Another very small build - Trying to keep the change lists short for the weekly / bi-weekly builds. Several of the requested changes (e.g. 99 to 999 stacks for Reclaimed items, the fix to the Traveling Merchant store) we're hoping to get live next week or the week after. You can expect a much larger patch note list on Preview by the end of the week, provided nothing goes super wrong.Items and EconomyAn old version of the Heavy Howler mount had been acquired by some players, and was not properly entering their Mount stable upon use, but disappearing instead.
- This mount should now automatically be moved to the Stable if it had disappeared on use.
- If the player already has the Heavy Howler in their Stable, the extra mount will be moved to the inventory, and can be discarded.
- Any future acquisitions will properly enter the Stable on use.
Comments
Neverwinter Census 2017
All posts pending disapproval by Cecilia
I would be only guessing but
I think the new whirlwind mount is effecting the crab to make the rider hover up in the air like that.
is there any other mounts that you ride on top of like that?
The Whirlwind mount actually borrows its posture from the CW daily Maelstrom of Chaos.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
U might wanna check the digsite bug. After playing a while, i suspect the cause has something to do with the site pass u get from treasure map. They might messes with the digsite timer. Thanks.
We would really appreciate an update on the issues we have been raising, as they are really hurting players' enjoyment of M11 right now.
I watched the Live stream yesterday. There was a lot said about "M11-B", which was promised "soon" and what it would bring. But, here is the thing - I am really not interested in getting M11-B or hearing more about it until M11 is working properly. So, I am going to take the risk of sounding like a broken record and list the "big" M11 issues again.
The HE bug-out.
I have never had this happen with the ship HE and I have not seen it recently with the small HEs - possibly because I usually solo those. However, this happens frequently with the Kabal and Gyrion Big HEs. More often than not, Kabal's HE seems to get stuck when you have killed 17 of the reinforcements - the rest does not show up (or their kills do not count. The result: Players waste their time and get annoyed. Can you please confirm whether you are aware of this issue, looking into it or need more information like a video?
Item stacking
You said "99 to 999 stacks for Reclaimed items", which is great. Thank you. Is a fix to the Ornately Carved Boxes only stacking to 5 also on the list? I just had to ship 30 of those (6 stacks) off to a "mule" alt, as I was running low on bag space.
Arcanic Focus
This seems to be the great white HAMSTER in the room that nobody is willing to talk about. Despite this issue being raised multiple times in the Live Stream thread, it was not mentioned. What really upsets people is the fact that the weapon restoration requirements for this resource were originally much lower (as demonstrated in Kali Gold's video) - needing a total of 25 is a totally different story than needing 85 to restore a single set.
We would really like to hear something about this, even if it is just a statement like
"The Arcanic Focus requirements and drop rate are working as intended. We want to ensure that the average player needs to spend all his playing time for 8 weeks to grind for this resource, long after he has everything else he needs to restore the weapons. This is in accordance with our policy of discouraging players from playing multiple alts, as multiple active alts would just encourage people to spend money in the game to gear those alts up and making money is completely against our corporate policy. We also want to reduce our player numbers a bit and do what we can to make sure that people do not recommend the game to anyone. Our research has shown that extensive, boring grinding is a good way to accomplish that goal."
I'm partly serious here...this is how your policies sometimes feel.
Dig site lockout issue
I just posted about this in the bug forum. It is very irritating to be only able to do an average of 3 dig sites per hour, when you need to farm maybe 500-600 for the Arcanic Focus.
See http://www.arcgames.com/en/forums/neverwinter/#/discussion/1229026/the-m11-dig-site-lockout-issue
I do have one idea on a possible cause of this issue. Dig site passes you obtain from treasure chests seem to have an unintentional side effect of locking you out of dig sites, as the problem gets a lot worse if you do a round of treasure chest opening and carry a lot of those passes.
Arcanic Focus daily max?
