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OFFICIAL FEEDBACK THREAD: Professions Overhaul

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  • monkeeyman1monkeeyman1 Member, NW M9 Playtest Posts: 46 Arc User
    Not entirely sure where to start on this as there is so much to say/add about this upcoming change. For some context - I've been playing this game since Alpha, have spent more money on it than I'd ever actually admit, and have really enjoyed most of my time with the game.

    Now for this change:

    First thing first, the person who designed the tutorial for the new crafting system, take a rolled up newspaper to their nose, slap them a few times, and tell them very sternly, "No, Not ever again." Maybe rub their noses in it as well to make sure it sticks.

    I mean seriously, that tutorial qualifies as a war crime.

    I have never ever attempted something so incoherent, non-intuitive, and just crazy. Start over and make something that is clearer.

    Specifically:

    - I never would have finished the tutorial without some help from a guildie, some wild guessing, and being able to "cheat" since it was on preview (ie - using that special box in the workshop to get materials/assets you would normally have to pay for or not be able to get).

    - The part of the tutorial to get 10 artisans, after getting that, no help or guidance in the game as to how to get the additional artisans. You'd think you go to your desk, where you can add artisans, but i go there and there are no applications. Only way I can add any is using that "special" box in the workshop that lets us "cheat" on preview.

    - The part where you have to donate 500K commissions to the person by the AH, appears to be no way to donate exactly 500K, at least not without getting your sliderule out, relearning Trig, and maybe taking Pi out 1,000 spaces. I mean come on - if you are going to set it at 500K, then the limit either needs to be above it, or allow us to donate so that it doesn't have to exactly equal 500K, and it just ignores everything above it.


    There are many, many examples like this that I think most of us experienced in doing the tutorial. But really, I have other, more important issues or concerns about these changes in professions:

    - When i first started with this, I was excited, to see some depth/complexity - but what I ended up coming away with, was something a guildie said to me - What is the value of this to the player? I kept thinking over and over about it, and I had no answer. Think about all these changes and what value would I get to this as a player?
    • AD - nope, that was removed from professions a long time ago
    • RP - as an end game player, not sure I really need RP from this, plus, the costs of the materials, the cost in gold to do this, plus the time, doesn't really seem like it is a wise choice to "invest" in professions for RP. A new player, doubt they would have the gold necessary, plus they would most likely get all the RP they need from actually running content
    • XP - looks like that is being removed as part of this change, this was a great way to get overflow experience for your alts, to get their necessary powerpoints.
    • Gear - the gear (not talking MW, as we don't really know if anything is changing with MW or being added in this area) that you can craft is no where near good enough to be worth the effort, especially when random stuff dropping from a mob is better
    • Stronghold stuff - well, those recipes aren't there now (or I didn't see them), but I am going to assume they will eventually be there, but we don't know if it will be worthwhile to still make these, will it be too costly for what they provide?
    And let me add - with these changes you MUST add some way to craft/create a Labor "crate" or something that we can donate, for the smaller/mid guilds, labor is a really big bottleneck, and there aren't enough ways to get real amounts of labor to donate.

    So, with all of that above, I just don't see where there is a lot of value for me to invest in professions. I know the comment was made by the devs that maybe crafting isn't for everyone, but it should be for someone, it should be for a good number of people, or what the heck is it even in the game? Put the resources elsewhere? I mean, I actually enjoyed professions.

  • pitmonster#5684 pitmonster Member Posts: 537 Arc User
    edited September 2018
    OK, my first overall impression of the new professions update... I hate it. Its un-enjoyable, frustrating, and an annoying system that you are replacing a simply and eloquent system with.
    1. WHERE IS LEADERSHIP?!?! Military leaderships is now... gathering? 90% of players who do professions do leadership and it is completely gutted. WTF?
    2. Going to Protector's Enclave is a time suck as that area loads ssssssssllllllloooooowwww. If you simply HAVE to have us go to some location, just add a spot on the map that has nothing but this room in so it will load faster.
    3. What is with the whole gold sink HAMSTER? Unless you completely rework gold and money/AD in the game, this is just going to frustrate people as gold is very limited.
    4. I HATE, HATE, HATE walking back and forth between these stupid "benches, desks, etc". I want to be able to pull up the craft menu while viewing the gathering one, etc. Why can't I view all at the same time? Why?
    That is just the first few points. This update SUCKS!
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
  • dillygirldillygirl Member, NW M9 Playtest Posts: 321 Arc User
    edited September 2018
    Meta: I consider a bug 'Something that did not live up to expectations set by the in-game instructions, the news or this thread, or current other similar in-game features'. If there is a set definition of a bug vs feedback, please include it in the post.

