I cannot *believe* the responses I'm seeing. Holy smokes, people.
Identify All Button: Whoever brought this idea to fruition, I will dance at your wedding, or anniversary, or really, anything. I'll buy you a beverage of your choice. Maybe even the whole team. Give me an address, I'll send you some drinkables (PS - can we get an Open All button, so that when I've got 980 Enchanted Coffers I don't have RSI? The system could have a "Full Check" for inventory, stopping as appropriate? For that, I'll bring food with the drinks...)
So refinement is changing. I suggest instead of so many people jumping on the bandwagon with torches and pitchforks, to actually take a look at the changes. Bound RP will operate the same way under the new system as with the current. You can still unslot a chant or enhancement from Character A, transfer to Character B, use your bound RP, and transfer it back to Character A. You can still stuff the new RP items in the bank until you decide what toon to use it on. You can still sell unbound RP items in the AH. You can still buy unbound RP items in the AH... just like now. And all the "Sky Is Falling" brigade is missing something about RP points. You get a SLIDER to determine how much converted RP you want to use on your item. No more "wasted" RP going over the top. Have a few points left over? How is that different than having a couple of bound RP items on Character B like you do right now? When you get ready to refine your next item, the points will still be there...
And, if my math isn't mistaken, refinement of something up to R12 is going to cost significantly less than it does now. For starters:
Enchantments - no longer require you have a Rank 7, Rank 8, and Rank 9 for upgrades. That is a significant savings in cost AND Coal/Preservation Wards right there. Rank 5-12 now will cost you... upgrade R5, upgrade R6, make *2* R7's and max RP one of them to get an R8, *2* R8's and max RP one of them to get a R9, and *2* R9's and max one of them to get an R10. That's a chunk of Pres and/or Coals right there, plus the savings in RP. Plus, the success chances are higher with the new system, and appear to be less costly overall.
Armor/Weapon Enhancements: I am confused why people keep saying it's gonna be more expensive. I don't have to double up r7, r8, and r9's. That right there saves me multiple Coal wards. Napkin math tells me that it oughta be about 1.5M AD cheaper to get to R12 now. So I can probably get R13 for what it costs me to get a Trans.
Yeah, bondings took a hit. OK. Time to move on from that. As someone said elsewhere, anything that is so absolutely good that it completely eclipses and removes any other option from consideration is cruising to be nerfed. It's not such a game breaking loss as everyone seems to make it out to be. There are options out there to give us, well.. options. Sorry that people can't just pull the cookie cutter FoTM build. You may have to change your stuff up depending on the circumstances. One size does NOT fit all in the game world. There are some juicy changes that were listed in the stats thread.
And, candidly - 100% uptime is just too good. A bonding runestone proc should be a buff, not a "permanent upgrade" that's "always on" at the levels they are. I'm a semi casual player and yeah, I have R12s all around and roughly 14.8K or so ILVL on my primary toons, so there's no need to point a finger at me claiming I'm a scrub who resents my "betters". Please.... I've paid my dues, too. Don't feel naked or alone in your plight of pixellated labors.
I see so many rants about how it's going to take longer to clear dungeons, notably ToNG. OK.. and? For starters, how many of the people in ToNG took advantage of exploits to get there so quickly? I saw one person state that they had completed more than 1 column of progression over a WEEK ago *and* they were in ToNG. So don't expect me to feel sorry for you having to spend a few extra minutes in your runs.
Second to that, if you've played any other MMO recently, and I have, I can't think of ANY of the ones I played - RIFT, Everquest, Everquest 2, WoW, DDO - where you could speed run current content end game dungeons in such short periods of times. And griping about the chest loots and having to run the dungeons more than once to get your desired item? I guess I'm the only person who remembers DKP and Raid Points.... and why they came about. Many raids dropped one or two items for the WHOLE raid. I remember some epic shouting and screaming matches amongst guilds and guildies over loot. And people complain about getting a chest or two every time they run that worse case can either be sold, salvaged, or stockpiled? I guess no one has gotten a +1 Dagger Of Uselessness from a chest in any other game, right? And you can run the dungeons over and over daily until your eyes bleed, not.. once per day, week, or server reset?
So all these complaints that things are going to be harder and dungeons are going to take (gasp!) a few minutes longer are confusing to me. People are upset that things are going to be more of a challenge? But.. haven't people been complaining that there isn't enough to challenge them???
Complaining that you've wasted money on inventory and bank slots now? OK... and? Again, any other MMO with loadouts (especially once they get more features and flexibility built in), you eat a substantial amount of space with different gear you lug around for different situations. We've become complacent with only wearing a single set of stuff for everything. I used to carry a PVP set, DPS set, Tanking set, and a combo set for soloing. Half my inventory was gear I don't think your inventory slots will go unused for long. Heck, with that thought in mind - I used to have to carry my tradeskill stuff in my regular inventory, too. Not so much here, right?
