Hello, I have some questions: 1. I have a problem after leaving a dungeon I get the message "return to instance" thus leaving me unable to join another dungeon 2. on cw ray of enfeeblement doesen't do double damage in mastery 3. quering for epic demogorgon sometimes leaves a teammate outside of party ,and sometimes goristo skips the entire step Thank you
@StrumSlinger or @terramak Just communicate to whomever, that the Foundry community simply would like assets made available up to the current content. If it requires the editor to be down for a while in order for this to happen, that's fine. Doing this one (simple?) act would please much of the remaining active authors. It *might* even bring a few back from days of old. There are more bugs in the Foundry, but obtaining use of up to date assets is probably a greater victory for the time being. Beyond that, making it desirable for players to actually play Foundry quests (return AD rewards, drops, etc.) is likely the next hurdle.
Post edited by iandarksword on
"I don't know, I'm making it up as I go..." Featured Foundry Quest:Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
I suggest you assign ONE person to go through every enchant and verify/fix that they do exactly what they are suppose to do for EACH class.
Example: take the plague Fire enchant and place it on a Devoted Cleric and verify that it in fact does what it is suppose to do when damage of any type is dealt.
twitch.tv/kaligold
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited January 2016
The fact that the Drowned Shore Merchant in Distress Encounter generates no reward is a very bad bug. Reports are that it also doesn't give motes, I believe even with use of the t-bar item. That's very bad, because this HE has the fastest respawn rate, and there can only be a limited number of HEs active at a time.
And it never has given a reward, which I've been reporting since May of last year (someone recently bumped my original thread), and that's frankly inexcusable.
(Part 1; bit long - just some things I noted while playing the last couple of days).
1. Lag 2. Hunter Ranger reacts to lag firstly by becoming non-turnable (fixed direction) and then, if it gets worse, by becoming non-movable except using shift. This is so bad as to make the HR unplayable in some areas (e.g. WoD Heralds). Have checked this with other HR’s: bug confirmed. Have submitted bug report months ago. No known action by cryptic. 3. Cloaks stick up from characters in the distance. 4. CW chill stacks often sit on top of characters, which is not cool. Possible the most frequent visual bug right now. 5. HR’s should not have their heads bowed forward in submission. 6. The HR archer path has been nerfed too hard. Needs strengthening. 7. CW and HR are too weak compared to GWF and other DPS classes. Please de-nerf. 8. Questgivers near the Harper in PE do not show that they have Common Cause subquests to give. 9. The drake handler closest to the WoD encampment never registers as a drake handler in the corresponding quest, however many times you kill him. 10. Generally, rewards for playing much of the content (e.g. skill nodes, drops, coffers, chests) are so low that one feels disappointed to the point of being insulted. It’s not just that it is no fun – the rewards simply don’t significantly help achieve any meaningful goal. 11. Imbalance between “once-only” content and “repeatable content”. On the one hand, there is a huge amount of wonderful content in NW which is never re-used or where there is no motive to return. On the other hand, players are forced to repeat a small fraction of content ad infinitum. The idea of offering weekly AD rewards for 5 missions across “old” content was a great move towards solving this. However cryptic should extend this idea to perhaps 50 further missions. Perhaps introduce the concept of a “monthly”, with occasional and irresistibly large AD rewards for revisiting some great but underused content (e.g. Vault of the Nine, pretty well all under-used heroics/dungeons across the more advanced zones). 12. The Salvatore quest path should have better rewards when repeated. Currently there is no reason for anything other than a bot to repeat it. Make it a monthly with the original rewards? 13. Professions. Scales far too slowly. It should be possible to create equipment corresponding to one’s current level, which means that profession levels 1-18 or so need to go about 10x faster. How about receiving a profession upgrade token every few character-levels, so that players can guarantee that a chosen profession will always be at their character level? 14. Professions. Only a handful of recipes make any sense any more. Most recipes are obsolete. Think of a way to make them useful – e.g. by increasing their value as “surplus equipment” for the guild coffer by about 10x, to help with upgrading the guild. 15. Professions. Add recipes which make sense in terms of current game goals. Use professions to help fix other problems. E.g. be able to manufacture a range of wands/charms which dramatically increase rare drops from other game content; be able to manufacture goods for SH coffer which are in short supply. 16. Guildhall. Some upgrade requirements are too difficult to collect and kill off small guilds. Even large guilds slow down to glacial upgrade speeds. It’s not fun. 17. Guildhall. Food buffs are a good idea but not sufficiently powerful to be worth using. Increase their power or decrease their price, or both. Make food buffs class-specific (GWF’s do not need food). 18. The final two boons in ToD are far too difficult to achieve (it’s the Linu’s favour problem). The requirements should be 10x less. In general, no boon should be so hard that it cannot be achieved in 10 hours of play spread over 10 days. Running heralds 50 times should be a maximum expectation, but would not be fun after the 5th time. Running diverse ToD content instead (50 different ToD missions, all with Linu’s favour rewards, spread over about 10 days) might actually be fun. (The current “mission” which gives Linu’s favour is not a “mission” at all – it is a lengthy grind just to get one token). As a general rule, no campaign should take more than a calendar month to complete. 19. Players at levels 65-69 experience a lack of content. Various solutions are possible. One is to reduce the XP requirements, so that existing content is enough to get a player from 60 to 69 without endless grinding. An alternative solution would be to open some level 70 areas progressively between levels 65 and 69. Sharandar comes to mind. 20. Mote farming. Increase drop-rate for minor heroics. Diversify the content which can produce motes. Remove the grind and make it fun. 21. Artifact equipment. It is far too hard to upgrade artifact equipment. There are too few ways to do this. It should be possible to use enchantments for refining artifact equipment. The overall refining point requirements should be reduced, especially for legendary level. On the other hand, the benefits of upgrading are too small. Upgrading to blue, purple and orange could each unlock one of the additional artifact powers to make it more worthwhile and interesting. The cost of unlocking artifact powers with cubes of augmentation is too high – only one cube should be required, not four. 22. Poverty. Especially AD poverty. Cryptic’s action against AD-farming primarily hit new players who had not hit level 70 when the AD changes took place. There is a gap between rich and poor players as a result – those who gathered vast resources and top upgrades earlier, and those who never had the chance and who must grind even harder. Poor post-AD-nerf players have no chance ever to reach item levels of 3.5K and higher, unless they play for years. The resources of the richer players possibly disguise the situation of the poorer ones, who may be leaving the game faster anyway. 23. One result of AD poverty among new players is that strongholds have to rely on a core of old and rich players to progress – players who no longer have to grind out gear advancements and can concentrate on collecting for the coffer. 24. GMOP’s. These are too important for advancement in the game and drain players’ resources away from doing more interesting and varied things with their AD’s. Adopt a two-pronged solution, by making GMOP’s both less important and more easily available. Playing the game should result in relatively frequent GMOP rewards/drops. The number of GMOP’s required for upgrades should be at least halved. Use GMOP drops to increase player interest in under-used parts of the game. 25. Refinement bindings. Having three varieties of marks/stones (i.e. bound to character, bound to account and not bound) results in over-filled bags if one is saving for double-refinement. This is absurd. Simply remove bindings from refinement items. 26. Most of the seals and currencies collected from zones while levelling have no current purpose in the game. Increase their trade-in value and give some real purpose to them. 27. Obsolete gear. Probably over 95% of the gear in the game is obsolete. It may have been valuable in earlier versions of the game, but no longer. The gear isn’t even valuable as junk. Make it worthwhile to collect and trade in at the stronghold coffer. Make bound-to-character obsolete gear tradable, so that low-level players can have some brief enjoyment of it while levelling. 28. There are still too many one-shot deaths from advanced dungeon bosses. This is meaningless. 29. Throne of the Dwarven Gods (especially the variant which starts with hulks): even with well-organised and strong guild groups, it is almost impossible to avoid bronze in the first round. Fix it, please. 30. Prophecy of Madness is boring. Needs replacing with an entirely different concept.
