No fix for Fane of the Night Serpent? Or is it intended you can make this quest with a reward only one time per char? Srly? Plz tell me this bug is known and you will fix this in the near future...plllzzzzzzzz
"A logout delay has been enabled in Cradle of the Death God. If a player logs out while in the Cradle of the Death God, their character will remain present for a short time.
During that time it will be impossible to log back in and powers may continue to affect the character."
Great! I was sick of it to see how skillless players taking advantade with an exploit!. Thx thx thx! Now they all have to practice
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arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
so far on some nw streams if player on the queued party relogs on pull phase everyone wipes and kicks that player, im still learning the pull, that delay dont thinks was because of the cradle its everywehere since mod 13 released in all dungeon im getting player disconeect/crashing when loading or in middle of dungeon and since fane instance reward in not fixed it basicly made it so clearly they dont care about those stuff, its 1 chance per week to get 1 ring cant this be done at all, @nitocris83 any updates about the fane of the night serpent weekly quest reward fix?
So nice of them to fix the exploit. True heroes they are! But what about other bugs/glitches in cradle? Falling through the floor. getting grabbed/smacked with aoe during pull/push phase to name a few? What about companions dying permanently? Or its intentional to punish everyone who isn't running with augment even though the content itself is clearly designed with companion gift stats in mind? What about fane of the night serpent reward? Or at very least an official confirmation its not a bug but just a huge trollface? Seriously...
0
arcanjo86Member, NW M9 PlaytestPosts: 1,093Arc User
A logout delay has been enabled in Cradle of the Death God. If a player logs out while in the Cradle of the Death God, their character will remain present for a short time.
@nitocris83 will this delay affect other relogs to switch alts for invoking aswell, because when something like this is done always affects the rest of the game, saying this for lots of past experiences.
as @kymac mentioned companion being auto dismissed , pulling fight when player is standing still managing some stuff in inv, junping of tong last boss platform, getting dismissed, and fane of the night serpent rewards and slowmotion fight is ridicolous badly done , that slowmotion effect affects the mobs fight around the boss fight area, when fighting them i keep seeing the other player asking me "lag????"
A logout delay has been enabled in Cradle of the Death God. If a player logs out while in the Cradle of the Death God, their character will remain present for a short time.
During that time it will be impossible to log back in and powers may continue to affect the character.
This would be a great thing, if you've repaired everything. For non-North American players, ping is normally at 150ms, but as you have HAMSTER servers, it is not unusual to see 800+ms in popular instances (Tomb, Craddle, Spellplague...). This way, some of the people won't be able to pass the pull/push phase. Also, companions really often jump down, so you can't resummon - to summon them back, you have to be out of combat; on bosses you have to relog and then quickly try to summon companion. Again, I believe it is a good thing that you've fixed the "relog exploit", but you should also repair 2 out of 3 reasons (third is the one where they just don't know how to pass that part) people are relogging!
Great! I was sick of it to see how skillless players taking advantade with an exploit!. Thx thx thx! Now they all have to practice
Or players with regular pings of 300-400 because of where they live who now have no chance to ever complete this particularly with the extra lag in there pushing it up much higher.
People in the US tend not to consider people in further flung parts of the world, my ping in Europe is c130 which is manageable, but when you get to rural Australia or SA it may not be.
lordaeolosMember, NW M9 PlaytestPosts: 167Arc User
All stick and no carrot. What about Fane of The Night Serpent not giving rewards after the initial quest? What about Allosaur Fang Drop rates? What about bugs in Cradle that prevent players from having a chance to legitimately complete the content (high latency to the server, companions disappearing randomly, Pull/push not interacting with every class the same way, etc)? I get that it is important to fix exploiting bugs, but it's just as important to ensure that players feel that the content is rewarding, and achievable. After the last few lighter patches this patch feels like it isn't addressing player concerns. No offense, while this is one of the most visually appealing mods; from a content perspective there isn't enough to keep veteran players active, and one of the few pieces of gear (ring from fane) isn't even grind-able in the current state. This means fewer veteran players (some of the biggest real world money spenders in game) are online helping newer players through difficult content, as the reward potential is not there... Veteran players could do cradle once per week for the next 7 weeks, and then stop playing until the new mod comes out, if they return at all.