    Right clicking on a recipe or result 'link to chat' - perhaps call it 'link in chat' instead

    Right clicking on a material does not give a right click menu. I expected the menu with at least the link to chat option. Would make a lot of sense because you want to find people to trade materials with through the chat!

    I love the music

    Sometimes when mouse over on an item with ingredients missing (red cross, cannot perform) in the Artisan's Counter, it displays the missing ingredient with the text 'you need one [name of ingredient]' instead of the tooltip for the craftable item (result).
    At first I thought this happened every time you select a new recipe and first mouse over the result, but it's not consistent. Then I thought it happened every time if it was the first tooltip that is displayed after selecting the task/recipe, but that doesn't seem consistent either.



    We are rewarded with +50% xp books but the XP rewards for tasks are not displayed in the artisans counter or the display board. You only see the XP reward after the task.



    In the asset exchange, the new assets are ordered by profession and alphabetically instead of by profession>item level. The cost or item level order seems random. I missed the highest 3 level assets at first because of this.



    In the materials exchange, the new materials are ordered by item level or cost, while the new assets are ordered by profession. I think it would make more sense to order them by material type > item level.



    In the materials or asset exchange, after closing the exchange window, it would make more sense if the dialog would re-open. Now I have to talk to my Retainer and pick that option again before I can spend my newly exchanged old materials and assets. It still makes sense if you have already exchanged all old assets because you probably want to get both a new asset and new materials.



    The sorting order seems arbitrary in the professions windows - they seem to be sorted alphabetically. This makes sense for Alchemy as most potion names would remain in the same alphabetical order at different levels, but for Tailoring for example it would make more sense if the clothing would be at a set order - for example, hat, cloak, robes, shirt, pants, gloves, boots. It's currently difficult to find each equipment slot item in each level category.



    I cannot place a set amount of orders other than one. I cannot change the value in the field. I cannot move the cursor past the '1'. I have tried pressing delete, selecting the '1' (not possible) and adding a '0' after it in a recipe that I had ingredients for to make 10 times. The field seems unwritable.
    Edit: this seems to work now. I don't know why I couldn't get it to work yesterday.


    Post edited by dillygirl on
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
    You combined Platesmithing and mailsmithing into armorsmith. The Masterwork I recipes are combined cuz I have them both anyway. Will the recipes of Masterworks II-V be combined also. Currently they are not and still doable, just asking!!! :)
  • mdarkangel#4696 mdarkangel Member Posts: 442 Arc User
    dillygirl said:



    I cannot place a set amount of orders other than one. I cannot change the value in the field. I cannot move the cursor past the '1'. I have tried pressing delete, selecting the '1' (not possible) and adding a '0' after it in a recipe that I had ingredients for to make 10 times. The field seems unwritable.

    It's over-writable. If you want 10, type "10", if you want 2, type "2"... and so on...

    Because it's over-writable, you can't type "0" expecting it to be 10 because the 0 overwrites the 1 that is defaulted. And apparently 0 is not allowed, well, who would want to repeat a task 0 times anyway. :)

    Definitely not intuitive, but currently how it works.

  • auron#6793 auron Member Posts: 386 Arc User

    My main feedback:
    .....
    I would strongly not like to see this system go live in its current form.

    THIS so much! System is very much in it's infancy. please do more work on it before making it live and take your readers suggestions into consideration.

    if the new system is released in its current state it will cause people to leave, especualiy new players who want to focouse on content rather than minecrafting.


