test content
What is the Arc Client?
Install Arc

So guild advancement is supposed to basically stop now?

So the primary goal of update 12b was to stop advancement of more casual guilds as they cannot get dungeon shards?

In out guild with 7 players/55 characters, 45 characters are level 70 and below 10k item level, 3 are 10k+(one of them above 11k) and 7 below level 70, so the quests given by the cleric for dungeon shards are not doable by most.

Before we could easily run the easier daily epics and skirmishes with a lot of the characters (20-30) and thus gain them at a reasonable rate.

So i seems that the one of the design goals of module 12b was to stop casual guilds from advancing and it seems like a resounding success.
«1

Comments

  • This content has been removed.
  • This content has been removed.
  • reg1981reg1981 Member, NW M9 Playtest Posts: 1,435 Arc User
    Do the quests not exist anymore? I completed one yesterday after the mod was live. It stripped the name from it and just called it "Dungeon" but I still got the dungeon shards.
  • hroya#2189 hroya Member Posts: 16 Arc User
    I think i "get" the idea of the new random dungeon setup. It's your game, toy around with it as you see fit.
    But it indeed hampers the growth of many guilds quite a bit.

    Instead of reworking that entire system why not add dungeon shards to other payout(s) like the end task in the Maze engine campaign ? Add 20 or more shards to that box for instance so once every 5 days players can donate dungeon shards again that they cant do right now.

    It's a really simple change of the system and would give guilds back their oppertunity to grow while still leaving your new random dungeon feature intact.
  • oldbaldyoneoldbaldyone Member Posts: 1,840 Arc User
    The decision to change the SH dungeon quest was not well thought out. I think it was a combination of them spending a lot of time on the random queues and their need to stop people from just running the easiest dungeon over and over, that resulted in them pushing it hard.

    They even said on the stream that they expect players that are maxed level to "slow down and smell the roses" when paired with low geared players or new players (yea right).

    Just keep the old quests along with the new. win win.
  • luvirini#8766 luvirini Member Posts: 25 Arc User
    reg1981 said:

    Do the quests not exist anymore? I completed one yesterday after the mod was live. It stripped the name from it and just called it "Dungeon" but I still got the dungeon shards.

    At level 70 you get two quests: Do random epic dungeon and Do random Skirmish. The former requires item level 11 000, the second 10 000.

    So they cannot be done by most level 70 characters.
  • zomak#4611 zomak Member Posts: 223 Arc User
    @nitocris83 this is the second or third thread I have seen about this without any response from cryptic. This is a very real issue and I don't want to see it slip through the cracks.
  • ecrana#2080 ecrana Member Posts: 1,654 Arc User

    They even said on the stream that they expect players that are maxed level to "slow down and smell the roses" when paired with low geared players or new players (yea right).

    Lol. This is a hilarious quote and just shows how out of touch with their audience they are. Because max il characters want to spend their time holding people's hands.

    Devs made a good decision when they added the ability to Solo private queue into a dung/skirm. You know why this was wanted? Because most 16k toons don't want to spend 10+ minutes in esot or kessels or elol or any other content that gets run for its speed and efficiency. This again falls into the realm of arrogance to think that they could dictate how people will play without any fallout.

    Now users are leaving, SHs are being negatively affected, basically every single reason that thousands of posts complained about before this went live has come to fruition. And not for nothing, but there used to be a leaver penalty in the game and it was removed because it quite frankly sucked. So like every other thing that has failed in the past (ahem, black ice, voninblood) the powers that be decided to bring it back. Because if at first you don't succeed, well you'll probably fail again.

    @nitocris83 this is the second or third thread I have seen about this without any response from cryptic. This is a very real issue and I don't want to see it slip through the cracks.

    It's not slipping through the cracks. It's being heard, monitored and the likely plan of action is to give this 2-4 weeks to see the fallout and judge risk/reward of what they've implemented. I don't see them changing much honestly. They'll lose some players, some will just not use random and rely on salvage, they'll still get some players using random, and that will be a success to them. If they ignored the complaints while this was on preview there is no reason they'll do anything more than tweak this the queues very slightly.

    The worst of this is that I think most people would have been random queueing if FBI/MSVA/MSP were in their own queue. But apparently that was too hard to comprehend.
  • luvirini#8766 luvirini Member Posts: 25 Arc User
    Oh I now seems that our guild activity just basically stopped now with people taking a break from the game until the guild can advance again.

    Of out guild of 7 people 4 are taking a break until they can run epics and gain something again for themselves and the guild as the actual end chest rewards are laughable.