"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
6
mamalion1234Member, NW M9 PlaytestPosts: 3,415Arc User
SO we are allowed to skip phases vs orcus in tomb of nine gods but vs atropal is a bad thing ok:)
So no CW enchantment processes patched again. How about even acknowledging that enchantments are broken on CWs and that it's being looked in to? It's crazy that some AoEs such as steal time don't process enchantments even once, while other AoEs only process on the main target and not on any other targets hit. I've submitted a formal bug report, and no acknowledgement there either. I'm happy to party with ANY developer and demonstrate the bugs. It's bad enough that CWs got severely nerfed, but at least fix the bugs so it will work as was represented. You will keep seeing my posts until this issue is at a minimum acknowledged.
I will also echo others that the "your companion has died and must be resummoned" issue is annoying, especially when you can't resummon. If it's intentional to kill comps more, how about at least allowing us to resummon them?
Or players with regular pings of 300-400 because of where they live who now have no chance to ever complete this particularly with the extra lag in there pushing it up much higher.
Interesting that theese claims are starting now after they gonna fix that. Why didnt we see hundreds of claims about bad pings when codg started. Sry and no offense: But it sounds as a bad excuse to justify an exploit...
Or players with regular pings of 300-400 because of where they live who now have no chance to ever complete this particularly with the extra lag in there pushing it up much higher.
Interesting that theese claims are starting now after they gonna fix that. Why didnt we see hundreds of claims about bad pings when codg started. Sry and no offense: But it sounds as a bad excuse to justify an exploit...
To be fair, we saw a lot of these claims when CoDG was on Preview; this isn't a new complaint from these players.
The mechanic isn't difficult, but the buggy behavior of the encounter has been a major issue. I'm hoping that the reason they are forcing downtime at the Atropal is to reduce the occurrence of mechanics like grasping claws overlapping with the push/pull phase and automatically killing players who are otherwise moving correctly.
Great! I was sick of it to see how skillless players taking advantade with an exploit!. Thx thx thx! Now they all have to practice
Or players with regular pings of 300-400 because of where they live who now have no chance to ever complete this particularly with the extra lag in there pushing it up much higher.
People in the US tend not to consider people in further flung parts of the world, my ping in Europe is c130 which is manageable, but when you get to rural Australia or SA it may not be.
It doesn't even have to be rural Australia. Had a couple of mates in game who lives in Sidney and Canberra but both have stopped playing because the lag they get due to high ping made it impossible. None of them would have been able to do either of the new dungeons. I really suggest that the devs and content developers consider that anyone living outside North America and Europe have very high ping and often quite a deal of lag as a result, on top of what everyone else is dealing with. And that they do have a player base outside those regions, though for how long remains a question.
Logic is the beginning of wisdom, not the end of it.
To be fair, we saw a lot of these claims when CoDG was on Preview; this isn't a new complaint from these players.
Yes. Thats true. I found some claims when codg started on ptr. But i barely can find some claims when codg started on live server. Ofc we still got some bugs in codg. I "love" the full heal bug ....
To be fair, we saw a lot of these claims when CoDG was on Preview; this isn't a new complaint from these players.
Yes. Thats true. I found some claims when codg started on ptr. But i barely can find some claims when codg started on live server. Ofc we still got some bugs in codg. I "love" the full heal bug ....
Yeah, the full heal is a doozy.
I think the relative lack of feedback on CoDG since live is that many players were slower to unlock it and/or were having difficulty getting together a group to reasonably attempt it because they main DPS classes and don't have extremely high item levels. I've also tried to help groups that couldn't even make it to the push/pull mechanic, so not everyone has actually made it far enough consistently to notice the more ridiculous bugs. As more and more players get into the trial, the complaints about bugs with the Atropal encounter are going to get louder.