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  • quantumffquantumff Member Posts: 16 Arc User
    Leadership & Black Ice materials don't seem to be convertable to tickets, but have no use.
  • quantumffquantumff Member Posts: 16 Arc User
    micky1p00 said:

    quantumff said:

    Unable to level workshop to level 2. I picked Linseed to deliver, completed that, opened the box and then it just stops. Retainer (Forem) tells me I will get a new quest once I have a profession that is level 20. I had Alchemy and Blacksmithing at level 35 and jewelcrafting at 9 (Alchemy is now 36, as I tried to see if it meant have an artisan at level 20). The option to upgrade to level 2 is greyed out from the master desk. I have consulted with my partner who has been able to upgrade his workshop with no difficulty and he has confirmed I haven't missed anything obvious.

    Check that you made / bought the correct stuff, IIRC, You need the high quality versions, (Linseed + 1) etc..
    I managed that, and he gave me the item for turning them in. Good thought though, and I can see how people could easily get stuck there because the whole high quality thing isn't very well explained by the game imo.
  • metalsabrwolfmetalsabrwolf Member, NW M9 Playtest Posts: 59 Arc User
    Has anyone been able to upgrade their workshop to lvl 3 yet on the preview server? i don't know what i am missing there i have 1 profession at lvl 70
  • empalasempalas Member, NW M9 Playtest Posts: 802 Arc User
    quantumff said:



    I managed that, and he gave me the item for turning them in. Good thought though, and I can see how people could easily get stuck there because the whole high quality thing isn't very well explained by the game imo.

    I think you meant to say its not explained at all in game. just that you happen to notice that with enough focus you have a chance to get higher quality stuff made
  • valwrynvalwryn Member, NW M9 Playtest Posts: 1,620 Arc User
  • theycallmetomutheycallmetomu Member, NW M9 Playtest Posts: 1,861 Arc User
    valwryn said:



    This is a level 59 item and requires a Masterwork component, is this correct? :#

    Probably not, but remember, none of the recipes are final. I think we're just supposed to be testing the system conceptually at this point.
  • krailovkrailov Member Posts: 302 Arc User
    The quest 'Workshop Opportunity' kept sending me back to Knox, not the actual workshop for the trail marker.
    The Alchemy tutorial did not select a recipe I could make - it defaulted to first one.
    Using supplement 'Tinkers training manual' did not appear to provide any training to artisan on a multi-order, only single jobs.


    Retainers do not have a quest marker to speak to them, just Clement.
    Disjoint after selecting retainer - why not carry on the conversations, rather than break and have to speak to Clement again?
    No clear line of site to office - maybe in finishing conversation with retainer, have them state: "Go to your office in the side room, you will find applications for Artisans on your desk." or something similar.
    Tutorial did not have green box explaining commission or levels. Also not clear about gathering level 35, and then trying to gather higher level tasks (like level 36). Does it cost more, do you get less... needs explaining. What is a fail - nothing, partial?
    Prices (commission) for various gathering tasks (dispatch board) are not reasonable/relative to task (Copper ore - 30, well water - 33 coppers?) prices are overly high.
    No tutorial line about Delivery Box (going to it after crafting or gathering).
    Normal versus High-quality - I recommend you just auto select all normal, and if you add high-quality items, it auto-deducts it from normal stock.
    Not clear that you can use a higher-level tool than your current profession level (as tools seems to equate to levels).
    Not clear how to cancel on ongoing current order - I found the top right cancel, but only because I do current professions...
    Adventurer/Artisan - as they level up an explanation would be helpful on what stats actually mean (like 75% commission reduces your cost!).
    No display of current gold, just workshop morale.


    I also strongly recommend holding this off until it has had further work done to it. I can see what you are trying to achieve, but a LOT of work / changes are needed to make it palatable...

    Might is not always right - the powerful sometimes forget that.

    The Small Band
  • jayray#5858 jayray Member Posts: 3 Arc User
    Thank you @asterdahl for the information you have shared so far, but I have a question that has not been addressed as far as I could tell.

    Where will we be able to get enchanting stones from? Currently most of the green and blue ones come from Leadership Tasks and the rank 21 - 25 coffers, caches and such, and purple ones are a very rare reward from Enchanted Coffer (Rank 23 and Rank 25 Leadership tasks). I did not see anywhere to buy and I did not see a profession task that rewards one. If these are no longer available in the professions, then will we have to buy them after the mod?
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2018
    adinosii said:

    One question: Apart from a handful of rings and weapons (mostly for DCs), is there ANYTHING worth making with professions? I cannot see armor kits and jewels, guild donation boxes are gone, leadership RP is gone.....the gear is sub-par - I mean IL 400 level 70 gear? That's worse that the Vistani gear - there is no point crafting this.