31. Zergs and multi-player missions. Players quickly work out which multi-player missions/heroics have the best effort/reward ratio and success chances, which results in less competitive content being abandoned. It is no secret that Dwarven Valley heroics usually fail, so there is no point in attempting them. There used to be zergs in Icewind Dale, but these evaporated after Underdark. Even these old zergs were very selective in their choice of heroics – major heroics would be avoided, as would heroics that were too far from the campfires and entry point. There are missed opportunities here. Many of the multi-player heroics and missions are actually interesting and challenging (or would be if they were not impossibly hard). Timed special rewards could be attached to these events to make them especially lucrative. In other words, motivate the zergs to diversify by offering the zergs rewards for moving around different game content rather than replaying the same thing ad infinitum. E.g. “2pm-4pm all IWD content gives triple rewards and/or AD’s and/or a realistic chance of dropping purple refining items”, and following that give rewards in (for example) Spinward. 32. Cryptic should actually monitor the attempt-frequency and success-rate of major heroics and adjust their difficulty level if they are failing too often or permanently raise the rewards if groups are not even attempting them. Diversity and motivation = fun. 33. Foundry: could be fun, if fixed. However even if it was fixed, the rest of the game is a full-time grind so there would be no time to enjoy creating foundry content. If the foundry could seriously help reduce the grind and offer diverse ways of progressing in the game proper (e.g. rewards), I would use it. 34. It should be possible to easily refine basic refining items (marks, stones) into higher level ones, if only to conserve bag space. Perhaps revive professions by having tasks which combine lower refining items into higher ones? 35. Haarl’s Treatise and Dwarven Spelunking do not drop as often as would make the boons playable. 36. With rare drops (such as Haarl’s Treatise), it seems unlikely that Cryptic is testing. Do you really have a tester run eSoT five hundred times to test the drop rate? Or perhaps more sensible: do you not have a drop-rate monitor for actual drops, so that your game designers can actually see that x hundred players ran eSoT on a particular day and that the rare/epic drops dropped y times? It seems you do not know what is happening. The AH prices can be a guide to problems of this nature. 37. When the AD market was changed to lower prices, many fixed prices (such as boons, reinforcement kits, transmutation) were not reduced in price to match the lack of AD’s, particularly among new players. Reinforcement kits at 100,000 AD are exorbitantly priced, particularly when they cannot be removed and reused like enchantments. No boon should cost over about 5000 AD. Transmutation should be a nominal 1000 AD at most. 38. Add more powerful reinforcement kits to the game, at reasonable prices or as a reward for playing content (but don’t use a mote-farming concept; make it interesting). 39. Stronghold despawning bug. Players should not get sent back to their previous zone when they expect to respawn in the SH. I’ve read the bit where you say this is a feature, not a bug; however it should be de-featured. It is a major irritation. If you don’t want to keep the SH spawned when empty, don’t; but re-spawn it as soon as someone comes back online in the SH and don’t make them spend time fumbling around with maps and transfers. The SH is a home and players should feel that it is a home – always there, even if it isn’t when nobody is at home. 40. Exploits. If players are successfully exploiting something in the game, it’s often because there is a demand behind it driven by poor game design. Rather than just stopping the exploit, you need to think what weakness in the legitimate game design drove the desperate players to use the exploit in the first place. If players work out that they will need 6 months to upgrade a certain item, they will try an exploit first, and then leave the game when the exploit is removed without fixing the underlying problem. 41. Customer relations and trust. The content feels as if Cryptic is guided by facebook online gaming concepts (diminishing rewards) – rather than enjoying the game, I am being kept in the game by goals which constantly recede further into the distance. I can’t help wondering sometimes whether I am being fooled by a marketing department. 42. More about customer relations and trust. Artifacts can be upgraded using cheap and plentiful enchantments. Many players have got to mythic this way. In all likelihood, the price/supply of enchantments is something which Cryptic could put a stop to. My feeling is that Cryptic would indeed do this at some point. That would leave old players with four mythic artifacts and new players with no hope of ever getting a single mythic artifact. My dilemma: should I sink all my AD’s into artifact refinement as fast as possible before Cryptic nerfs artifact refinement? Or should I trust Cryptic, do more interesting things with my AD’s now and be sure I can upgrade my artifacts on the same terms in a few months? Somehow I feel I would be a fool to trust. 43. In general, the feeling is that if there is a game imbalance (x is strong and y is weak), Cryptic will nerf x rather than strengthen y. It’s a trust issue and a perception, even if not justified. (e.g. strengthen CW/HR, don’t weaken GWF; strengthen non-Lostmauth sets rather than weakening Lostmauth, and so on). 44. Dragon Hoard Enchantments could be a solution to the artifact equipment grind, but they are secretly nerfed and limited so severely, that they do not solve the grind they should be able to solve. A full set of 5 dragon hoard enchantments (2% each; 10% drop rate total if not nerfed) should be able to produce enough jewels to upgrade one artifact equipment item to legendary in about 50-100 hours of normal gameplay. The daily limit should be published. 45. VIP would be more interesting and fun if it dropped a greater variety of (useful) keys. Maybe also a starlight parcel every day? Even if starlight parcels mainly contain junk, there was a real chance of something special every now and again and it was vaguely fun. 46. Power points should always drop with XP overflow. Receiving a mere sapphire feels rather insulting. Raise the rewards and lower the XP requirement. 47. Right now we do not need new content, but a more meaningful use of existing content. NW is like Disneyland with everyone wanting to see Mickey (who never comes) while the rest of the park is empty of visitors. 48. A public bug tracking system would be helpful. Full transparency of bug status would improve customer relations, extend customer patience and raise the quality of assistance from customers. 49. Coalescent wards need to appear more frequently in celestial synergy coffers and also drop occasionally from game content (and not a one-in-a-million chance; everyone should be able to get a drop every 2-3 weeks). 