Going back to the 100% heal bug on Atropal, I guess we're going to have banish the Devo OP to the opposite side of the platform during Acererak's phase since relog is being adjusted.
this patch is a joke, nothing fixed that is important. Really this Overflow XP rewards now have a lower chance to drop Rough Astral Diamonds, due to the increased rate of Overflow XP rewards popping and the artifact bug. clearly a money grab on top of pvp butt hurting. pve is where its at. fix the animation companion bugs and fix the dam loadout HAMSTER. got to be kidding me.
i laughed so hard when i saw the patch hahaha, ok im totally happy with the exploit being fixed but could have been better fixed, cos lets say its not always possible but u get snr or for some other issues u get dced at that very moment, yes im speaking of something that has 1/100 chance of happening, but still possible, so its not an ideal fix, but better than allowing exploits. But im worried about the other part where at some HP the atropal will become immune, which means at lets say what, 75/50/25, thats forcing u to deal with the mechanic 3 times in every run, which means even the most skilled players with the least mistake may have to wipe. mmhhm ok, i understand you are trying to prevent the brute force but the mechanic is already tough enough, with other known issues at hand, is this the right time for such update? if you allow this in cradle, you should allow it on every bosses in the game, or at least the current "main" dungeons. Thats if you are trying to balance the game, cos i'll tell you know, once people get their carvings and ampoules, its bb to cradle, just like msva. If u want you content to be played make it fun, enjoyable with the necessary difficulties but not close to impossible, not just the pull/push will be an issue now, but players will have to rely on scrolls to get thru as the atropal fight is gnna last longer. Also you have to consider the state of the game, there's only 1 server with a bunch of people everywhere around the world, all in 1 server, you dont think its likely to be laggy? im still waiting for a playtest of this dungeon from the team, unless i missed it.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
Overflow XP rewards now have a lower chance to drop Rough Astral Diamonds, due to the increased rate of Overflow XP rewards popping.
I usually try to find some sense or reasoning in game economy changes like this but this latest change just has me asking myself
WHY?!?
Granted level 70 players now get (pretty low level and infrequent, all things considered) XP rewards from Experience Overflow, with the occasional blue (rare) Mark and the even more rare purple (epic) Marks, but to try to justify nurfing the AD overflow reward because of tossing out more (mostly low level) XP rewards?
That explanation seems a little 'thin' to me considering what most players are presently receiving.
Does anyone who formerly got RAD from Overflow XP think this was a good idea or a fair trade?
My thoughts - How about Neverwinter return the Overflow AD drops to where it was previously, and give players the opportunity to farm/buy their own low level (or occasional) rare and epic XP Marks?
From Zone Chat PE (22 Mar 2018):
[Zone] wow so they really nerfed the heck out of the rough AD reward from xp overflow to almost nothing now
People are noticing and I have yet to see anyone going "Yippie!"
this is not really a nerf. you get the same ads for the same amount of overflow xp like before mod 13. the devs had to reduce the ad drop chance, otherwise the amount of ad in game will raise furthermore. this would increase the prices in the ah too. you should be happy with the short duration of good ad rewards.
I read the patch notes and thought the drops would just be less frequent, but I've been reading a lot of chat traffic that lead me to believe people were getting fewer AD's (*disclosure - I haven't had the opportunity to experience it myself yet)...
If this isn't the case and the drops are just less frequent, I suppose I could live with that.
i got so many ad only for praying and leadership tasks on alts. this is not good, because player with less alts have not this advantage. so botter would benefit the most if these changes had not been made.
Before the update today I was getting the 30k RAD 1 in 4/5 times. It was nice but in no way effected the market since you can only convert a set amount a day anyways and if you are active you cap that amount no matter. Since the update I've lvled up 19 times with 0 RAD awards..... way to much of a nerf.
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
I noticed one thing got fixed (but not mentioned). I had previously a problem where I could not get the Masterwork IV quest for Jewelcrafting, even though I had MW III Jewelcrafting - instead i got the quest for Masterwork IV Weaponsmithing (where I only had Masterwork II).
Not surprised. Suddenly over just a few days went to having 300,000 rough astral diamonds, so much so that I stopped running random dungeons and skirmishes for the AD. Daily refinement now eating into that.
this is not really a nerf. you get the same ads for the same amount of overflow xp like before mod 13. the devs had to reduce the ad drop chance, otherwise the amount of ad in game will raise furthermore. this would increase the prices in the ah too. you should be happy with the short duration of good ad rewards.
The true cap on AD entering the economy is the daily refinement limit. Not the amount of rAD was can get.
I'm not looking for forgiveness, and I'm way past asking permission. Earth just lost her best defender, so we're here to fight. And if you want to stand in our way, we'll fight you too.