    Before they could run easier epics and skirmishes and get dungeon shards and AD in addition to the chest rewards, now they only get the end chest as they do not have characters with the required item score.

    We also used to also run the occasional guild runs for them when the daily stronghold epic was something easy enough that the guildies could participate. Guess those are not happening either.
  • dzaimsdzaims Member Posts: 86 Arc User
    The new random dungeon queuing system needs work; The stronghold cleric gives my mid-grade alt (decent enough for T1-2 dungeons) the random skirmish and random epic dungeon's quests, but that toon cannot get into either of those queues, essentially cutting them off from contributing to the guild's dungeon shard needs.

    Plus, teaming up with alliance mates is harder, and the random queues only work with public queues and their requirements, making it even harder to get guild/alliance runs together.

    1/3rd of my guild has already switched to other games, and looks like we're about to lose another 1/3rd. You're killing us! To solve what problem?
    Ancient Spirits officer

    NW-DM9Pj62ZK 'Bear with Me'
    NW-DOPPZAYKQ 'Retirement Plans'
    NW-DKJMLS8OQ 'Sleepy in Cea Tull'

  • This content has been removed.
  • This content has been removed.
  • jumpingmorksjumpingmorks Member, NW M9 Playtest Posts: 876 Arc User

    @nitocris83 this is the second or third thread I have seen about this without any response from cryptic. This is a very real issue and I don't want to see it slip through the cracks.

    They rarely intervene in discussions like this and they shouldn't. If they take our feedback seriously which I'm sure they do (tho sometimes their conclusions can be baffling), they will be reading these threads and looking at the ingmae metrics to get an accurate picture of what is actually happening. You cannot improve a system unless you can identify and measure the problem.
  • jumpingmorksjumpingmorks Member, NW M9 Playtest Posts: 876 Arc User

    The decision to change the SH dungeon quest was not well thought out. I think it was a combination of them spending a lot of time on the random queues and their need to stop people from just running the easiest dungeon over and over, that resulted in them pushing it hard.

    They even said on the stream that they expect players that are maxed level to "slow down and smell the roses" when paired with low geared players or new players (yea right).

    Just keep the old quests along with the new. win win.

    This will happen, I do it myself, but when you have a system designed to be farmed over and over, which they have no choice but to use, I think they overestimate how many times a single player will slow down to look in a corner they already know has nothing in it.

    Put another way, if I'm running CT for the 4th time in the same hour, what's the chances I'm going to care to look around on the 4th and subsequent times?
  • This content has been removed.
  • adinosiiadinosii Member, NW M9 Playtest Posts: 4,294 Arc User
    edited October 2017
    We did point this problem out on Preview - it was totally ignored.

    There is another aspect to consider. Previously you could pick up the daily dungeon quests over the week and do them all together on the weekend. This is great for people like me with a family, a full-time job and limited playtime on workdays.

    With 12-B I cannot accumulate Dungeon shard quests over the week, so I would not be able to collect as many shards as before. Now, my guild is GH 20 and has all boon structures maxed out, so I would just be donating the shards to one of the other alliance guilds, and I will simply be doing less of that.

    The real losers are the smaller/newer guilds, those still building up.
    Post edited by adinosii on
    Hoping for improvements...
  • zomak#4611 zomak Member Posts: 223 Arc User
    As the leader of a smaller guild I can already tell the random queue system is really going to hurt us if left the way it is. I like the idea of random queue but you need to separate the lower tier dungeons from the FBI and MSP so that the lower geared players can actually use them.
  • This content has been removed.
  • This content has been removed.
  • usernamefatigueusernamefatigue Member Posts: 60 Arc User
    edited October 2017
    Fark readers never got over Jeff saying "You'll get over it" and it seems that "A small vocal minority" has the same infamy.

    Edit to add that it really is terrible to see all of the lower level players locked out like this. Contrary to what the dev in the random queues thread posited, it is neither easy nor fast to level a toon to 11k. Stalling their guilds is just one more hit.
  • shanks#8721 shanks Member Posts: 7 Arc User
    I am a PS4 player but I am watching close your concerns regarding ERQ since we will be affected soon by this. AD farming doesn't really concern me since most of my ad comes from salvage, not the RAD daily bonus. What concerns me is the fact that only RQ will give dungeoneer shards of power for the sh.

    In my guild I am one the officers in charge of gearing up new 70s so they can run cleric quests and get the shards, and they do it quite well and the guild is growing fast. I know how much effort it takes to make these new players dungeon ready, let alone FBI and MSPC ready. At this point, we only have a handful of players able to get into those RQ, this means fewer shards for us.