50. The “Rewards for the Hoard” mission should be deleted. It is a grind, very similar in concept to mote farming (100 chests), but worse (collect 100 chests 80 times for two boons – that’s like 8000 motes). Replace it with imaginative, motivating, varied content that can be completed in 30-45 minutes of intensive gameplay, and halve the number of repetitions needed for the boons. 51. We don’t need more equipment in future modules. There is too much already. We need help with upgrading existing equipment. 52. The cost of upgrading companions and mounts beyond their initial maximum needs to be made more affordable if anyone is going to take any interest in this. At the moment, all resources have to go into refining and especially GMOP’s, so for most players, companion and mount upgrades are an irrelevant luxury. Possibly use some imagination, and rather than selling companion/mount upgrades, use a combination of quests and profession recipes. 53. Demonic heroics currently spoil the theme of some zones, but moving them all to Mantol Derith would take everyone away from WoD and IWD. You could perhaps re-theme demonics in WoD and IWD (ice demons, sand demons). Likewise the demonics shouldn’t appear all the time. Leave the yeti hunters in peace for a couple of hours. Perhaps demonic heroics could rotate on an hourly basis between various zones, shifting theme to suit the zone. 54. An epic container (e.g. Cask of Wonders) should not contain common junk. Often they do. When I open these things, I feel like the victim of a con-trick. If you want to reward players with junk, mark it clearly on the container. “Cask of Junk”, not “Cask of Wonders”, and have the level of the container reflect the minimum level of its content. It’s not a big deal, but this kind of thing repeats itself so often during gameplay that it spoils the fun. A “Genie’s Gift” is not a “Genie’s Gift”. It is a very modest contribution to a campaign (“Minor Campaign Booster”). A real “Genie’s Gift” would grant three wishes (“Haarl’s Treatise” and two other books, please). If I receive a special purple container, I want to be able to go “wow” and enjoy opening it, rather than sighing “on no, not again”. An adamantium glove received after a lengthy campaign completion should not deliver the same quality of material as a level 50 skill node – the name “adamantium” promises more. 55. Weapon enchantments are out of balance. The weaker ones need strengthening. Otherwise there is only one “correct” way of playing the game, and that is less fun.
(Other than that, it's quite a nifty game at times.)
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
54. An epic container (e.g. Cask of Wonders) should not contain common junk. Often they do. When I open these things, I feel like the victim of a con-trick. If you want to reward players with junk, mark it clearly on the container. “Cask of Junk”, not “Cask of Wonders”, and have the level of the container reflect the minimum level of its content.
I'd like to know what's considered botting on the xbox and how it's even possible? Banning accounts for no reason is not cool at all after a person puts countless hours into a character. Not even a warning and no facts to back up accusations. So my suggestions would be to work on your bot detection system because I know I'm better than any player to ever exist but there's no reason to penalize for it!
Why the old classes are adapted to the mod 7: 1 OP sheld 360 degrees -GF 30 degrees 2: Temp HP: OP -You gain 100% of your Maximum Hit Points as Temporary Hit Points, gain 15% increased Damage Resistance, and gain immunity to CC for 5 seconds. Additional Ranks: Duration +5s; Oath of Protection: Gain Temp HP equal to 300% of the damage dealt Oath of Protection: Gain Temp HP equal to 300% of the healing done.-- GF You gain Temporary Hit Points based on your missing Hit Points, and your Stamina regeneration is increased by 50%. In addition, all your attacks generate 200% more threat while this buff is active. hen affected by a control power, gain 2/3/4% of your Hit Points over 10 seconds. Can happen once every 30 seconds. Gain 1/2/3% of your Max Hit Points in Temporary Hit Points when you are Healed by a power. (40 second cooldown),When you are crit, gain Temporary Hit Points equal to 1/2/3/4/5% of your maximum Hit Points. (50 second cooldown) OP - 300% max HP temp HP-----GF 4-5% and 40-50 sek CD ???????? !!!!!! if there is a plan to adapt these old classes for mod 7 ?????
On Xbox One, the Guild Roster does not accurately reflect who is actually online playing. They are not always appearing offline either. This has caused people to feel alienated and ruin the experience. It's negatively affecting a lot of Guild activity. Please look into it.
3.5k HB Temptation -- Dread Legion Xbox GT -- Mr Shabok My Guide
Hey, As a player who started playing from module 6, i never had a chance of experiencing the dungeons that was removed, is there a planned date when you expect to bring them back or it won't happen anytime soon? Mastercraft professions is something that has a lot of potential, are there plans to extend it any further with the next mod, to add some content that would be available at lower guild levels? This isn't a question but more of a suggestion, something to improve the quality of life in NWO, with most of the classes you have to change your encounters between AOE and single target and sometimes it's annoying when you go into a fight and realize that you have the wrong setup or the fact that you always have to drag the powers manually, will there be soon a system implemented where you can switch from one setup to another (ex. when you are out of combat) by pressing a button? Staying at the topic of powers, with most classes there is a big unbalance between them, some are nearly worthless to pick and when you can't have diversity with one class it kinda kills it replayability. The best thing here would be to make the skills that people don't use better. Will this be looked into? And finally when will the next module be released if not a fixed date than apoximately when there will be info about what should we expect. P.S. Hope the stream will go well as alot of players before added some interesting suggestions, pointed out things that should be addressed as soon as possible & some interesting topics of discussion, and also sorry for my bad english.
1) Are you still planning to add the Druid class? If so will it be in 2016?
2) Would you please consider allowing Paladins to use the Spear Of The Fey for transmutation purposes?
Thank you again for taking the time to look at (and hopefully answer) my questions.
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tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
It would take quite an addition to the development team to create the quality content that good Foundry authors have created. Yet, the authors have been discouraged by an almost complete lack of attention to the Foundry. The tools have not been improved for a long time (bug fixes or features), and there is almost no motivation for players to seek out Foundry quests.
