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Module 11b Preview Patch Notes: NW.80.20170322a.3 (Updated 3/28)

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  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    The server's been restarted, Temporary Structures in the Stronghold should now be orders of magnitude less temporary.
  • sobacsobac Member, NW M9 Playtest Posts: 440 Arc User
    - Loadouts - great QoL :)
    - new campaign window - while i liked the old one, an actual window is ok too, we only needed an auto-open function and not scroll it all the way up. If you are in Dread ring, for example, opening campaign window should open DR campaign window directly, that's it.
    - why Kessel and Shores are still in Epic Dungeon category and not skirmish?
  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    Regarding Kessell's Retreat and Shores of Tuern: I believe that change was intentional in attempt to give queues a consistent category if they had consistent matching rules.

    If my memory (and interpretation of a spot-check of data) serves:
    (Non-epic) Dungeon: 3 players, no role requirement, won't slot more than two of same class.
    Epic Dungeon: 5 players, requires 1 tank, 1 healer, 3 damage dealers.
    Skirmish: 5 players, no role requirement, won't slot more than two of same class.
    Trial: Greater than 5 players, requires 2 tanks, 2+ healers, and the rest damage dealers.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    terramak said:

    Regarding Kessell's Retreat and Shores of Tuern: I believe that change was intentional in attempt to give queues a consistent category if they had consistent matching rules.

    If my memory (and interpretation of a spot-check of data) serves:
    (Non-epic) Dungeon: 3 players, no role requirement, won't slot more than two of same class.
    Epic Dungeon: 5 players, requires 1 tank, 1 healer, 3 damage dealers.
    Skirmish: 5 players, no role requirement, won't slot more than two of same class.
    Trial: Greater than 5 players, requires 2 tanks, 2+ healers, and the rest damage dealers.

    Not a good change, KR probably not but ESOT definitively needs support classes even when i go there with my GF using KV players die easily.

  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    I think I explained it in a weird way.

    What I mean is: Kessell's Retreat and Epic Shores of Tuern were changed to the Epic Dungeon category in order to reflect that they follow the same rules as Epic / Master Dungeons - They require a Tank and a Healer class.

    Unless that's not happening, or I'm misinterpreting that bit of feedback. Then again, I think we're out of the usual discussion topic of feedback threads anyway, whoops.
  • sorce#8115 sorce Member Posts: 1,009 Arc User
    terramak said:

    I think I explained it in a weird way.

    What I mean is: Kessell's Retreat and Epic Shores of Tuern were changed to the Epic Dungeon category in order to reflect that they follow the same rules as Epic / Master Dungeons - They require a Tank and a Healer class.

    Unless that's not happening, or I'm misinterpreting that bit of feedback. Then again, I think we're out of the usual discussion topic of feedback threads anyway, whoops.

    The problem we have now is that they pull from the Skirmish AD pool - they are called Skirmishes, yet from a queue perspective they are called Dungeons.

    Can we not just have them sitting in the Skirmish section but leave the queue requirements on? that way everyone is happy?
  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer

    The problem we have now is that they pull from the Skirmish AD pool - they are called Skirmishes, yet from a queue perspective they are called Dungeons.

    Can we not just have them sitting in the Skirmish section but leave the queue requirements on? that way everyone is happy?

    Gah! I'll bring this up for addition to our tracking, thanks. Not sure whether our fix will be "Change back to Skirmish" or "Change AD rewards to Dungeon pool from Skirmish" or whatnot.
  • sorce#8115 sorce Member Posts: 1,009 Arc User
    terramak said:

    The problem we have now is that they pull from the Skirmish AD pool - they are called Skirmishes, yet from a queue perspective they are called Dungeons.

    Can we not just have them sitting in the Skirmish section but leave the queue requirements on? that way everyone is happy?

    Gah! I'll bring this up for addition to our tracking, thanks. Not sure whether our fix will be "Change back to Skirmish" or "Change AD rewards to Dungeon pool from Skirmish" or whatnot.
    I'd rather not change the AD rewards - since the gigantic backlash storm you'll hear if that's even an idea to be considered... The idea of a skirmish is that it's quick and easy (hence the lower AD amounts offered), which KR & ESOT both fit.
  • weaver936weaver936 Member, NW M9 Playtest Posts: 443 Arc User

    ok so for newer Stronghold type of Weapons to work properly and be effective your going to need to make them easier for players to obtain, the set bonus is not really that great unless you have 5 players with the same set, ontop of that, Masterwork professions are overpriced for making such items, so the easier it is to get the weapons, say place them in same place as current stronghold weapons, get rid of the armament, make it require nothing to do with profession items none what so ever please, by putting them in the stronghold vendor for weapons and making them available for Fangs and guild marks and maybe find another type of item to use besides something that comes with professions inorder to get the newer weapons, that inturn will be making everyone in each guild of litterlly almost every alliance farming dragons and such together working as a big old team having fun again, please again ty for the new patch I liking a lot of changes, just wish to see a few different changes thank you.