I am also baffled by all the insinuations that everything that happens is some sort of money grab. Yes, I understand that NWO is listed as a Free To Play game. Yep, you can play it for free. Never spend a dime. However, let's all be honest here - at some point, monetization *must* enter the game in some fashion. You can not honestly and realistically expect the company to run on love. Salaries cost money. Data centers cost money. Capital expenditures cost money. Bandwidth costs money. Would any of you, for a moment, go to work for a job that pays you absolutely nothing? Yes, there are some items that are available from the zen store only. You can spend a lot of time and make AD and convert it on the ZAX to get those items. Oh, wait - there's always people talking about how they make a gajillion AD daily. So, AD isn't that hard to make. But salaries must be paid. Bandwidth must be paid for. IBM, Microsoft, and other vendors want their checks, too. So, in order to pay for it - someone has to buy zen, and that pays the bills. And it allows the people who choose to not invest (yes, INVEST) money in the game to get access to zen. There's even ways to generate zero cost zen, so claiming that only "whales" can get stuff is ludicrous. So please stop insulting people who do spend money on the game. They (Cryptic) have to earn a living too, and thinking otherwise is naive at best. So you can go the long and slow route and never spend a dime, or just like in real life - you can accelerate and/or simplify things with the expenditure of modest amounts of cash. I don't mock you for being...thrifty, so I would expect the same courtesy in my decisions to support the game, company, and most of all.. the employees.. who make this game.
Maybe if people stopped griping about spending a trivial sum here and there, they could staff more people and handle those tickets you all complain about, apply more dev time to bug fixes, etc etc. But, in the end, each of us must make that decision to either spend, or grind. Respect my decisions as I respect yours.
TL;DR - The new RP system isn't as bad as many are making it out to be. I think it's going to be awesome. Bonding Runestones took a hit. Nothing is forever. Time for a new meta. Or metas, plural. Things cost money. Welcome to adulthood. Be excellent to each other. Eventually, there has to be a limit to the ignore list. The opinions and statements listed here are mine, and mine alone, and do not reflect on my guild, guildmates, or the annoying kids down the block.
Questions for @noworries#8859 : What will the conversions be for current "Marks" of Stability/Power/Union to Enchantment Stones? Will Green marks become Enchantment Stones, Blue become Greater, and Purple become Superior? If they aren't one to one, where will Superior Enchantment Stones come from?
In that same vein, what will Ultimate Marks of Potency be gained from? Professions? New addition to RP chests/tables? AD Store? Zen Market? Invoke chests? Or will we be able to potentially "convert" lesser marks of potency to higher tiers with say, Preservation Wards or Profession Tasks? I like the Professions Tasks option myself, like we currently have to create Unified Elements/Elemental Aggregates. Is that an option?
Will there still be "crits" on refinement? How will that work? Can we have crits on upgrades maybe... return some of the RP materials or wards for combines? (Hint hint hint! Getting a Coal Ward back for a Critical Upgrade would be.. .uber!!! Maybe at 2x the success rate, not to exceed say... 20%, but never less than 5% crit return chance? Or, allowing a secondary ward slot that we can put Preservations in when using a Coal Ward, so that each Pres Ward increases the crit return chance on a Coal by 1%, not to exceed say... 50%, and the Pres Wards are consumed, no matter what?)
> @sky1stname said: > Nice new system and ui ;) > Guys this game is one of the easiests games out there . > Just like what I say . u just have to invest sometime research a little bit and try different builds until u hit the sweet spot. I always play with the high end guild and did you hear them complain? No just like me i invested time on this game to know better builds. Theres no need to rebalance or anything I know there are some bugs but come on have u guys tried something for yourself ? Instead of just complainin? Im gettin tired of u guys . plus learn how to read. They already said there will be 2x gemstone whta in the hell u guys didnt understand to that ??? > Plus I foresee there will be an overpowered system in the future thats why theyre nerfing bonding which i still welcome cuz playing with bonding just makes me like a God in pve lol ... Ur awesome cryptic ignore the complainers who hasnt even try something for themselves theyre just bunch of trolls smh...
__ Sorry but i strongly believe the majority of the players are not a leech on high end guilds/Alliance... And the great majority doesnt even have the opportunity to even be. To be honest the greatest problem with this announcement aint the changing on the refining mechanics or perma x2 rp.. But the true problem relies on nerfing what people invested to achiev, now strictly about the bonding issue. And i couldnt exactly get your point.
First you phrased "theres no need to rebalance anything" but you "forsee" that the nerf can occur due to a possible new "overpowering system". Wouldnt that be a balance/rebalance?! Second, you stated you think the "nerf is valid cuz you dont like to feel god/like in pve". But wouldnt the possible future overpower system you mentioned put you in the same position?! So i ask you, why trow ppls effort in the dustbin for that matter?
You are not the only one here who loves the game devs created and for that the ppl you are tired of reading are here trying to help improve the game and grow our community.
The point that should be considered is, make new content and more difficult for those who achieved their end, buff weak and useless runestones/companions to equal the ones thats working now, but dont nerf and trow players effort away. Doing that its a high risk for crypt on loosing community members who feel themself impaired and become tired on working to compensate whatever once they have already achieved with effort, being that with invested time or money.