There are numerous, solid suggestions in the Foundry sub-forum for making the foundry fun and relevant for the average player.
Are you going to devote development time to the Foundry in the foreseeable future?
tripsofthrymrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,624Community Moderator
PVP has long been considered broken.
Having belonged to one of the well-known PVP guilds for a time before giving up on PVP, I know the top guilds spend significant time on preview determining how to fully leverage upcoming changes to game mechanics, including understanding which powers or gear are truly broken.
This leads to a situation where many matches are utterly pointless. Newish players very often find themselves up against an enemy they will not even score points against, let alone have any chance of victory.
What are your plans to avoid game-breaking features from staying in the game for weeks and months, so that PVP is more a matter of your overall gear and skill at playing your character, and less about insider knowledge as to what powers and gear are currently massively OP?
1: PvP. Quite simply, is broken. It is exploited by pre-made groups of BiS players and does not allow newer players an opportunity to collect the currencies to acquire similar gear. The new drains and lionsmane gear (which are not available to all players due to not all guilds being massive and high level) should be removed, as they offer an unfair advantage to the already over-geared players. I've posted threads about this before and people have commented that changing the queue system to more closely reflect actual item level (and capping that level so people cannot take gear off to queue then put it back on once they get in), would make the queues a very long wait. So, I have another suggestion...
1 set of pvp gear, available to ALL players (whether in a guild or not). This would be the ONLY gear that can be worn inside a pvp area making players have to rely on actual skill and knowledge of their character and it's abilities (as opposed to the mindless button mashing that it is now). And finally, the currency for this gear should be awarded for attending a pvp match, as opposed to having to win the match. While there could be a better reward for winning (more than fair), there should still be a reward for attending. This would allow ALL players the opportunity to attain this new gear, regardless of whom they end up having to face in any particular match or how many pieces of the pvp gear they currently possess.
Making a single set of pvp gear that is attainable by all would go a long ways into balancing the playing field, and encourage more people to go to pvp matches. As it is now, players (like me) that do not have BiS for every piece of equipment, quickly grow frustrated in their inability to obtain the pvp currencies needed to attain pvp gear, and simply stop going to pvp. New players, and players in smaller guilds without access to lionsmane gear and the drains, simply have zero opportunity to ever get to a level (or the gear) to be able to compete with other players that have been playing longer. Pvp is supposed to be a battle of skills and knowledge. It is not supposed to be a competition of who has the best gear. This would give the added bonus of helping smaller guilds add to their rosters, as opposed to huge pvp farming guilds, as well as affording players the choice of which guild they would like to join, or none at all.
2: Skill sets. Most classes use different skills depending on the content they are playing. Solo, dungeon, pvp, etc etc... it would be nice to be able to save multiple skill sets that could be changed with a single button, as opposed to having to reload each skill individually every time you play different content.
3: Auto Loot System. A simple GUI with some pre-set options to auto pick up drops would make playing on the more laggy maps a lot less frustrating. Having to dance around loot trying in vain to pick it up (before the mobs respawn) is annoying and frustrating. It could be easily averted with an auto loot system, making everyone's life easier.
4: Spam. Trying to get a group for anything, is made extremely difficult due to the massive amounts of bots constantly spamming all the chat channels. While I realise banning these emails is not a viable solution as they are mostly generic and simply changed, one idea that would greatly help, is a user input text filter. These spammers load an army of bots that all spam the same text. It would be easy for players to filter out these bots using common keyboard characters they all use (Examples: c0m www $ etc etc). It's simple enough to identify text used only by bots, and add that text to a filter and eliminate the spam from your chat windows. A small GUI with a field for players to input the text they want filtered, would effectively eliminate these spammers from being able to monopolise chat and harass players.
Thank you for listening to the player base and for recognising there are problems and attempting to find solutions for the areas in the game that need attention. I, for one, will be watching the stream with great anticipation.
Can you post a compiled list of questions/bugs that will be brought up? On many of hte streams I think that important topics get lost due to the live nature of the event. If you can post a list beforehand, it will be helpful to stay on track and we can see what needs to be added.
Just a suggestion
Already part of the plan!
Call me Andy (or Strum, or Spider-Man)! Follow Neverwinter on Twitter: NeverwinterGame Like Neverwinter on Facebook: Neverwinter Follow me on Twitter: StrumSlinger
32. Cryptic should actually monitor the attempt-frequency and success-rate of major heroics and adjust their difficulty level if they are failing too often or permanently raise the rewards if groups are not even attempting them. Diversity and motivation = fun.
36. With rare drops (such as Haarl’s Treatise), it seems unlikely that Cryptic is testing. Do you really have a tester run eSoT five hundred times to test the drop rate? Or perhaps more sensible: do you not have a drop-rate monitor for actual drops, so that your game designers can actually see that x hundred players ran eSoT on a particular day and that the rare/epic drops dropped y times? It seems you do not know what is happening. The AH prices can be a guide to problems of this nature.
@oldmammoth VERY NICE post, I read it all. I had a /nerdgasm when I finished, it was beautiful !!
Situations such as these two all lead back to one of the core issues of this game. Why do we not have a proper monitoring of these things? Is it normal for a gaming Dev team to remain unaware of issues for great lengths of time? Surely you would want a person who knows the game inside and out to test your content?? Why do we have to be the ones reporting all this? You should know your own product but you seem to know very little until it comes to the point that we are screaming up in arms about it. It's really is a shame. Content testing/monitoring is needed en masse. Overall I'd say the game is in dire straits, whether you guys are aware or not that is the question.
- Major Peachy Bottom * Gutbuster's Brigade -
"Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour
"beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
The dev team is completely aware of the drop rate on haarls. They know how often it drops a lot better then we do since they have actual stats on how many times it drops. The devs are looking at the overall drop chance and we are only looking at the rate inside our bubble of experience. The issue is one where our expectation doesn't line up with what the devs have decided they want for the game. That is the issue of communication here, we don't know and understand the gameplan the devs have or their longterm goals
Guild - The Imaginary Friends We are searching for slave labor, will pay with food from our farm!
My biggest issue is there is no way to be an honest player anymore without dumping huge amounts of cash into the game. Everything is bound! Or, requires zen. Why, in the name of all things holy, are all the top level things I make in trade crafting (professions) bound on pickup? The whole point of trade crafting in ANY game is to have those players who are willing to sink time and effort into maxing a trade skill, make the gear and sell it to those who don't wish to. The way it stands now, Every single person has to max every single trade skill in order to get anything done. Additionally, the player crafted items could use a serious buff. Max level things should be stronger than most (not all) of the higher level items for sale by NPCs.
