test content
What is the Arc Client?
Install Arc

Resource Nodes can and are being left without clearing them of less rare resources, please address!!

ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
edited January 2016 in General Discussion (PC)
The maps (explorer's charts), purchased from the guild stronghold general merchant which allow you to farm resources from nodes in the four areas Vellosk, Whispering Caverns, Skyhold, and Hotenow, are not cleared unless you take what the node offers you. What this means is that if you go to a resource node in Hotenow and find Sal Ammoniac there you can simply walk away and leave it there in the node for the next unlucky individual to farm. This can be done indefinitely, so that the next person who finds Sal Amoniac leaves it as well.

The end result is catastrophically bad in at least two ways:

1) The only way to get a legitimate chance at Alum is to group together so that the first person clearing the node takes the "hit" of the Sal Amoniac or Nitre that noone will clear and everyone else in the group gets an actual chance to get Alum. This can, however, be interrupted as someone will inevitably butt in between your group members and bug the node again.

2) The explorers boon is completely mooted out by this design flaw in that, a person without the boon will come by, see it's Sal Ammoniac, leave it and there will only be 1 Sal Ammoniac left there for the person who should be receiving 2 resources per node because of the explorers "Treasure hunter boon".... This is a slap in the face to everyone who is in a guild that struggled to unlock this boon.

It's infuriating because certain guilds, which I could name here but won't because it's against the forum rules, are intentionally bugging the nodes by leaving them uncleared until someone clears them so that they can get Alum almost every time. Devs, please PLEASE fix this nonsense. You are ruining the Explorer's boon structure that you pushed so hard by allowing people without it to circumvent it and ruin resource farming for everyone else.

I have literally had people admit to me in Hotenow that they won't clear the node till they get Alum.... and they will camp the resource nodes until they get what they want?! This is ridiculous, please address this.

P.S. if the Devs want to know which guilds are abusing this on a massive scale I will be glad to enlighten you with SS's of discussions I've had as well just PM me.

Thanks for your time.
On ambush rings: "How would you like PVE if all the mobs were invisible?"

imgur pics don't work


Comments

  • zibadawazibadawa Member Posts: 1,266 Arc User
    edited January 2016
    There's a separate forum for bugs; might be worth posting this there. If I was in a guild that had the ridiculous resources necessary to even get to the point where these charts are available, I would find this good to know.
  • edited January 2016
    This content has been removed.
  • tassedethe13tassedethe13 Member, NW M9 Playtest Posts: 806 Arc User
    @magenubbie

    It doesn't respawn. It's more like the wooden chest in dungeon, yes the one that if someone open and doesn't take the potion, the following person to open it will have the crappy potion. So it's not so easy to fix. Maybe change the quest system and give a coffer with 6 ressources instead.

    The issue resulting if that anybody going ALONE with his 3K guild mark map is not able to get the good ressources because people before him let crappy loot.
  • edited January 2016
    This content has been removed.
  • tassedethe13tassedethe13 Member, NW M9 Playtest Posts: 806 Arc User
    That's why i would rather buy a coffer containing 6 resources instead of silly map
  • fantasycharacterfantasycharacter Member, NW M9 Playtest Posts: 675 Arc User
    You can just use the ingame report function to report bad behaviour instead of asking the devs to PM you.

    Reporting the whole guild will do nothing. They are only going to punish individuals and not blanket punish a whole guild for something one person said on a completely separate map.

    Wouldn't your guild be perma banned if they punished the many for the few?
  • mmm1001mmm1001 Member, NW M9 Playtest Posts: 497 Arc User
    edited January 2016
    This thread will be deleted by moderators as soon as they see it (maybe they are in guild exploiting this) but still, proper way to fix the problem is to add alchemy profession tast to transmute one resource into another. This way exploiting will be useless and so much hated RNG will be removed from this part of the game. There is enough RNG HAMSTER with masterwork already.
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User

    @magenubbie

    It doesn't respawn. It's more like the wooden chest in dungeon, yes the one that if someone open and doesn't take the potion, the following person to open it will have the crappy potion. So it's not so easy to fix. Maybe change the quest system and give a coffer with 6 ressources instead.