We are all here to help improve and grow this community, and complaining on wrong moves/decisions is part of it.
I like the identify all button, but wouldn't it make more sense to take it one more step? Eliminate the concept of identifying items. It's an archaic holdover from old single player rpgs, that should have been eliminated from the genre long ago. Just have picked up items already "identified" - it saves bag space that is now taken up by identify scrolls and eliminates an unneeded step.
I like the idea of simplifying the refinement system. I think however this ends up costing more RP, if you remove the matching bonus (by removing the items that do a matching bonus) of x2 and remove x2 RP events, you are effectively making the cost of refining 4x as expensive for the points needed to level it up. I understand the removal of the matching enchant is an argument of cost reduction, but I think the base points needed are still x4 more without the two double mechanism. I will go read technical details a bit closer, maybe I am wrong. .
I see what you did, at least on the regular enchants, you already loosely included the matching bonus so we come out just about even or a little ahead, and with RP points required cut in half (not sure if that was everything or just certain items, been a long day) its double refinement all the time! That sounds better that I thought, nice work.
Do you have data on RP worth for artifacts or can they not be put into the RP system?
I haven't seen if this was answered yet, but would Artifacts still be able to be fed to other Artifacts? This is a pretty significant factor in ranking them up.
I personally love all the new changes. I love that we will no longer have to hoard our runestones, reagents, enchants for weeks on end, forcing us to buy more inventory space, waiting for the double refinement weekends. I love that we will be able to refine our gear/enchants/relics when ever we want. I love the new rp conversion. Some ppl are upset about the bonding stones, however, our enchants now go up to rank 14 which will make up a bit of the loss. I think it's going to bring a lot more ppl to the game. I can attest that my husband will now want to come back b/c he found the refinement system so daunting before and it was a stick in the wheel of progression for both of us. Maybe now, I'll want to even gear up a second or third toon.
> > Well ur the only leech anyway ;))) ... Just like what I said i didnt say i like the nerf plus im talking about class balancing specifically for skills and gameplays not mechanics maybe u should ask first what im talking about ? > Second i didnt state anything that says the nerf should be justified where did u read that ? Stop assuming u people who doesnt know how to read.. > Case closed > Lesson learned stop assuming
Sorry but i never wrote you stated the nerf should only occur when justified. I've just tried to present another point of view, different from yours, when on your post says you dont enjoy feeling godlike inna dg while in other lines you said to us you constantly look for new builds to reach the same or near the same performance. And that includes the overpowered system you mentioned. For that i can bet you either assumed or miss interpreted.
For the leeching phrase, is now clear for me that you assumed wrong i was talking about you, read carefully and you will see i never called you such a thing. Different from what you directly said about me. :rolleyes: Anyways, i can appologise for that even when i had no intention neither said it applied to you.
Im glad to read you also aint happy with the bonding issue, at least we can agree on that.
Lets make of this a constructive thread, no need to argue here about any player, neither me, you or the rest of our community. Dont need to come here and be rude to other players suggesting they cant read or saying im assuming things while you are doing the same.
I can agree with ya that a SLIGHT nerf or buff in some class features can help balance and improve the game in a positive way without punishing ppls effort. But when it comes to ítems or any valuable matter its simply unfair and i cant agree or vote for it.
There is so much wrong with the code in NeverWinter, why not fix the bugs that have been reported instead of changing the refinement system? The refinement system is NOT broken so why change it?
If people have issues with how to do refinements, then they should join a guild and ask their guildies. 99% of the guilds are more than willing to help their guildies get to where they should be.
Sooo... Gems are no longer going to drop in regular game play My guild needs gems
Please enlighten me as to where these gems are going to come from - is that temporary gem dude mandatory now? Do we have to all make gem crates in professions? Did you all think this part through?
Are you going to remove gems/surplus/AD/gold as a requirement for upgrading guilds? Or did you just lock all of the guilds in place behind the gem wall?
@ravenskya you can still craft crates of gems from Jewelcrafting
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frozenfirevrMember, Neverwinter Moderator, NW M9 PlaytestPosts: 1,475Community Moderator
@asterdahl, @noworries#8859, what are you guys planning to do with SoMI RP? How will it be converted?
@asterdahl, @noworries#8859, what are you guys planning to do with SoMI RP? How will it be converted?
I assume you will be able to buy a SoMI RP transfer kit priced only 5000 ZEN in the store shortly.
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lantern22Member, NW M9 PlaytestPosts: 1,111Arc User
Please don't get rid of 2xRP events - if nothing else it adds an interesting dynamic to the auction house. Now everything in there will be very static and boring.
> @hercules125 said: > I like the identify all button, but wouldn't it make more sense to take it one more step? Eliminate the concept of identifying items. It's an archaic holdover from old single player rpgs, that should have been eliminated from the genre long ago. > Just have picked up items already "identified" - it saves bag space that is now taken up by identify scrolls and eliminates an unneeded step.