Comments
Srly? Plz tell me this bug is known and you will fix this in the near future...plllzzzzzzzz
"A logout delay has been enabled in Cradle of the Death God. If a player logs out while in the Cradle of the Death God, their character will remain present for a short time.
During that time it will be impossible to log back in and powers may continue to affect the character."
Great! I was sick of it to see how skillless players taking advantade with an exploit!. Thx thx thx! Now they all have to practice
@nitocris83 will this delay affect other relogs to switch alts for invoking aswell, because when something like this is done always affects the rest of the game, saying this for lots of past experiences.
as @kymac mentioned companion being auto dismissed , pulling fight when player is standing still managing some stuff in inv, junping of tong last boss platform, getting dismissed, and fane of the night serpent rewards and slowmotion fight is ridicolous badly done , that slowmotion effect affects the mobs fight around the boss fight area, when fighting them i keep seeing the other player asking me "lag????"
For non-North American players, ping is normally at 150ms, but as you have HAMSTER servers, it is not unusual to see 800+ms in popular instances (Tomb, Craddle, Spellplague...). This way, some of the people won't be able to pass the pull/push phase.
Also, companions really often jump down, so you can't resummon - to summon them back, you have to be out of combat; on bosses you have to relog and then quickly try to summon companion.
Again, I believe it is a good thing that you've fixed the "relog exploit", but you should also repair 2 out of 3 reasons (third is the one where they just don't know how to pass that part) people are relogging!
@asterdahl can you look into it?
People in the US tend not to consider people in further flung parts of the world, my ping in Europe is c130 which is manageable, but when you get to rural Australia or SA it may not be.
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"Don't ever become a pessimist... a pessimist is correct oftener than an optimist, but an optimist has more fun, and neither can stop the march of events."
good call, get us HAMSTER for your faults. how nice, thanks. i literally never have connection issues, but neverwinter keeps SNRing.
I will also echo others that the "your companion has died and must be resummoned" issue is annoying, especially when you can't resummon. If it's intentional to kill comps more, how about at least allowing us to resummon them?
The mechanic isn't difficult, but the buggy behavior of the encounter has been a major issue. I'm hoping that the reason they are forcing downtime at the Atropal is to reduce the occurrence of mechanics like grasping claws overlapping with the push/pull phase and automatically killing players who are otherwise moving correctly.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
I really suggest that the devs and content developers consider that anyone living outside North America and Europe have very high ping and often quite a deal of lag as a result, on top of what everyone else is dealing with. And that they do have a player base outside those regions, though for how long remains a question.
I think the relative lack of feedback on CoDG since live is that many players were slower to unlock it and/or were having difficulty getting together a group to reasonably attempt it because they main DPS classes and don't have extremely high item levels. I've also tried to help groups that couldn't even make it to the push/pull mechanic, so not everyone has actually made it far enough consistently to notice the more ridiculous bugs. As more and more players get into the trial, the complaints about bugs with the Atropal encounter are going to get louder.
Going back to the 100% heal bug on Atropal, I guess we're going to have banish the Devo OP to the opposite side of the platform during Acererak's phase since relog is being adjusted.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Audio
Gelatinous Cube mounts are no longer quite as bloopy and blorbly.
This is pure gold hahahahahaha
Granted level 70 players now get (pretty low level and infrequent, all things considered) XP rewards from Experience Overflow, with the occasional blue (rare) Mark and the even more rare purple (epic) Marks, but to try to justify nurfing the AD overflow reward because of tossing out more (mostly low level) XP rewards?
That explanation seems a little 'thin' to me considering what most players are presently receiving.
Does anyone who formerly got RAD from Overflow XP think this was a good idea or a fair trade?
My thoughts - How about Neverwinter return the Overflow AD drops to where it was previously, and give players the opportunity to farm/buy their own low level (or occasional) rare and epic XP Marks?
From Zone Chat PE (22 Mar 2018): People are noticing and I have yet to see anyone going "Yippie!"
you should be happy with the short duration of good ad rewards.
If this isn't the case and the drops are just less frequent, I suppose I could live with that.
Thanks @tilrod2 and @spunkmeier ...
(*Yeah, I was pretty happy with the extra ad's too, but obviously I got them much less frequently than some)
This is now fixed...thank you.