Another thing... why the ridiculous limits on what can be farmed? Example: I can max my weekly demonic ichor in 2 hours. Thanks for the punishment for hard work. Honestly, the only way to get ahead in most things these days is to buy from the gold farmers.
On a side note, cloaks always display as 'standing up'. When a toon with a cloak on his back is on a horse, there's a standing cloak behind him/her. Same if they died and fall over. Could use a tweak.
I wanted to address a bug I have noticed on my main healer. Whenever I'm in a party, my passive "shield buff", sorry forgot the name, is activated, when we are outside of battle. Either it's my own companion or one of the others, that run amok and goes into battle mode. My problem is when it isn't my own companion and the teammate isn't responding to dismiss the companion. I can't interact with anything. It's would be nice if it was fixed so that when I'm not in a battle it won't be activated by a runamok companion, be it mine or a party members. Thanks for looking into it beforehand.
Ya we see enough neverwinter on the daily and playing future content in front of our faces isn't cool. It was like one big show off.
On a side note you'll didn't address my question about your bot detection system on xbox1? I know I'm not a bot but it picked me up for playing 16 hours in a day. I don't spam chat and there's no known actual botting on xbox to begin with so how can someone be picked up for botting? A ban hurts pretty bad after I've invested countless hours into your game. Also the more people that play the longer neverwinter will be popular thus the more money you'll make in the long run.
Hi, a few weeks ago I noticed Hastening Light power does not work at all
1) Log in to a level 70+ Devoted Cleric 2) Slot Hastening Light as one of your Active Powers 3) Head to any zone with players 4) After using my daily power, players do not get cooldown time reductions on encounter powers
Observed Result: Hastening Light does nothing, after using my daily power, players do not gain encounter cooldown of 1-4 seconds depending on the level of Hastening Light, and they don't get artifact's offhand buff that includes extra 10% AP gain
Expected Result: Hastening Light, when daily is used, should reduce cooldowns on players encounter powers, and they should get extra 10% AP because of additional off hand buff for Hastening light.
I have checked with many players that have Devoted Cleric character's, and their Hastening Light doesn't work either.
Comments
1. I have a problem after leaving a dungeon I get the message "return to instance" thus leaving me unable to join another dungeon
2. on cw ray of enfeeblement doesen't do double damage in mastery
3. quering for epic demogorgon sometimes leaves a teammate outside of party ,and sometimes goristo skips the entire step
Thank you
Featured Foundry Quest: Whispers of an Ancient Evil [v3] - NW-DQ4WKW6ZG
Foundry Quest: Harper Chronicles: Blacklake - NW-DCPA4W2Q5
Example: take the plague Fire enchant and place it on a Devoted Cleric and verify that it in fact does what it is suppose to do when damage of any type is dealt.
And it never has given a reward, which I've been reporting since May of last year (someone recently bumped my original thread), and that's frankly inexcusable.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
1. Lag
2. Hunter Ranger reacts to lag firstly by becoming non-turnable (fixed direction) and then, if it gets worse, by becoming non-movable except using shift. This is so bad as to make the HR unplayable in some areas (e.g. WoD Heralds). Have checked this with other HR’s: bug confirmed. Have submitted bug report months ago. No known action by cryptic.
3. Cloaks stick up from characters in the distance.
4. CW chill stacks often sit on top of characters, which is not cool. Possible the most frequent visual bug right now.
5. HR’s should not have their heads bowed forward in submission.
6. The HR archer path has been nerfed too hard. Needs strengthening.
7. CW and HR are too weak compared to GWF and other DPS classes. Please de-nerf.
8. Questgivers near the Harper in PE do not show that they have Common Cause subquests to give.
9. The drake handler closest to the WoD encampment never registers as a drake handler in the corresponding quest, however many times you kill him.
10. Generally, rewards for playing much of the content (e.g. skill nodes, drops, coffers, chests) are so low that one feels disappointed to the point of being insulted. It’s not just that it is no fun – the rewards simply don’t significantly help achieve any meaningful goal.
11. Imbalance between “once-only” content and “repeatable content”. On the one hand, there is a huge amount of wonderful content in NW which is never re-used or where there is no motive to return. On the other hand, players are forced to repeat a small fraction of content ad infinitum. The idea of offering weekly AD rewards for 5 missions across “old” content was a great move towards solving this. However cryptic should extend this idea to perhaps 50 further missions. Perhaps introduce the concept of a “monthly”, with occasional and irresistibly large AD rewards for revisiting some great but underused content (e.g. Vault of the Nine, pretty well all under-used heroics/dungeons across the more advanced zones).
12. The Salvatore quest path should have better rewards when repeated. Currently there is no reason for anything other than a bot to repeat it. Make it a monthly with the original rewards?
13. Professions. Scales far too slowly. It should be possible to create equipment corresponding to one’s current level, which means that profession levels 1-18 or so need to go about 10x faster. How about receiving a profession upgrade token every few character-levels, so that players can guarantee that a chosen profession will always be at their character level?
14. Professions. Only a handful of recipes make any sense any more. Most recipes are obsolete. Think of a way to make them useful – e.g. by increasing their value as “surplus equipment” for the guild coffer by about 10x, to help with upgrading the guild.
15. Professions. Add recipes which make sense in terms of current game goals. Use professions to help fix other problems. E.g. be able to manufacture a range of wands/charms which dramatically increase rare drops from other game content; be able to manufacture goods for SH coffer which are in short supply.
16. Guildhall. Some upgrade requirements are too difficult to collect and kill off small guilds. Even large guilds slow down to glacial upgrade speeds. It’s not fun.
17. Guildhall. Food buffs are a good idea but not sufficiently powerful to be worth using. Increase their power or decrease their price, or both. Make food buffs class-specific (GWF’s do not need food).
18. The final two boons in ToD are far too difficult to achieve (it’s the Linu’s favour problem). The requirements should be 10x less. In general, no boon should be so hard that it cannot be achieved in 10 hours of play spread over 10 days. Running heralds 50 times should be a maximum expectation, but would not be fun after the 5th time. Running diverse ToD content instead (50 different ToD missions, all with Linu’s favour rewards, spread over about 10 days) might actually be fun. (The current “mission” which gives Linu’s favour is not a “mission” at all – it is a lengthy grind just to get one token). As a general rule, no campaign should take more than a calendar month to complete.
19. Players at levels 65-69 experience a lack of content. Various solutions are possible. One is to reduce the XP requirements, so that existing content is enough to get a player from 60 to 69 without endless grinding. An alternative solution would be to open some level 70 areas progressively between levels 65 and 69. Sharandar comes to mind.