I like this suggestion. Remove identification from the game. Cryptic can't be making anything through ID related zen sales. Players get enough free ID scrolls through vip or drops to not need to buy them. Would be a small change giving a nice QoL boost to players.
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Players get enough free ID scrolls through vip or drops to not need to buy them. Would be a small change giving a nice QoL boost to players.
Aaah...here is the thing. The ratio of ID scroll drops to item drops is balanced just so that without VIP you will not quite have enough scrolls to identify everything you can pick up. For an average player, there will be a shortage, which just happens to be covered by the VIP scrolls.
This is calculated just right to be an incentive to get VIP - which I'm just fine with, by the way.
All these changes to make even etos a 20min dungeon to get the same HAMSTER ring at the end. Or now msps that are gonna take twice as long or even unbeatable for lower end groups for a HAMSTER rank 5 and a flawless sapphire, and if u even remotely think about pulling something cool its account bound, lmao. All these terrible changes to the fundamentals of this game yet u bum devs dont drop ANY FKIN CONTENT!! U can't keep nerfing the dog HAMSTER out of everyone and not provide any content mod after mod. 2 dungeons a year is just fkin sad cryptic. And how about some different kinds of content at that?? Whys it even always have to be a dungeon or a skirmish?? Plenty of other games and mmos have tons of varied content yet u scrubs keep dishing out these wack adventure zones and slapping a pond in there for people to fish in. Which is crazy that from all the negative feedback from fishing u guys got, but then u put it back for mod 12, just shows u literally read nothing on here so what's the point. Instead of putting sooo much dev effort into nerfing and these pointless rp changes why not put it to good use and put content out that's actually fun and rewarding to play?! You guys could learn a lot from path of exiles free to play model, and clearly there doing just fine off of cosmetics and some stash tabs. Literally no excuse at that point. GG
I think I am in a prime position for this as I've gotten my IL to 13k w/ guild boons and I have not one enchantment/runestone over r9. I have just started saving for my first r12 bonding so I probably won't be there until these changes go live anyway.
Now, a slight off-topic turn here but I'm going to segue it upon the "upcoming mods" facet of all this - I hope we agree Neverwinter is a descendant of Swords of the Coast, which comes from D20/AD&D which itself comes from Gary Gygax and ultimately J.R.R. Tolkkien.
So.... Dinosaurs? Can we please get back to the high-fantasy meat-n-potatoes of Gothic-ish good vs. evil stuff? Yeah, ok, natural monsters are in the Monster Manual as are also in-betweens like Rust Monsters, etc. But where's a story line where we can gum-up Jubilex? (Pun intended) Or Asmodeus? And why are Lichs and Vampires so weak? These are mobs that are just shy of demi-god status, and are especially vulnerable to protection from evil, etc.
Meh - just saying. I know it is your game and you get to do what you creatively think is best. But if you are going to have the D&D and/or Swords of the Coast brands on your heraldry, can there be more D&D and less Jurassic Park? Bleh.
So.... Dinosaurs? Can we please get back to the high-fantasy meat-n-potatoes of Gothic-ish good vs. evil stuff? Yeah, ok, natural monsters are in the Monster Manual as are also in-betweens like Rust Monsters, etc. But where's a story line where we can gum-up Jubilex? (Pun intended) Or Asmodeus? And why are Lichs and Vampires so weak? These are mobs that are just shy of demi-god status, and are especially vulnerable to protection from evil, etc.
Meh - just saying. I know it is your game and you get to do what you creatively think is best. But if you are going to have the D&D and/or Swords of the Coast brands on your heraldry, can there be more D&D and less Jurassic Park? Bleh.
******************** Quoted reply ********************* Dino were in AD&D Though, granted.. they were never as tough as the ones here, though I do like the diversity they bring.
********************* Non-quoted Reply ********************* As for the post above that asked what other mmo you can go through so fast.. I remember leveling to 70 in wow within a week's time, and blowing through everquest. So in answer to your question.. there has yet to be a morpg made that someone can not run through once they know how the game works. And in that regards, that retains to ANYTHING. It's natural, once you know the limitations and rules, you become more efficient and don't waste as much time and effort as a newly experienced person. Thus, you will ALWAYS have a gap between hard core gamers and the casual gamer. It's not exploitation.. its knowing how to work efficiently.
********************** Discussion related ********************** As for the rest of the changes in question.... I stick with the notion that its hardly ever a good idea to take away from what a player has invested in for such a long period of time, you should increase other things to balance not take away, which they have increased the toughness of the mobs, so why not just increase the stats on the other enchantments?
And for the developers... put more time into your design phase. Design is by FAR the most crucial part of any development. What you miss there obviously costs exponential amounts of money later once its in production. And anything that uses % of a variable income is going to bite you in the bud in the long run. Stick with plain linear benefits with limits at certain milestones. For the most part, I think you've done pretty good with the diversifying of stats in the items, its just the "oh, this will be kewl" % implementations that are biting you. But hey, you stuck it in.. so you get to deal with your problem. Just put a cap on how much stat gain they will give at each rank and dont HAMSTER the players off by nerfing them so bad.