    The issue resulting if that anybody going ALONE with his 3K guild mark map is not able to get the good ressources because people before him let crappy loot.

    What Magenubbie describes is the same. Normal skill nodes don't respawn until they are completely emptied, and this has always been the case. Going through a map taking all the enchants from skill nodes and leaving the treasure items screws over the person behind you. Getting flagged to get junk from skill nodes (20 in under 10 minutes or something like that) and then leaving the piece of broken glass behind really screws over the person behind you, especially if you ignorantly continue to open nodes and cause them to spawn garbage. But nobody has ever really made a huge fuss about it because skill kits have become so trivial. It's annoying when someone does it, but not actually damaging to a game mechanic like masterwork.

    (Note on normal skill nodes and chests, if you "take all" twice even though your bag is full, the remaining items actually will vanish without being looted. Learned accidentally by me via a twitchy finger.)
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User

    I must admit that I myself do this, be it not for this purpose or reason. I don't even have masterwork professions and I don't imagine my guild will even consider it. But when I clear out the usual skill nodes, i don't always take everything either simply because I lack the room on certain newer characters. But I rarely take nodes on open maps so I'm not wasting anyone's skill kits in the process.

    I would recommend that every node can simply be used once. Regardless of what you leave behind, the node should vanish after using it and respawn using the usual timers. Seems like an easy fix.

    If you don't have the masterwork professions then you are making it even worse. When you don't clear the node you leave only 1 resource behind that must be cleared. If it is something like Nitre or Sal Ammoniac noone wants to clear it, and they know it's been left because there should be 2 resources if they have the explorer's boon.

    What needs to be done is to use the same programming algorithm they use for Boss Chests. Each individual comes to the "node" and opens it and sees an individual resource "loot". If they take it or not it should not affect what other players who com behind them are able to loot. It's programming that's already set up, it just needs to be transferred to these nodes as well.

    Thanks for your reply.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    edited January 2016


    If you don't have the masterwork professions then you are making it even worse.

    He was only talking about the normal nature nodes, thievery nodes, etc. The mechanics are exactly the same, which is where the problem with the masterwork ones come from. You can open one and not take everything (or anything), leaving a partially looted node (or garbage) for the next person in line. But they're just going to burn a skill kit and maybe grumble a little.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    edited January 2016


    If you don't have the masterwork professions then you are making it even worse.

    He was only talking about the normal nature nodes, thievery nodes, etc. The mechanics are exactly the same, which is where the problem with the masterwork ones come from. You can open one and not take everything (or anything), leaving a partially looted node (or garbage) for the next person in line. But they're just going to burn a skill kit and maybe grumble a little.
    Then it's not the place for his comment tbh. I'm specifically talking about the resource nodes here. If he doesn't want to get confused with the other resource node abusers he may want to leave the skill nodes kit discussion on another forum post. I understand it's the same process but it's completely non comparable in terms of cost/benefit for those actively buying maps with guild marks that they most likely had to farm doing something less palatable like SH heroic encounters only to have them made useless by these node campers.

    Thanks for your reply.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    It is somewhat relevant only because the looting mechanic for the masterwork nodes is directly copied from the looting mechanic for skill kit nodes and ordinary chests, and that's why players can abuse them.

    The age-old annoying-but-not-disastrous problem of leaving rejected loot for the next guy has been made into something quite game-breaking by masterwork, but it's not a totally new problem.
    Guild Leader - The Lords of Light

    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • gankdalf#8991 gankdalf Member, NW M9 Playtest Posts: 930 Arc User
    This has been reported weeks ago and they only increased the droprate of alum. They really need to fix this problem too ASAP.

    ▁ ▂ ▄ ▅ ▆ ▇ █ Gankdalf The Icehole █ ▇ ▆ ▅ ▄ ▂ ▁

  • josiahiyonjosiahiyon Member, NW M9 Playtest Posts: 396 Arc User
    Agreed with OP. This makes the whole experience much worse than it needs to be. Please fix this issue as soon as possible.
    Pvpbysynergy.png
    Iyon the Dark
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User

    It is somewhat relevant only because the looting mechanic for the masterwork nodes is directly copied from the looting mechanic for skill kit nodes and ordinary chests, and that's why players can abuse them.