20. Mote farming. Increase drop-rate for minor heroics. Diversify the content which can produce motes. Remove the grind and make it fun.
21. Artifact equipment. It is far too hard to upgrade artifact equipment. There are too few ways to do this. It should be possible to use enchantments for refining artifact equipment. The overall refining point requirements should be reduced, especially for legendary level. On the other hand, the benefits of upgrading are too small. Upgrading to blue, purple and orange could each unlock one of the additional artifact powers to make it more worthwhile and interesting. The cost of unlocking artifact powers with cubes of augmentation is too high – only one cube should be required, not four.
22. Poverty. Especially AD poverty. Cryptic’s action against AD-farming primarily hit new players who had not hit level 70 when the AD changes took place. There is a gap between rich and poor players as a result – those who gathered vast resources and top upgrades earlier, and those who never had the chance and who must grind even harder. Poor post-AD-nerf players have no chance ever to reach item levels of 3.5K and higher, unless they play for years. The resources of the richer players possibly disguise the situation of the poorer ones, who may be leaving the game faster anyway.
23. One result of AD poverty among new players is that strongholds have to rely on a core of old and rich players to progress – players who no longer have to grind out gear advancements and can concentrate on collecting for the coffer.
24. GMOP’s. These are too important for advancement in the game and drain players’ resources away from doing more interesting and varied things with their AD’s. Adopt a two-pronged solution, by making GMOP’s both less important and more easily available. Playing the game should result in relatively frequent GMOP rewards/drops. The number of GMOP’s required for upgrades should be at least halved. Use GMOP drops to increase player interest in under-used parts of the game.
25. Refinement bindings. Having three varieties of marks/stones (i.e. bound to character, bound to account and not bound) results in over-filled bags if one is saving for double-refinement. This is absurd. Simply remove bindings from refinement items.
26. Most of the seals and currencies collected from zones while levelling have no current purpose in the game. Increase their trade-in value and give some real purpose to them.
27. Obsolete gear. Probably over 95% of the gear in the game is obsolete. It may have been valuable in earlier versions of the game, but no longer. The gear isn’t even valuable as junk. Make it worthwhile to collect and trade in at the stronghold coffer. Make bound-to-character obsolete gear tradable, so that low-level players can have some brief enjoyment of it while levelling.
28. There are still too many one-shot deaths from advanced dungeon bosses. This is meaningless.
29. Throne of the Dwarven Gods (especially the variant which starts with hulks): even with well-organised and strong guild groups, it is almost impossible to avoid bronze in the first round. Fix it, please.
30. Prophecy of Madness is boring. Needs replacing with an entirely different concept.
31. Zergs and multi-player missions. Players quickly work out which multi-player missions/heroics have the best effort/reward ratio and success chances, which results in less competitive content being abandoned. It is no secret that Dwarven Valley heroics usually fail, so there is no point in attempting them. There used to be zergs in Icewind Dale, but these evaporated after Underdark. Even these old zergs were very selective in their choice of heroics – major heroics would be avoided, as would heroics that were too far from the campfires and entry point. There are missed opportunities here. Many of the multi-player heroics and missions are actually interesting and challenging (or would be if they were not impossibly hard). Timed special rewards could be attached to these events to make them especially lucrative. In other words, motivate the zergs to diversify by offering the zergs rewards for moving around different game content rather than replaying the same thing ad infinitum. E.g. “2pm-4pm all IWD content gives triple rewards and/or AD’s and/or a realistic chance of dropping purple refining items”, and following that give rewards in (for example) Spinward.
32. Cryptic should actually monitor the attempt-frequency and success-rate of major heroics and adjust their difficulty level if they are failing too often or permanently raise the rewards if groups are not even attempting them. Diversity and motivation = fun.
33. Foundry: could be fun, if fixed. However even if it was fixed, the rest of the game is a full-time grind so there would be no time to enjoy creating foundry content. If the foundry could seriously help reduce the grind and offer diverse ways of progressing in the game proper (e.g. rewards), I would use it.
34. It should be possible to easily refine basic refining items (marks, stones) into higher level ones, if only to conserve bag space. Perhaps revive professions by having tasks which combine lower refining items into higher ones?
35. Haarl’s Treatise and Dwarven Spelunking do not drop as often as would make the boons playable.
36. With rare drops (such as Haarl’s Treatise), it seems unlikely that Cryptic is testing. Do you really have a tester run eSoT five hundred times to test the drop rate? Or perhaps more sensible: do you not have a drop-rate monitor for actual drops, so that your game designers can actually see that x hundred players ran eSoT on a particular day and that the rare/epic drops dropped y times? It seems you do not know what is happening. The AH prices can be a guide to problems of this nature.
37. When the AD market was changed to lower prices, many fixed prices (such as boons, reinforcement kits, transmutation) were not reduced in price to match the lack of AD’s, particularly among new players. Reinforcement kits at 100,000 AD are exorbitantly priced, particularly when they cannot be removed and reused like enchantments. No boon should cost over about 5000 AD. Transmutation should be a nominal 1000 AD at most.
38. Add more powerful reinforcement kits to the game, at reasonable prices or as a reward for playing content (but don’t use a mote-farming concept; make it interesting).
39. Stronghold despawning bug. Players should not get sent back to their previous zone when they expect to respawn in the SH. I’ve read the bit where you say this is a feature, not a bug; however it should be de-featured. It is a major irritation. If you don’t want to keep the SH spawned when empty, don’t; but re-spawn it as soon as someone comes back online in the SH and don’t make them spend time fumbling around with maps and transfers. The SH is a home and players should feel that it is a home – always there, even if it isn’t when nobody is at home.
40. Exploits. If players are successfully exploiting something in the game, it’s often because there is a demand behind it driven by poor game design. Rather than just stopping the exploit, you need to think what weakness in the legitimate game design drove the desperate players to use the exploit in the first place. If players work out that they will need 6 months to upgrade a certain item, they will try an exploit first, and then leave the game when the exploit is removed without fixing the underlying problem.
41. Customer relations and trust. The content feels as if Cryptic is guided by facebook online gaming concepts (diminishing rewards) – rather than enjoying the game, I am being kept in the game by goals which constantly recede further into the distance. I can’t help wondering sometimes whether I am being fooled by a marketing department.