And the RP change I believe is going to have a HUGE bug introduction into the system due to its extensiveness; however, with that said.. I'm sure it will be worked through eventually. Though, I also know that bug fixing is the developer's worst nightmare which is why we tend to "add" more stuff rather than "fix" stuff. So, with that said.. with the huge amounts of bugs (some actually pretty major in my opinion) already in the system. why would you seriously want to add this to your plate? I'm quite sure you are going to have a ton of code to have to change in areas that aren't always so obvious and just the business logic of the change has a lot of impact in many areas (it, proffessions, guilds, GUI) just to state the obvious areas.
What about breaking down Artifacts? They currently have a 5x match bonus, and this is used heavily in the refinement process. Will Artifacts still be worth 5x their listed RP value when breaking them down?
What about breaking down Artifacts? They currently have a 5x match bonus, and this is used heavily in the refinement process. Will Artifacts still be worth 5x their listed RP value when breaking them down?
I was wondering the exact same thing - we need clarification of artifact refining please.
Please Do Not Feed The Trolls
Xael De Armadeon: DC
Xane De Armadeon: CW
Zen De Armadeon: OP
Zohar De Armadeon: TR
Chrion De Armadeon: SW
Gosti Big Belly: GWF
Barney McRustbucket: GF
Lt. Thackeray: HR
Lucius De Armadeon: BD
I'm not quite so sure how I feel about this but I'm not exactly happy about binding refinement to a character. Why on earth don't you just create an account accessible pool exactly like zen. People don't want to bind refinement to your self if you can avoid it. I can tell you I don't want to bind anything to a character. Why do you peeps keep pushing the character bound HAMSTER? It doesn't make sense.
I do. All the time. I am non-stop making Gem boxes in Jewelcrafting, and that means I need a lot of profession materials...which in turn means I need quite a bit of gold.
i like the stream lining and what sounds like a reduction to constant micro management and piling up enchants for double rp.
the main unease i have with enchants is RNG though. this is what contributes most to upgrading pain and stress, when upgrading could probably be fun.
i hate to see a new 3% and a new 1% (coal here!) chance. 5% was baaaad enough.
the effect of RNG is that we just slip over success and start sweating and get angry when we fail, sometimes many times in a row. it's nothing to look forward to, really.
And you may have noticed how I mentioned Identified Uncommon Equipment can be turned into RP and thought "Man, identifying all of my green drops will be such a pain!", well we are also adding an Identify All button which will take your ID scrolls and identify all the unidentified items in your inventory with one click.
and who picks up trash loot
People who want more RP, and aren't too lazy to click on it?
I haven't seen if this was answered yet, but would Artifacts still be able to be fed to other Artifacts? This is a pretty significant factor in ranking them up.
Nothing is fed into anything else in the new system, it is all broken down into RP.
Artifact cost to upgrade was cut down to half the total of before. However, the standard RP value wasn't reduced in that way. That sets it up to be essentially a 2x gain from artifact RP. Artifacts don't breakdown into 5x because in many levels that would have been worth more than the RP put into the item and we didn't want a situation where Artifacts were used as a method of RP farming.
Given that all RP is shared, costs are reduced, gemstones can crit when turning into RP, gemstones now double up with the double gems events, and accumulating RP is a bit easier in this new setup, and artifacts have their progression cut in half, artifact leveling shouldn't be particularly worse to level in the new system. But with all new system changes we will be keeping an eye on things as it goes forward.
Comments
Identify All Button: Whoever brought this idea to fruition, I will dance at your wedding, or anniversary, or really, anything. I'll buy you a beverage of your choice. Maybe even the whole team. Give me an address, I'll send you some drinkables (PS - can we get an Open All button, so that when I've got 980 Enchanted Coffers I don't have RSI? The system could have a "Full Check" for inventory, stopping as appropriate? For that, I'll bring food with the drinks...)
So refinement is changing. I suggest instead of so many people jumping on the bandwagon with torches and pitchforks, to actually take a look at the changes. Bound RP will operate the same way under the new system as with the current. You can still unslot a chant or enhancement from Character A, transfer to Character B, use your bound RP, and transfer it back to Character A. You can still stuff the new RP items in the bank until you decide what toon to use it on. You can still sell unbound RP items in the AH. You can still buy unbound RP items in the AH... just like now. And all the "Sky Is Falling" brigade is missing something about RP points. You get a SLIDER to determine how much converted RP you want to use on your item. No more "wasted" RP going over the top. Have a few points left over? How is that different than having a couple of bound RP items on Character B like you do right now? When you get ready to refine your next item, the points will still be there...