    Also, I can safely state that if a group with two or three fresh 11Ks, in any role, come into an FBI or MSPC the run will be a sure fail. With this thought in mind I'd suggest the Devs (If they are really reading these comments cause it seems they are not) to separate the dungeons into Tiers. We already do this informally (They've already did it with Hero's accord actually :/). For instance, T1 would be VT, ELOL and Mala; T2, ETOS, GWD, ECC, CN and T3, FBI and MSPC (plus the Hero's accord!). The higher the Tier the higher rewards and you can only do it once a day, so fresh 70s can still do it!

    Fresh 70s in my guild are very concerned about this RQ and some are already leaving the game since they are too far from reaching 11K and I am sure more will follow them if changes are not made. I am watching a game I like being destroyed by those who develop it :/. It seems to me the devs forgot about the existence of fresh level 70s. They seem to have designed this changes for end game players only.
  • luvirini#8766 luvirini Member Posts: 25 Arc User

    Fresh 70s in my guild are very concerned about this RQ and some are already leaving the game since they are too far from reaching 11K and I am sure more will follow them if changes are not made. I am watching a game I like being destroyed by those who develop it :/. It seems to me the devs forgot about the existence of fresh level 70s. They seem to have designed this changes for end game players only.

    They had already kind of forgotten about fresh 70s and guilds even before this change as the number of dungeon shard quests you could do at that point was only a couple a week(the easy challenges), but at least the 7500 limit was fairly fast to reach for much higher rate, unlike the 11k.
  • xenotorchxenotorch Member, NW M9 Playtest Posts: 196 Arc User
    edited October 2017
    adinosii said:

    We did point this problem out on Preview - it was totally ignored.

    There is another aspect to consider. Previously you could pick up the daily dungeon quests over the week and do them all together on the weekend. This is great for people like me with a family, a full-time job and limited playtime on workdays.

    With 12-B I cannot accumulate Dungeon shard quests over the week, so I would not be able to collect as many shards as before. Now, my guild is GH 20 and has all boon structures maxed out, so I would just be donating the shards to one of the other alliance guilds, and I will simply be doing less of that.

    The real losers are the smaller/newer guilds, those still building up.

    The dev on the preview post introduced this SH quest system as his solution to the complaints on the Random Queue thread that people would not get their AD at the same time as running the SH quest for dungeon shards. A absurdly bad decision but one he stuck with despite calling it ad-hoc himself. Sledgehammer meet nut approach.

    This absolutely clobbers small guilds and should be looked at asap. (never mind the costs of the SH structures which are still ridiculous for small guilds - I mean 5K shards for some lvl 5-6 structures?? Behave)

    And as for his comment that it is easy to get to 11K IL? MY HR has 4 Legendary artifacts, Drowcraft shirt/trousers, 1 Legardary gear (3 others purple), 2 Pilgrim armour, one relic 1, mostly rank 7/8 enchants (one 10), all blue insignia, 1 Legendary companion with all rank 8 bonding stones and is still not 11K - easy?? considerable investment.
  • ollybongo89#3420 ollybongo89 Member Posts: 138 Arc User
    Whens the mod 12b release date so i can put it on my calandar and stop playing
  • minotaur2857minotaur2857 Member, NW M9 Playtest Posts: 1,141 Arc User
    xenotorch said:

    adinosii said:

    We did point this problem out on Preview - it was totally ignored.

    There is another aspect to consider. Previously you could pick up the daily dungeon quests over the week and do them all together on the weekend. This is great for people like me with a family, a full-time job and limited playtime on workdays.

    With 12-B I cannot accumulate Dungeon shard quests over the week, so I would not be able to collect as many shards as before. Now, my guild is GH 20 and has all boon structures maxed out, so I would just be donating the shards to one of the other alliance guilds, and I will simply be doing less of that.

    The real losers are the smaller/newer guilds, those still building up.

    The dev on the preview post introduced this SH quest system as his solution to the complaints on the Random Queue thread that people would not get their AD at the same time as running the SH quest for dungeon shards. A absurdly bad decision but one he stuck with despite calling it ad-hoc himself. Sledgehammer meet nut approach.

    This absolutely clobbers small guilds and should be looked at asap. (never mind the costs of the SH structures which are still ridiculous for small guilds - I mean 5K shards for some lvl 5-6 structures?? Behave)

    And as for his comment that it is easy to get to 11K IL? MY HR has 4 Legendary artifacts, Drowcraft shirt/trousers, 1 Legardary gear (3 others purple), 2 Pilgrim armour, one relic 1, mostly rank 7/8 enchants (one 10), all blue insignia, 1 Legendary companion with all rank 8 bonding stones and is still not 11K - easy?? considerable investment.
    It's easy to get to 11K IF YOU'RE IN A BIG GUILD. I get 1900 IL in guild boons on most of mine. I have characters spread across 3 guilds, the other 2 are R8/R6 and I get tiny amounts of IL from them, those chars are not 10K let alone 11.