42. More about customer relations and trust. Artifacts can be upgraded using cheap and plentiful enchantments. Many players have got to mythic this way. In all likelihood, the price/supply of enchantments is something which Cryptic could put a stop to. My feeling is that Cryptic would indeed do this at some point. That would leave old players with four mythic artifacts and new players with no hope of ever getting a single mythic artifact. My dilemma: should I sink all my AD’s into artifact refinement as fast as possible before Cryptic nerfs artifact refinement? Or should I trust Cryptic, do more interesting things with my AD’s now and be sure I can upgrade my artifacts on the same terms in a few months? Somehow I feel I would be a fool to trust.
43. In general, the feeling is that if there is a game imbalance (x is strong and y is weak), Cryptic will nerf x rather than strengthen y. It’s a trust issue and a perception, even if not justified. (e.g. strengthen CW/HR, don’t weaken GWF; strengthen non-Lostmauth sets rather than weakening Lostmauth, and so on).
44. Dragon Hoard Enchantments could be a solution to the artifact equipment grind, but they are secretly nerfed and limited so severely, that they do not solve the grind they should be able to solve. A full set of 5 dragon hoard enchantments (2% each; 10% drop rate total if not nerfed) should be able to produce enough jewels to upgrade one artifact equipment item to legendary in about 50-100 hours of normal gameplay. The daily limit should be published.
45. VIP would be more interesting and fun if it dropped a greater variety of (useful) keys. Maybe also a starlight parcel every day? Even if starlight parcels mainly contain junk, there was a real chance of something special every now and again and it was vaguely fun.
46. Power points should always drop with XP overflow. Receiving a mere sapphire feels rather insulting. Raise the rewards and lower the XP requirement.
47. Right now we do not need new content, but a more meaningful use of existing content. NW is like Disneyland with everyone wanting to see Mickey (who never comes) while the rest of the park is empty of visitors.
48. A public bug tracking system would be helpful. Full transparency of bug status would improve customer relations, extend customer patience and raise the quality of assistance from customers.
49. Coalescent wards need to appear more frequently in celestial synergy coffers and also drop occasionally from game content (and not a one-in-a-million chance; everyone should be able to get a drop every 2-3 weeks).
50. The “Rewards for the Hoard” mission should be deleted. It is a grind, very similar in concept to mote farming (100 chests), but worse (collect 100 chests 80 times for two boons – that’s like 8000 motes). Replace it with imaginative, motivating, varied content that can be completed in 30-45 minutes of intensive gameplay, and halve the number of repetitions needed for the boons.
51. We don’t need more equipment in future modules. There is too much already. We need help with upgrading existing equipment.
52. The cost of upgrading companions and mounts beyond their initial maximum needs to be made more affordable if anyone is going to take any interest in this. At the moment, all resources have to go into refining and especially GMOP’s, so for most players, companion and mount upgrades are an irrelevant luxury. Possibly use some imagination, and rather than selling companion/mount upgrades, use a combination of quests and profession recipes.
53. Demonic heroics currently spoil the theme of some zones, but moving them all to Mantol Derith would take everyone away from WoD and IWD. You could perhaps re-theme demonics in WoD and IWD (ice demons, sand demons). Likewise the demonics shouldn’t appear all the time. Leave the yeti hunters in peace for a couple of hours. Perhaps demonic heroics could rotate on an hourly basis between various zones, shifting theme to suit the zone.
54. An epic container (e.g. Cask of Wonders) should not contain common junk. Often they do. When I open these things, I feel like the victim of a con-trick. If you want to reward players with junk, mark it clearly on the container. “Cask of Junk”, not “Cask of Wonders”, and have the level of the container reflect the minimum level of its content. It’s not a big deal, but this kind of thing repeats itself so often during gameplay that it spoils the fun. A “Genie’s Gift” is not a “Genie’s Gift”. It is a very modest contribution to a campaign (“Minor Campaign Booster”). A real “Genie’s Gift” would grant three wishes (“Haarl’s Treatise” and two other books, please). If I receive a special purple container, I want to be able to go “wow” and enjoy opening it, rather than sighing “on no, not again”. An adamantium glove received after a lengthy campaign completion should not deliver the same quality of material as a level 50 skill node – the name “adamantium” promises more.
55. Weapon enchantments are out of balance. The weaker ones need strengthening. Otherwise there is only one “correct” way of playing the game, and that is less fun.
(Other than that, it's quite a nifty game at times.)
http://forum.arcgames.com/neverwinter/discussion/1208448/cask-of-wonders-isnt-so-wonderful-anymore-suggested-adjustment-to-loot-table#latest
Neverwinter Census 2017
All posts pending disapproval by Cecilia
http://www.arcgames.com/en/forums/neverwinter#/discussion/1210050/elven-battle-gliched
1. Return to instance bug.
2. Epic demogorgon phase 2 bug where if you go in before boss show up, the boss will never spawn.
3. Throne of dwarven king mind flayer infiltration, you only get bronze in first phase.
4. Unstoppable bug.
5. SW puppet inactivity bug.
6. Can't exit elol if you don't accept 2nd chest contents.
7. Elol after scorpions, mobs take too long to show up.
8. GF - soulforged does not activate if gf dies from damage dealt through knights valor.
1 OP sheld 360 degrees -GF 30 degrees
2: Temp HP: OP -You gain 100% of your Maximum Hit Points as Temporary Hit Points, gain 15% increased Damage Resistance, and gain immunity to CC for 5 seconds. Additional Ranks: Duration +5s; Oath of Protection: Gain Temp HP equal to 300% of the damage dealt Oath of Protection: Gain Temp HP equal to 300% of the healing done.-- GF You gain Temporary Hit Points based on your missing Hit Points, and your Stamina regeneration is increased by 50%. In addition, all your attacks generate 200% more threat while this buff is active. hen affected by a control power, gain 2/3/4% of your Hit Points over 10 seconds. Can happen once every 30 seconds. Gain 1/2/3% of your Max Hit Points in Temporary Hit Points when you are Healed by a power. (40 second cooldown),When you are crit, gain Temporary Hit Points equal to 1/2/3/4/5% of your maximum Hit Points. (50 second cooldown) OP - 300% max HP temp HP-----GF 4-5% and 40-50 sek CD ????????
!!!!!! if there is a plan to adapt these old classes for mod 7 ?????
Xbox GT -- Mr Shabok
My Guide
As a player who started playing from module 6, i never had a chance of experiencing the dungeons that was removed, is there a planned date when you expect to bring them back or it won't happen anytime soon?
Mastercraft professions is something that has a lot of potential, are there plans to extend it any further with the next mod, to add some content that would be available at lower guild levels?
