my wiener and charge!" - ironzerg79
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  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,404 Arc User
    Sometimes a small guild is not a choice, it is causality of life. Whether it is worktime vs gametime, family guild with kids playing, etc. Some parents do not want their kids, some playing as young as 8, in a guild with others that are not related. Yes, this is their choice, but it is still a very valid reason to not increase their guild size. And lets face it, most guilds in this game were basically made so people could run Gauntlygrym content before Mod6. Up until this mod that was the only reason to even need one. You could still have the same level of player interaction without a guild as you could with one. I just do think people should be punished for their life choices in the game, because of poor design or lack of vision of the Devs. Yes, any size guild can eventually level everything in the guild, assuming there will be another way to get the dragon claws. It is all a matter of time.

    And too, as I said in another thread, I am really only concerned about getting the new mainhand/offhand and the ilevel 125 armors. So I should be able to achieve most of that solo, as I am the only active member of my guild. Yes, it would be easier if the others in the guild come back, but as they have not played since May of last year, I am doubting that will happen.
  • adent086adent086 Member Posts: 108 Arc User
    I can actually understand what everyone is saying above about "choices" and "vanity" and such. All are very fair points. Really they are. I accept them with good grace, and feel that they are very valid.

    However, what I am still concerned about is what is NOT going to be a choice; and that is the final numbers is some of those boons. They are BIG numbers. Some of them, REALLY big. And, honestly, I think they should STAY that big. They should be that large for what we are going to have to do to get them.

    But, there is no way that the devs aren't going to take those numbers into account when designing future content.

    So, does that mean people who have made the "choice", through life or otherwise, to be in a smaller guild are going to be effectively locked out of that future content until they finish their stronghold, however long that takes? Something to consider, imho.

    But, in the end, what most of the group is saying is right in all manners of the words. Relax. Have a good time with the content that actually does get released. Or, you know, don't and go somewhere else. It's all up to you.

    Thanks to everyone for a lively conversation and a what I feel was a productive discussion.

    Peace.

    Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
  • adent086adent086 Member Posts: 108 Arc User
    So, since my last post, I have had a chance to take a break; head over to the main hacienda, have dinner, sit around the table with the folks, spouses, aunts, uncles, cousins, children.... (yes, this is normal in my family) you know, the core officers of the guild. ;) And, this particular issue came up over dinner.

    What eventually got worked out around our table was, what I feel is, a fairly elegant solution in which everybody (including Cryptic) wins. When my aunt (the accountant in the family) brought this idea up, it actually kind of made me feel stupid that I hadn't thought of it tbh. ;) The answer is actually staring us right in the face, and the devs have already set the precedent for it in the game. What is it?

    Simply: The tier system they are putting in place. They have already established this with the Tiers at the end of the Tyranny of Dragons campaign. If you want to keep going down a single path and specialize, you can. You are going to be really good at whatever you choose to put all of your points in. But, you are not going to get as many points (overall) on your character as you would if you diversified and spread those points out.

    The devs should REALLY concentrate on this with the buildings in the Stronghold. I.E. The vast BULK of the point benefit should be early on in the tiers. (At or below Tier 5.) With a much smaller, but still significant (in order for their to be substantial benefit involved in getting your Stronghold all the way up quickly that large, affluent, guilds will be able to do and smaller ones won't) benefit in the later tiers for those who get there.

    I would actually love to hear what the community, and especially the devs (if we could get one to comment please) think about this idea.

    So, please, comment.

    Peace all.
    Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
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  • adent086adent086 Member Posts: 108 Arc User
    edited July 2015
    They Know this Model works, that is the point it works in Star Trek. People will always Choose to stay in a small guild and work at it slowly. Other people willingly join smaller guilds to build up their "Guild Marks" and then Jump ship to a larger Guild to buy stuff they want. BEfore heading back to do there solo thing.........​​

    Except that Guild BOONS don't go with you when you leave. Right? And that is what we are talking about here, the structures that give you the boons (and stuff to a much smaller degree).

    I mean, unless you know something I don't. And if so, please share. The Boons, i.e. the major point ebenefit to your character and a major reason for doing this, DON'T go with you when you guild hop.... right?

    Edit: AND you loose them completely if you ever go solo (i.e. completely without a guild)..... right? Again, if you know something I don't, please share.
    Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,404 Arc User
    edited July 2015
    So far as I know, they have not mentioned yet how the boons are going to work. I guess they will when they do their devblog about it. So it truly could work either way, but probably will work that you need to remain in the guild to get the benefit of the boons. They should also implement something to keep people from guildhopping, even though that would help out the smaller guilds. Assuming people from the larger guilds are willing to help out the smaller ones.
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  • adent086adent086 Member Posts: 108 Arc User
    edited July 2015

    Equipment and boons are two different arguments as of yet We do not know how the boons work so I will reserve judgment for that until such a time as I can make an informed decision about it and not go running around as if the world is ending.​​

    So you DON'T know what you are talking about as far as how the boons work in THIS game (not STO), and are NOT forming or offering an opinion to this discussion as to how we are trying to get the devs to have them work for the release of Strongholds. Awesome. Thank you for clarifying that you don't know and don't have (or want to offer) an opinion.

    As far as the world ending..... again, you must have me at a disadvantage and know something that I don't. Or, could it simply be that once again you DON'T actually know anything or have an opinion to offer?

    Cheers.

    Peace.
    Post edited by adent086 on
    Telling us about upcoming content updates, and getting those updates out the door BUG-FREE, is *AWESOME*!! Know what's even *MORE* awesome? Fixing game breaking bugs (and/or undocumented "features") that have been in EXISTING content for months/years!!! Guess which one makes me want to spend money on a game much more than the other? Hint: It's the "more awesome" one.
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