    Small guilds are utterly screwed by this.
  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    edited October 2017
    As minotaur says...

    A potentially bigger issue for smaller guilds is that recruitment and keeping players will be a stone cold HAMSTER from now.
    It's fairly manageable to get a new L70 to about 9.5K IL within a few weeks of hitting L70 for most people.

    Its that next tier of IL to get to 11K and being allowed to join the grown ups in Epic random queues.

    It just so happens that 3 level 10 guild boons will get you... upwards of 1500 IL. Which is, coincidentally, just what you need for the average new player to get a median L70 to "Epic Ready"

    It's like a joining bonus for top end guilds... "Join us... qualify for the end game"

    I created a new OP 3 weeks ago, and power leveled. Bought the stuff that's available from the Trade Bar Vendor and hand me downs from my other characters. New chult weapons from AH, and a couple of inherited +4 Underdark rings.
    After buying a bunch of campaign completion packs I've got about 9 boons left to get (c. 270 IL) Artifacts and gear are refined up to purple and Rank 7's and 8's on all enchant lots. 3 Purple companions 2 blue, 5 ponies with blues across the board on insignia... and I'm STILL 600 IL short of 11K. And that includes having the SKT unlocks... If I work my nuts off and get CA unlocks, even with the additional points form the associated boons I will have all the necessary campaign related unlocks, and STILL not be elligible for Epic Random Queues.

    I'm not looking for advice on how to get that extra few hundred, I know how, and I have seven OTHER characters I need tyo spend money/AD on as well...
    The point I'm making is that if I'm going to all that effort and expense for 10.4K and still not hitting 11K... what possible reason is a new player going to have for joining my R5 guild when they can step over my 10.4k character in one stride with three rank ten guild boons at 50 IL per level per boon?

    It's no longer the "option" for a new player to either power play and join a guild for boons, or join a guild for the challenge of helping build it up... that's just gone now... it's an imperatvie.

    If you want to play the end game material and you haven't reached the gateways yet, then you HAVE to go for the highest ranked guild that will let you in. Otherwise the way that it is set up... that in a few mods time when TONG drops into the "Epic" list... (no amount of explaining will have that decision make sense...) the gateway slides further away and drops a deadlock seal on it for those guys who are huffing and puffing to meet the CURRENT standards.

    (And even a sonic screwdriver can't open a deadlock seal!!!)
  • shanks#8721 shanks Member Posts: 7 Arc User
    It also really concerns me the fact that the devs are not answering to the feedback, it looks like they don't care about the new players and 'middle-class' guilds. The feedback to the random queues can't get any worse and we are yet to get a response from them. Shards are already a bottleneck for guild improvement and they changed it into a 'needlehole'.

    They also say it is easy to get to 11K Ilvl. Did they show any data that shows how long does a new player take to get there? The answer is no. It is really sad that good decisions that they take (new refining system for instance) are counterposed by very bad ones like RQs.
  • This content has been removed.
  • luvirini#8766 luvirini Member Posts: 25 Arc User


    It's easy to get to 11K IF YOU'RE IN A BIG GUILD. I get 1900 IL in guild boons on most of mine. I have characters spread across 3 guilds, the other 2 are R8/R6 and I get tiny amounts of IL from them, those chars are not 10K let alone 11.

    Small guilds are utterly screwed by this.

    Yes that combination of stopping small guild advancement and forcing high item levels that you partly get from high guild level is a double strike to the gut.
  • zomak#4611 zomak Member Posts: 223 Arc User
    > @luvirini#8766 said:
    > It's easy to get to 11K IF YOU'RE IN A BIG GUILD. I get 1900 IL in guild boons on most of mine. I have characters spread across 3 guilds, the other 2 are R8/R6 and I get tiny amounts of IL from them, those chars are not 10K let alone 11.
    >
    > Small guilds are utterly screwed by this.
    >
    > Yes that combination of stopping small guild advancement and forcing high item levels that you partly get from high guild level is a double strike to the gut.

    @nitocris83 this is the absolute biggest issue with the way random queues is implemented. If you can fix at least and only this problem it will go a very long way towards easing the issues with it in my mind.
Sign In or Register to comment.