And, if my math isn't mistaken, refinement of something up to R12 is going to cost significantly less than it does now. For starters:
Enchantments - no longer require you have a Rank 7, Rank 8, and Rank 9 for upgrades. That is a significant savings in cost AND Coal/Preservation Wards right there. Rank 5-12 now will cost you... upgrade R5, upgrade R6, make *2* R7's and max RP one of them to get an R8, *2* R8's and max RP one of them to get a R9, and *2* R9's and max one of them to get an R10. That's a chunk of Pres and/or Coals right there, plus the savings in RP. Plus, the success chances are higher with the new system, and appear to be less costly overall.
Armor/Weapon Enhancements: I am confused why people keep saying it's gonna be more expensive. I don't have to double up r7, r8, and r9's. That right there saves me multiple Coal wards. Napkin math tells me that it oughta be about 1.5M AD cheaper to get to R12 now. So I can probably get R13 for what it costs me to get a Trans.
Yeah, bondings took a hit. OK. Time to move on from that. As someone said elsewhere, anything that is so absolutely good that it completely eclipses and removes any other option from consideration is cruising to be nerfed. It's not such a game breaking loss as everyone seems to make it out to be. There are options out there to give us, well.. options. Sorry that people can't just pull the cookie cutter FoTM build. You may have to change your stuff up depending on the circumstances. One size does NOT fit all in the game world. There are some juicy changes that were listed in the stats thread.
And, candidly - 100% uptime is just too good. A bonding runestone proc should be a buff, not a "permanent upgrade" that's "always on" at the levels they are. I'm a semi casual player and yeah, I have R12s all around and roughly 14.8K or so ILVL on my primary toons, so there's no need to point a finger at me claiming I'm a scrub who resents my "betters". Please.... I've paid my dues, too. Don't feel naked or alone in your plight of pixellated labors.
I see so many rants about how it's going to take longer to clear dungeons, notably ToNG. OK.. and? For starters, how many of the people in ToNG took advantage of exploits to get there so quickly? I saw one person state that they had completed more than 1 column of progression over a WEEK ago *and* they were in ToNG. So don't expect me to feel sorry for you having to spend a few extra minutes in your runs.
Second to that, if you've played any other MMO recently, and I have, I can't think of ANY of the ones I played - RIFT, Everquest, Everquest 2, WoW, DDO - where you could speed run current content end game dungeons in such short periods of times. And griping about the chest loots and having to run the dungeons more than once to get your desired item? I guess I'm the only person who remembers DKP and Raid Points.... and why they came about. Many raids dropped one or two items for the WHOLE raid. I remember some epic shouting and screaming matches amongst guilds and guildies over loot. And people complain about getting a chest or two every time they run that worse case can either be sold, salvaged, or stockpiled? I guess no one has gotten a +1 Dagger Of Uselessness from a chest in any other game, right? And you can run the dungeons over and over daily until your eyes bleed, not.. once per day, week, or server reset?
So all these complaints that things are going to be harder and dungeons are going to take (gasp!) a few minutes longer are confusing to me. People are upset that things are going to be more of a challenge? But.. haven't people been complaining that there isn't enough to challenge them???
Complaining that you've wasted money on inventory and bank slots now? OK... and? Again, any other MMO with loadouts (especially once they get more features and flexibility built in), you eat a substantial amount of space with different gear you lug around for different situations. We've become complacent with only wearing a single set of stuff for everything. I used to carry a PVP set, DPS set, Tanking set, and a combo set for soloing. Half my inventory was gear I don't think your inventory slots will go unused for long. Heck, with that thought in mind - I used to have to carry my tradeskill stuff in my regular inventory, too. Not so much here, right?
I am also baffled by all the insinuations that everything that happens is some sort of money grab. Yes, I understand that NWO is listed as a Free To Play game. Yep, you can play it for free. Never spend a dime. However, let's all be honest here - at some point, monetization *must* enter the game in some fashion. You can not honestly and realistically expect the company to run on love. Salaries cost money. Data centers cost money. Capital expenditures cost money. Bandwidth costs money. Would any of you, for a moment, go to work for a job that pays you absolutely nothing? Yes, there are some items that are available from the zen store only. You can spend a lot of time and make AD and convert it on the ZAX to get those items. Oh, wait - there's always people talking about how they make a gajillion AD daily. So, AD isn't that hard to make. But salaries must be paid. Bandwidth must be paid for. IBM, Microsoft, and other vendors want their checks, too. So, in order to pay for it - someone has to buy zen, and that pays the bills. And it allows the people who choose to not invest (yes, INVEST) money in the game to get access to zen. There's even ways to generate zero cost zen, so claiming that only "whales" can get stuff is ludicrous. So please stop insulting people who do spend money on the game. They (Cryptic) have to earn a living too, and thinking otherwise is naive at best. So you can go the long and slow route and never spend a dime, or just like in real life - you can accelerate and/or simplify things with the expenditure of modest amounts of cash. I don't mock you for being...thrifty, so I would expect the same courtesy in my decisions to support the game, company, and most of all.. the employees.. who make this game.
Maybe if people stopped griping about spending a trivial sum here and there, they could staff more people and handle those tickets you all complain about, apply more dev time to bug fixes, etc etc. But, in the end, each of us must make that decision to either spend, or grind. Respect my decisions as I respect yours.