    @terramak

    And it would cause almost everyone in a guild to skip weapon farm of RD or Somi/SVA... the Devs aren't stupid... even though a lot of players want them to be.
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  • vida44vida44 Member, NW M9 Playtest Posts: 667 Arc User
    @terramak don't remove the Skirmish ad reward from them. I can guarantee you the forum will explode with complaints.
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    Agreed even tough dungeon seems more fitting better not raise a little hell here ^^.

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    I also don't think it would be anywhere close to appropriate for Kessell/Tuern to award dungeon AD. It would mess up the balance of things.

    As long as the full description of each piece of queued content accurately displays both player and party requirements, it's more confusing to call a skirmish a dungeon than it is to have a skirmish with some role requirements.

    +1 to AD rewards for Tia/Demo/Svardborg. If we're supposed to earn AD by running content, put AD rewards into the content. (Also torches and pitchforks for campaign weeklies with no AD and the gutting of Foundry AD rewards.)
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  • vida44vida44 Member, NW M9 Playtest Posts: 667 Arc User
    edited March 2017
    terramak said:


    EDIT 2: Turns out the temporary structures disappearing in 10 seconds was caused by a setting on Preview that allowed structures to *complete* in 10 seconds for testing purposes. The Preview shard will restart sometime tomorrow, probably between 09:00 and 15:00 PDT (UTC-7), at which time we'll remove that setting. That means:

    • Stronghold structures on Preview will now take their full time to build.
    • Temporary structures won't disappear like 5-10 seconds after building them.
    @terramak
    Actually what you've done is removed the timer completely. None of the structures now are able to be built and/or destroyed since the timer stands still on 0.

    EDIT 1:
    It's like we are on Gallifrey

    EDIT 2:
    Can you make that timer 5 minutes? I think that is an ok time to view wares and build fast(ish) again if needed. (it's not like we have to grind the currency to build).
  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User

    Brilliant energy enchantment still not getting a Update, still not able to upgrade it? wtf

    How do you propose to upgrade it when you shouldn't legitimately be able to get more than one at a time?

    I use it on alts with Mulhorand weapons and have no expectation that it should be any better than what it is.
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    Neverwinter Census 2017

    All posts pending disapproval by Cecilia
  • mamalion1234mamalion1234 Member, NW M9 Playtest Posts: 3,415 Arc User

    also I thought we didn't want people basically ruling the auction house with one single profession, which basically masterwork crafting is exactly that, so adjust the costs of crafting things in those professions, reason I say this is just look at the cost of masterwork stuff from mod 8, still high cost if not the same cost, so defiantly increase drop rate of needed items for crafting or stop relying on the profession system, professions are overrated, over priced and boring at this point in the game

    example lol

    [Umbral Raid Longcoat] 2.6 mill for obsolete armor

    question since mod 8 your guildies didnt help you make the masterworks or i live in a dream guildies help to create masterworks?
  • panteleeleepanteleelee Member Posts: 289 Arc User

    terramak said:

    Regarding Kessell's Retreat and Shores of Tuern: I believe that change was intentional in attempt to give queues a consistent category if they had consistent matching rules.

    If my memory (and interpretation of a spot-check of data) serves:
    (Non-epic) Dungeon: 3 players, no role requirement, won't slot more than two of same class.
    Epic Dungeon: 5 players, requires 1 tank, 1 healer, 3 damage dealers.
    Skirmish: 5 players, no role requirement, won't slot more than two of same class.
    Trial: Greater than 5 players, requires 2 tanks, 2+ healers, and the rest damage dealers.

    Not a good change, KR probably not but ESOT definitively needs support classes even when i go there with my GF using KV players die easily.
    You go esot without support and you die? man wtf...esot is garbage skirmish...we can almost win this solo :D

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  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    edited March 2017
    vida44 said:

    @terramak
    Actually what you've done is removed the timer completely. None of the structures now are able to be built and/or destroyed since the timer stands still on 0.