I am not sure if this is actually an issue, but several people have reported a hard limit of 3 Arcanic Focus per day. I had initially dismissed this, for two reasons - first because I had gotten as many as 5 myself in a single gaming session, and second because I could not belive the designers/developers could be this utterly, utterly stupid.
Then I looked at my data, and noticed something. When I had gotten more than 3 in a single session, that gaming session extended past midnight, and I received some before midnight and others after midnight.
On one occasion did I receive 3 shortly after midnight, and not a single one the whole next day - until after midnight again.
I have NEVER received more than 3 in a single (calendar) day. Coincidence? Maybe, but at this time I cannot reject the possibility that someone may have made the really dumb decision to impose a daily limit of 3 on the Arcanic Focus drops.
Why is that a dumb decision? Well, partly because it heavily discriminates against some players - people that may have very little time to play on workdays, but have the weekends free. Those people may be willing to put the same effort into the game as someone who plays for the same time every day of the week, but the first person will likely get a lot fewer drops over the week because he is less likely to reach the daily limit 5 days out of 7.
So, if there is indeed a hard daily limit, I have a question.
When are you going to fix this?
I am not asking if you are going to fix this, but when - if a limit like this is indeed present, it s simply not acceptable.
On days when I loot treasure chests, I use the site passes I pick up and toss any duplicates and all used passes immediately. On days when I feel it'll be faster to just buy site passes, I mostly don't do treasure unless I happen to walk past one I can access. I don't typically let the passes time out in my inventory at all.
If there's a correlation, my interactions in the module would be expected to be unaffected and thus far this is true.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
Could a similar issue be occuring here? Some people will only do ONE thing.. not explore.. not test... and just rage and rage until someone who did explore.. test and try various things tell them how to get what they need.
I'm absolutely loving the fact that Mod 10 and 11 (more so) encourages and REWARDS group play and a player focused economy (more than zen store purchases)... without much of this "grind" that people are complaining about.. there wouldn't be as much need or benefit to the average player to working with other people to achieve goals.
And YES... even figuring out legitimate info about how things work is a good thing for a REAL MMO.... I remember sites and sites of game related info back in the day of true MMO's like EQ and even the (genre breaking) WoW.
The challenge of a heavy grind can lead to a MUCH more social and cooperative community IF the devs build into the game systems various legitimate short cuts that can be used by TEAMPLAYERS.
― Clint Eastwood, Heartbreak Ridge
Guild Leader of Ardent Justice HQ: Always recruiting People not Pixels.
FOUNDER and OWNER of the SKT3K Channel: SKT Only Content 3k+. http://www.arcgames.com/en/forums/neverwinter/#/discussion/1228278/skt-content-for-the-non-elite-video-links-provided
First, there is only one way to get that - dig sites.
Second, originally you needed only 25 of those - now you need 85.
Third, there seems to be a hard limit of 3 drops per day. This ensures that it will take people at least 29 days to collect what they need for the weapon restoration, more if you are occasionally unlucky, and much, much more if for example you primarily play on weekends.
In my own case, for example, I will have both my mainhand and offhand and everything I need to restore them next Saturday morning - except the Arcanic Focus - I can restore the offhand, but it will take me at least 15 more days just to farm this single thing so I can restore my mainhand.
This is annoying because Mod 11 originally looked very good to people, and tthen we encounter bad design decisions like this, which make people revise their opionion of Mod 11. Revise it downwards. Quite a bit, in fact.
If the weapons themselves are supposed to be THE content of the module, then that's just sad.
Weapons are just damn weapons. The thing you use to DO content. Just let people get their damn weapons quick if they want so they can get back to trying to enjoy themselves. A dragged out weapon grind doesn't encourage me to give the company money.
But yeah, I agree....this HAMSTER is indeed busted.
But honestly it doesn't make much sence...the portal keys are on sale on zen market, 50k ad each when we can make the 30 necessary component from the farming/ donate to ship in at worst case 15 days after the mission unlock, after that we will have enough but not arcane focus, there is not much reason to purchase those keys, specially mirage weapons where we can just do the squirmish...