This isn't a question but more of a suggestion, something to improve the quality of life in NWO, with most of the classes you have to change your encounters between AOE and single target and sometimes it's annoying when you go into a fight and realize that you have the wrong setup or the fact that you always have to drag the powers manually, will there be soon a system implemented where you can switch from one setup to another (ex. when you are out of combat) by pressing a button?
Staying at the topic of powers, with most classes there is a big unbalance between them, some are nearly worthless to pick and when you can't have diversity with one class it kinda kills it replayability. The best thing here would be to make the skills that people don't use better. Will this be looked into?
And finally when will the next module be released if not a fixed date than apoximately when there will be info about what should we expect.
P.S. Hope the stream will go well as alot of players before added some interesting suggestions, pointed out things that should be addressed as soon as possible & some interesting topics of discussion, and also sorry for my bad english.
which analyses how much "grind" there is and how much time/how many AD's it takes to "complete" the game.
Here are my only two:
1) Are you still planning to add the Druid class? If so will it be in 2016?
2) Would you please consider allowing Paladins to use the Spear Of The Fey for transmutation purposes?
Thank you again for taking the time to look at (and hopefully answer) my questions.
There are numerous, solid suggestions in the Foundry sub-forum for making the foundry fun and relevant for the average player.
Are you going to devote development time to the Foundry in the foreseeable future?
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
Having belonged to one of the well-known PVP guilds for a time before giving up on PVP, I know the top guilds spend significant time on preview determining how to fully leverage upcoming changes to game mechanics, including understanding which powers or gear are truly broken.
This leads to a situation where many matches are utterly pointless. Newish players very often find themselves up against an enemy they will not even score points against, let alone have any chance of victory.
What are your plans to avoid game-breaking features from staying in the game for weeks and months, so that PVP is more a matter of your overall gear and skill at playing your character, and less about insider knowledge as to what powers and gear are currently massively OP?
Sci-fi author: The Gods We Make, The Gods We Seek, and Ji-min
1: PvP. Quite simply, is broken. It is exploited by pre-made groups of BiS players and does not allow newer players an opportunity to collect the currencies to acquire similar gear. The new drains and lionsmane gear (which are not available to all players due to not all guilds being massive and high level) should be removed, as they offer an unfair advantage to the already over-geared players.
I've posted threads about this before and people have commented that changing the queue system to more closely reflect actual item level (and capping that level so people cannot take gear off to queue then put it back on once they get in), would make the queues a very long wait. So, I have another suggestion...
1 set of pvp gear, available to ALL players (whether in a guild or not). This would be the ONLY gear that can be worn inside a pvp area making players have to rely on actual skill and knowledge of their character and it's abilities (as opposed to the mindless button mashing that it is now).
And finally, the currency for this gear should be awarded for attending a pvp match, as opposed to having to win the match. While there could be a better reward for winning (more than fair), there should still be a reward for attending. This would allow ALL players the opportunity to attain this new gear, regardless of whom they end up having to face in any particular match or how many pieces of the pvp gear they currently possess.
Making a single set of pvp gear that is attainable by all would go a long ways into balancing the playing field, and encourage more people to go to pvp matches. As it is now, players (like me) that do not have BiS for every piece of equipment, quickly grow frustrated in their inability to obtain the pvp currencies needed to attain pvp gear, and simply stop going to pvp. New players, and players in smaller guilds without access to lionsmane gear and the drains, simply have zero opportunity to ever get to a level (or the gear) to be able to compete with other players that have been playing longer.
Pvp is supposed to be a battle of skills and knowledge. It is not supposed to be a competition of who has the best gear. This would give the added bonus of helping smaller guilds add to their rosters, as opposed to huge pvp farming guilds, as well as affording players the choice of which guild they would like to join, or none at all.
2: Skill sets. Most classes use different skills depending on the content they are playing. Solo, dungeon, pvp, etc etc... it would be nice to be able to save multiple skill sets that could be changed with a single button, as opposed to having to reload each skill individually every time you play different content.
3: Auto Loot System. A simple GUI with some pre-set options to auto pick up drops would make playing on the more laggy maps a lot less frustrating. Having to dance around loot trying in vain to pick it up (before the mobs respawn) is annoying and frustrating. It could be easily averted with an auto loot system, making everyone's life easier.
4: Spam. Trying to get a group for anything, is made extremely difficult due to the massive amounts of bots constantly spamming all the chat channels. While I realise banning these emails is not a viable solution as they are mostly generic and simply changed, one idea that would greatly help, is a user input text filter. These spammers load an army of bots that all spam the same text. It would be easy for players to filter out these bots using common keyboard characters they all use (Examples: c0m www $ etc etc). It's simple enough to identify text used only by bots, and add that text to a filter and eliminate the spam from your chat windows. A small GUI with a field for players to input the text they want filtered, would effectively eliminate these spammers from being able to monopolise chat and harass players.
Thank you for listening to the player base and for recognising there are problems and attempting to find solutions for the areas in the game that need attention. I, for one, will be watching the stream with great anticipation.
Call me Andy (or Strum, or Spider-Man)!
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Situations such as these two all lead back to one of the core issues of this game. Why do we not have a proper monitoring of these things? Is it normal for a gaming Dev team to remain unaware of issues for great lengths of time? Surely you would want a person who knows the game inside and out to test your content?? Why do we have to be the ones reporting all this? You should know your own product but you seem to know very little until it comes to the point that we are screaming up in arms about it. It's really is a shame. Content testing/monitoring is needed en masse. Overall I'd say the game is in dire straits, whether you guys are aware or not that is the question.
"Last request - microtransactions for alllll old skins for zen/weapon appearance changes, 500 zen to make ur wep glow the color/enchant you want it... You will make more off that one item than any other zen item ever made." freshour
"beckylunatic" Gateway AH should have column headers to sort by buyout, bid, end time, quantity, etc. These disappeared iirc with the module launch. It's obnoxious.
We are searching for slave labor, will pay with food from our farm!
Another thing... why the ridiculous limits on what can be farmed? Example: I can max my weekly demonic ichor in 2 hours. Thanks for the punishment for hard work. Honestly, the only way to get ahead in most things these days is to buy from the gold farmers.
On a side note, cloaks always display as 'standing up'. When a toon with a cloak on his back is on a horse, there's a standing cloak behind him/her. Same if they died and fall over. Could use a tweak.
On a side note you'll didn't address my question about your bot detection system on xbox1? I know I'm not a bot but it picked me up for playing 16 hours in a day. I don't spam chat and there's no known actual botting on xbox to begin with so how can someone be picked up for botting? A ban hurts pretty bad after I've invested countless hours into your game. Also the more people that play the longer neverwinter will be popular thus the more money you'll make in the long run.