    EDIT 1:
    It's like we are on Gallifrey

    EDIT 2:
    Can you make that timer 5 minutes? I think that is an ok time to view wares and build fast(ish) again if needed. (it's not like we have to grind the currency to build).

    @vida44 - ...How the heck did that happen? Thanks for the report, I'm baffl-- Ohh. It probably did something very, very silly and caused a mismatch in how the UI and server perceive the time, or something (I could totally be misusing or misunderstanding the concept, though). I like your suggestion, I'll probably bump it to 10 though 'cause I usually find it difficult to write feedback and get back to looking at stuff within 5 minutes.

    Now here's hoping I didn't permanently break the Temp Structures on Preview. :thinking_face:

    Another edit: Okay, mentioned this to the lead programmer on my team, and there was a straight-up code issue causing this. I may not have gotten the fix into this week's Preview build (we'll see), but for now I'm going to stop interfering with the Temp Structures timer, as it also affects the campaign task completion timer.


    @doublea2015 - Thanks for the report, but to build on what @beckylunatic said, this enchantment was created solely as a one-time "get up and running" thing for new characters on an account with the Hero of the North pack. I doubt there are any plans to make it upgradable in the future, and I don't think it was created with high-rank balance in mind. (If there are other ways to get it, then I need to brush up on my rewards lore!)
    Post edited by terramak on
  • vida44vida44 Member, NW M9 Playtest Posts: 667 Arc User
    terramak said:

    vida44 said:

    @terramak
    Actually what you've done is removed the timer completely. None of the structures now are able to be built and/or destroyed since the timer stands still on 0.

    EDIT 1:
    It's like we are on Gallifrey

    EDIT 2:
    Can you make that timer 5 minutes? I think that is an ok time to view wares and build fast(ish) again if needed. (it's not like we have to grind the currency to build).

    @vida44 - ...How the heck did that happen? Thanks for the report, I'm baffl-- Ohh. It probably did something very, very silly and caused a mismatch in how the UI and server perceive the time, or something (I could totally be misusing or misunderstanding the concept, though). I like your suggestion, I'll probably bump it to 10 though 'cause I usually find it difficult to write feedback and get back to looking at stuff within 5 minutes.

    Now here's hoping I didn't permanently break the Temp Structures on Preview. :thinking_face:

    Another edit: Okay, mentioned this to the lead programmer on my team, and there was a straight-up code issue causing this. I may not have gotten the fix into this week's Preview build (we'll see), but for now I'm going to stop interfering with the Temp Structures timer, as it also affects the campaign task completion timer.
    As long as we squash some bugs in the end all is good ;)
  • treesclimbertreesclimber Member, NW M9 Playtest Posts: 1,161 Arc User
    About enchantment from packs, you can motivate players to get them easily because of ->visuals<-
    Founder's and gray cloak are basically Black ice enchantments (i don't know if gray cloak is bugged but founder's have a nice gold glow), so i bet there would be people interested in them.

    Solution: Make them illimitable reclaimable as lvl 1 bta but not usable as refinement.That way people would refine them from lvl 1 to 12, no changes in appearance between the lvls just the stats, the production cost from 1 to lvl 7 would pass all other enchantments so no problem about that either;

    About brilliant energy, many players don't use mulhorand because of the price, they are quite expensive, but they may have the brilliant energy enchantment.

    Solution: Make it a a weapon offense slot only, i bet people would love to see the look of their WE with brilliant energy combined t

    Loamweave looks pretty cool as well, but worthless even at low lvl's.

  • beckylunaticbeckylunatic Member, NW M9 Playtest Posts: 14,231 Arc User
    You can buy scaling weapons with Ardent coins (level 1+) and Sharandar currency (level 60+) with weapon enchant slots. If you really want them, you'll find a way, and if you don't care enough about it to get one of these items, then you don't care enough about your hypothetical Brilliant Energy enchant to use it at low levels. The system ain't broke, so there's no need to fix it.
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  • terramakterramak Member, Cryptic Developer Posts: 991 Cryptic Developer
    @treesclimber - Thanks for opening my eyes to the aesthetic side of the discussion! I'd admittedly thought it was solely a mechanics / consistency concern.

    Closing the thread since the .4 thread's up and running.
This discussion has been closed.