TL;DR -
The new RP system isn't as bad as many are making it out to be. I think it's going to be awesome.
Bonding Runestones took a hit. Nothing is forever. Time for a new meta. Or metas, plural.
Things cost money. Welcome to adulthood.
Be excellent to each other. Eventually, there has to be a limit to the ignore list.
The opinions and statements listed here are mine, and mine alone, and do not reflect on my guild, guildmates, or the annoying kids down the block.
Questions for @noworries#8859 :
What will the conversions be for current "Marks" of Stability/Power/Union to Enchantment Stones? Will Green marks become Enchantment Stones, Blue become Greater, and Purple become Superior? If they aren't one to one, where will Superior Enchantment Stones come from?
In that same vein, what will Ultimate Marks of Potency be gained from? Professions? New addition to RP chests/tables? AD Store? Zen Market? Invoke chests? Or will we be able to potentially "convert" lesser marks of potency to higher tiers with say, Preservation Wards or Profession Tasks? I like the Professions Tasks option myself, like we currently have to create Unified Elements/Elemental Aggregates. Is that an option?
Will there still be "crits" on refinement? How will that work? Can we have crits on upgrades maybe... return some of the RP materials or wards for combines? (Hint hint hint! Getting a Coal Ward back for a Critical Upgrade would be.. .uber!!! Maybe at 2x the success rate, not to exceed say... 20%, but never less than 5% crit return chance? Or, allowing a secondary ward slot that we can put Preservations in when using a Coal Ward, so that each Pres Ward increases the crit return chance on a Coal by 1%, not to exceed say... 50%, and the Pres Wards are consumed, no matter what?)
> Nice new system and ui ;)
> Guys this game is one of the easiests games out there .
> Just like what I say . u just have to invest sometime research a little bit and try different builds until u hit the sweet spot. I always play with the high end guild and did you hear them complain? No just like me i invested time on this game to know better builds. Theres no need to rebalance or anything I know there are some bugs but come on have u guys tried something for yourself ? Instead of just complainin? Im gettin tired of u guys . plus learn how to read. They already said there will be 2x gemstone whta in the hell u guys didnt understand to that ???
> Plus I foresee there will be an overpowered system in the future thats why theyre nerfing bonding which i still welcome cuz playing with bonding just makes me like a God in pve lol ... Ur awesome cryptic ignore the complainers who hasnt even try something for themselves theyre just bunch of trolls smh...
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Sorry but i strongly believe the majority of the players are not a leech on high end guilds/Alliance... And the great majority doesnt even have the opportunity to even be. To be honest the greatest problem with this announcement aint the changing on the refining mechanics or perma x2 rp.. But the true problem relies on nerfing what people invested to achiev, now strictly about the bonding issue.
And i couldnt exactly get your point.
First you phrased "theres no need to rebalance anything" but you "forsee" that the nerf can occur due to a possible new "overpowering system". Wouldnt that be a balance/rebalance?!
Second, you stated you think the "nerf is valid cuz you dont like to feel god/like in pve". But wouldnt the possible future overpower system you mentioned put you in the same position?! So i ask you, why trow ppls effort in the dustbin for that matter?
You are not the only one here who loves the game devs created and for that the ppl you are tired of reading are here trying to help improve the game and grow our community.
The point that should be considered is, make new content and more difficult for those who achieved their end, buff weak and useless runestones/companions to equal the ones thats working now, but dont nerf and trow players effort away. Doing that its a high risk for crypt on loosing community members who feel themself impaired and become tired on working to compensate whatever once they have already achieved with effort, being that with invested time or money.
We are all here to help improve and grow this community, and complaining on wrong moves/decisions is part of it.
Just have picked up items already "identified" - it saves bag space that is now taken up by identify scrolls and eliminates an unneeded step.
Do you have data on RP worth for artifacts or can they not be put into the RP system?
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> Well ur the only leech anyway ;))) ... Just like what I said i didnt say i like the nerf plus im talking about class balancing specifically for skills and gameplays not mechanics maybe u should ask first what im talking about ?
> Second i didnt state anything that says the nerf should be justified where did u read that ? Stop assuming u people who doesnt know how to read..
> Case closed
> Lesson learned stop assuming
Sorry but i never wrote you stated the nerf should only occur when justified. I've just tried to present another point of view, different from yours, when on your post says you dont enjoy feeling godlike inna dg while in other lines you said to us you constantly look for new builds to reach the same or near the same performance. And that includes the overpowered system you mentioned. For that i can bet you either assumed or miss interpreted.
For the leeching phrase, is now clear for me that you assumed wrong i was talking about you, read carefully and you will see i never called you such a thing. Different from what you directly said about me. :rolleyes: Anyways, i can appologise for that even when i had no intention neither said it applied to you.
Im glad to read you also aint happy with the bonding issue, at least we can agree on that.
Lets make of this a constructive thread, no need to argue here about any player, neither me, you or the rest of our community. Dont need to come here and be rude to other players suggesting they cant read or saying im assuming things while you are doing the same.