    The age-old annoying-but-not-disastrous problem of leaving rejected loot for the next guy has been made into something quite game-breaking by masterwork, but it's not a totally new problem.

    Yeah, I caught that the issue is similar programming which is why I said "What needs to be done is to use the same programming algorithm they use for Boss Chests. Each individual comes to the "node" and opens it and sees an individual resource "loot". If they take it or not it should not affect what other players who com behind them are able to loot. It's programming that's already set up, it just needs to be transferred to these nodes as well."

    They can then just use copy and paste on the boss loot programming and change the loot table to resources, seems like relatively easy fix :)
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • edited January 2016
    This content has been removed.
  • andorrabellandorrabell Member, NW M9 Playtest Posts: 437 Arc User
    This needs to be addressed, and it explains why some people gathering from our guild (without the explorers boon) have been surprised by 2x resources so often lately... I guess 2x someone else's trash is not horrible but clearly this is not fair.
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User

    It is somewhat relevant only because the looting mechanic for the masterwork nodes is directly copied from the looting mechanic for skill kit nodes and ordinary chests, and that's why players can abuse them.

    The age-old annoying-but-not-disastrous problem of leaving rejected loot for the next guy has been made into something quite game-breaking by masterwork, but it's not a totally new problem.

    Yeah, I caught that the issue is similar programming which is why I said "What needs to be done is to use the same programming algorithm they use for Boss Chests. Each individual comes to the "node" and opens it and sees an individual resource "loot". If they take it or not it should not affect what other players who com behind them are able to loot. It's programming that's already set up, it just needs to be transferred to these nodes as well."

    They can then just use copy and paste on the boss loot programming and change the loot table to resources, seems like relatively easy fix :)
    Seems I missed something in your OP then. My apologies. This will work as well as my own suggestion, provided there's an internal cooldown per player. If not, people would still camp the spot waiting for a reset.
    Honestly even allowing them to camp for a reset would be better than no individual loot which punishes everyone. If they wanted to be fair there would be no "choice" in picking it up. You simply accept the node if you open it.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User

    This needs to be addressed, and it explains why some people gathering from our guild (without the explorers boon) have been surprised by 2x resources so often lately... I guess 2x someone else's trash is not horrible but clearly this is not fair.

    Yeah just like when a player with the boon gets only one resource, players without the boon get two resources both know that a node camper is afoot and it's completely unacceptable. Noone wants someone elses trash RNG just to grant them better odds.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • scoutmasterjscoutmasterj Member, NW M9 Playtest Posts: 101 Arc User
    C'mon Cryptic

    This is stalling my advancement in Mastercraft. A couple weeks into December, I went through Hotenow with 7 charts. No Alum. I then read the Bug report, then I waited for a fix. You fixed it a few weeks later. I then went back with another chart. No Alum. Now I know why. I spent all my guild marks getting charts. Did a bunch of stuff during 2x Guild marks to get more charts. I'm not going to use the charts knowing I'm not going to get alum. And buying it isn't a great option at 27K a pop, especially the way RNG is in completing Masterwork tasks. Fix this already, you are killing Mastercraft. Heck, change the drop rate of Alum to like 90% while you work on a fix. But do something, soon!
  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    edited January 2016
    The devs are apparently aware of this issue:
    asterdahl said:

    We've identified the issue causing some players in certain circumstances to receive one resource despite having the Treasure Hunter boon set, I cannot yet give a time frame on the fix, but we are working on it. In the meantime I can verify that resetting the boon will not resolve the issue. In addition I can verify that it is not dependent on the map location of the resources. Changing instances may resolve the issue, depending on the circumstances but there is no guarantee. I apologize for the inconvenience, expect the patch notes to include information regarding a fix once we have resolved the issue.

    http://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12765052

    Since last month
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,258 Cryptic Developer
    zeusom said:

    The devs are apparently aware of this issue:

    asterdahl said:

    We've identified the issue causing some players in certain circumstances to receive one resource despite having the Treasure Hunter boon set, I cannot yet give a time frame on the fix, but we are working on it. In the meantime I can verify that resetting the boon will not resolve the issue. In addition I can verify that it is not dependent on the map location of the resources. Changing instances may resolve the issue, depending on the circumstances but there is no guarantee. I apologize for the inconvenience, expect the patch notes to include information regarding a fix once we have resolved the issue.

    http://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12765052

    Since last month
    I can confirm that this post was in reference to the OP's described issue. I was not forthcoming with details at the time, however, due to the lengthy timetable that this fix has required, it's understandable that this issue has become more widespread and widely known.

    We believe we have a solid fix for this issue, and it is currently in testing. When the fix is ready, you will see it it in the patch notes. I apologize for the delay on fixing this issue, some underlying code changes had to be made to resolve this.
  • andorrabellandorrabell Member, NW M9 Playtest Posts: 437 Arc User
    Thank you for the update.
  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User
    asterdahl said:

    zeusom said:

    The devs are apparently aware of this issue:

    asterdahl said:

    We've identified the issue causing some players in certain circumstances to receive one resource despite having the Treasure Hunter boon set, I cannot yet give a time frame on the fix, but we are working on it. In the meantime I can verify that resetting the boon will not resolve the issue. In addition I can verify that it is not dependent on the map location of the resources. Changing instances may resolve the issue, depending on the circumstances but there is no guarantee. I apologize for the inconvenience, expect the patch notes to include information regarding a fix once we have resolved the issue.

    http://www.arcgames.com/en/forums/neverwinter#/discussion/comment/12765052

    Since last month
    I can confirm that this post was in reference to the OP's described issue. I was not forthcoming with details at the time, however, due to the lengthy timetable that this fix has required, it's understandable that this issue has become more widespread and widely known.

    We believe we have a solid fix for this issue, and it is currently in testing. When the fix is ready, you will see it it in the patch notes. I apologize for the delay on fixing this issue, some underlying code changes had to be made to resolve this.
    I appreciate the update, please hurry. Those of us with the explorer boon have been disappointed in the cost/benefit of building that structure. It's a bit of a sore spot for us.

    Thanks for your time.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • ltgamesttv#0999 ltgamesttv Member, NW M9 Playtest Posts: 1,438 Arc User

    You can just use the ingame report function to report bad behaviour instead of asking the devs to PM you.

    Reporting the whole guild will do nothing. They are only going to punish individuals and not blanket punish a whole guild for something one person said on a completely separate map.

    Wouldn't your guild be perma banned if they punished the many for the few?

    I have reported bad behavior in game. If I am asked which guilds are abusing it the most it allows those looking to narrow the lens of their microscope. I am not asking for an entire guild to be perma banned and I don't appreciate you actually calling my guild out as I have not done that because IT IS AGAINST THE FORUM RULES.

    Also, I've noticed a trend with your replies in my forum posts in that, they are all salty and aimed directly at me and my guild. If you have an issue with me, address it with me and stop being an anonymous jerk following around my productive forum posts with your salt. ... In other words... man up.

    Thanks for your well thought out reply.
    On ambush rings: "How would you like PVE if all the mobs were invisible?"

    imgur pics don't work


  • zeusomzeusom Member, NW M9 Playtest Posts: 810 Arc User
    asterdahl said:


    I can confirm that this post was in reference to the OP's described issue. I was not forthcoming with details at the time, however, due to the lengthy timetable that this fix has required, it's understandable that this issue has become more widespread and widely known.

    Thinking about it, we figured you guys knew about it and it not fixed yet probably because it is not so easy to fix and requires some more than trivial recoding. Thanks for the communication about this. Looking forward to the fix and the end of having to deal with scumming squatters and thieves.
    Sopi (aka Haxbox) SW [Synergy]
    Sopi SW Youtube channel pvp brickabrack

Sign In or Register to comment.