I can agree with ya that a SLIGHT nerf or buff in some class features can help balance and improve the game in a positive way without punishing ppls effort. But when it comes to ítems or any valuable matter its simply unfair and i cant agree or vote for it.
Yeah case closed and lets play our dgs
If people have issues with how to do refinements, then they should join a guild and ask their guildies. 99% of the guilds are more than willing to help their guildies get to where they should be.
> I like the identify all button, but wouldn't it make more sense to take it one more step? Eliminate the concept of identifying items. It's an archaic holdover from old single player rpgs, that should have been eliminated from the genre long ago.
> Just have picked up items already "identified" - it saves bag space that is now taken up by identify scrolls and eliminates an unneeded step.
I like this suggestion. Remove identification from the game. Cryptic can't be making anything through ID related zen sales. Players get enough free ID scrolls through vip or drops to not need to buy them. Would be a small change giving a nice QoL boost to players.
This is calculated just right to be an incentive to get VIP - which I'm just fine with, by the way.
Now, a slight off-topic turn here but I'm going to segue it upon the "upcoming mods" facet of all this - I hope we agree Neverwinter is a descendant of Swords of the Coast, which comes from D20/AD&D which itself comes from Gary Gygax and ultimately J.R.R. Tolkkien.
So.... Dinosaurs? Can we please get back to the high-fantasy meat-n-potatoes of Gothic-ish good vs. evil stuff? Yeah, ok, natural monsters are in the Monster Manual as are also in-betweens like Rust Monsters, etc. But where's a story line where we can gum-up Jubilex? (Pun intended) Or Asmodeus? And why are Lichs and Vampires so weak? These are mobs that are just shy of demi-god status, and are especially vulnerable to protection from evil, etc.
Meh - just saying. I know it is your game and you get to do what you creatively think is best. But if you are going to have the D&D and/or Swords of the Coast brands on your heraldry, can there be more D&D and less Jurassic Park? Bleh.
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Dino were in AD&D Though, granted.. they were never as tough as the ones here, though I do like the diversity they bring.
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As for the post above that asked what other mmo you can go through so fast.. I remember leveling to 70 in wow within a week's time, and blowing through everquest. So in answer to your question.. there has yet to be a morpg made that someone can not run through once they know how the game works. And in that regards, that retains to ANYTHING. It's natural, once you know the limitations and rules, you become more efficient and don't waste as much time and effort as a newly experienced person. Thus, you will ALWAYS have a gap between hard core gamers and the casual gamer. It's not exploitation.. its knowing how to work efficiently.
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As for the rest of the changes in question.... I stick with the notion that its hardly ever a good idea to take away from what a player has invested in for such a long period of time, you should increase other things to balance not take away, which they have increased the toughness of the mobs, so why not just increase the stats on the other enchantments?
And for the developers... put more time into your design phase. Design is by FAR the most crucial part of any development. What you miss there obviously costs exponential amounts of money later once its in production. And anything that uses % of a variable income is going to bite you in the bud in the long run. Stick with plain linear benefits with limits at certain milestones. For the most part, I think you've done pretty good with the diversifying of stats in the items, its just the "oh, this will be kewl" % implementations that are biting you. But hey, you stuck it in.. so you get to deal with your problem. Just put a cap on how much stat gain they will give at each rank and dont HAMSTER the players off by nerfing them so bad.
And the RP change I believe is going to have a HUGE bug introduction into the system due to its extensiveness; however, with that said.. I'm sure it will be worked through eventually. Though, I also know that bug fixing is the developer's worst nightmare which is why we tend to "add" more stuff rather than "fix" stuff. So, with that said.. with the huge amounts of bugs (some actually pretty major in my opinion) already in the system. why would you seriously want to add this to your plate? I'm quite sure you are going to have a ton of code to have to change in areas that aren't always so obvious and just the business logic of the change has a lot of impact in many areas (it, proffessions, guilds, GUI) just to state the obvious areas.
Signature [WIP] - tyvm John
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the main unease i have with enchants is RNG though. this is what contributes most to upgrading pain and stress, when upgrading could probably be fun.
i hate to see a new 3% and a new 1% (coal here!) chance. 5% was baaaad enough.
the effect of RNG is that we just slip over success and start sweating and get angry when we fail, sometimes many times in a row. it's nothing to look forward to, really.
Artifact cost to upgrade was cut down to half the total of before. However, the standard RP value wasn't reduced in that way. That sets it up to be essentially a 2x gain from artifact RP. Artifacts don't breakdown into 5x because in many levels that would have been worth more than the RP put into the item and we didn't want a situation where Artifacts were used as a method of RP farming.
Given that all RP is shared, costs are reduced, gemstones can crit when turning into RP, gemstones now double up with the double gems events, and accumulating RP is a bit easier in this new setup, and artifacts have their progression cut in half, artifact leveling shouldn't be particularly worse to level in the new system. But with all new system changes we will be keeping an eye on things as it goes forward.