    So, the question is, why should anyone bother with professions now? I see nothing worth making for my own use and nothing worth selling.

    I honestly have to say I agree with you... especially give the time I spend just trying start the Professions, cause the minimap icon is completely disabled, and still even once enabled you still can view the dashboard for gathering, or even pickup or completed projects that have run. Now you'll be forever running to the workshop just to collect items, if there even if there are any projects you'll want to continuously run.

    It seems they barely improved the gear that went from 366 (Rare) to 400 (Rare) though Chult previously already had 430 (Rare) which was also a let down. I mean I suspect they don't want people in Sharandar, Maze, Underdark, Dread with 500+ gear, yet given they removed Protector Seals, and you can get Primal Gear with Brave Seals for anything. All new players often with help of a few friends all have 500 gear at least anyways and still many new campaign area's are challenging for them simply cause they don't have any boons or upgraded artifacts or enchantments or insignia yet.

    Still I had HOPED they would have extended Personalized Gear to all crafts, and maybe allowed it to be upgraded 2-3x more on a Tier 3 results. And I had also hoped they might also allow you to further upgrade the Chult Gear further as well.

    But mostly disappointing is Leadership is completely gone or the RP bag we used to get. I used that to slowly upgrade each of my 7 character's who had slowly advanced.

    I'd give this UPDATE a -1/10 stars - I honestly don't even know if I'll care about what happens to my old professional tools or materials anymore. Sadly I think it they just killed professions!

    I'll go play Star Trek Online unless they kill that as well...
    Post edited by strathkin on
  • quantumffquantumff Member Posts: 16 Arc User
    quantumff said:

    Unable to level workshop to level 2. I picked Linseed to deliver, completed that, opened the box and then it just stops. Retainer (Forem) tells me I will get a new quest once I have a profession that is level 20. I had Alchemy and Blacksmithing at level 35 and jewelcrafting at 9 (Alchemy is now 36, as I tried to see if it meant have an artisan at level 20). The option to upgrade to level 2 is greyed out from the master desk. I have consulted with my partner who has been able to upgrade his workshop with no difficulty and he has confirmed I haven't missed anything obvious.

    I used another character to see if I could figure it out, and A) I'm an idiot, but 2) this shouldn't be possible. What I did was open the "Delivery for Bolden" item box instead of handing it in to him. This appears to be a renamed duplicate of the starting box instead of a dead item. There is no way to make another, so the quest just breaks at that point. Screenshots attached



  • onodrainonodrain Member Posts: 334 Arc User
    eolee said:

    The cost to be able to upgrade lvl 3 workshop is UGH. 500k crédits Worth 1.5m ADs or 165 Adamantine Assets is overdoing it. The other choice being crafting items Worth 300 crédits make it so that a workshop will be done for Christmas maybe?
    Impossible to upgrade worshop at lvl 3 even if this Clement person keeps telling me to do so.

    There is an inexpensive alternative if you look through the requirements. But if you want to be silly and spend all your AD and Adamantine Assets rather than read through the list of things and choose intelligently, you can do that.
  • onodrainonodrain Member Posts: 334 Arc User

    Currently have 22 Active Crafters, the thought of doing the tutorial on all of them just so I can convert my stuff over makes me physically ill. That is not hyperbole that is the literal truth. I used these character to provide RP for my main characters, It takes literally millions of RP to get to the mid teens in IL. Accumulating the RP so only marks and stones need be purchased is no longer viable. This feels like a very nasty shakedown directed at people who were doing nothing wrong and spending money to play the game. Character slots are not free, crafting assets aren't free and crafting was something your company both promoted and sold to the players.

    Then there is the fact if the goal of actually reducing the percentage of players that craft is met, there will be little incentive will their be to provide timely updates for the few that are left ? So not only will they have this part of the game made considerably less enjoyable and less rewarding, they can expect their updates to come even less often than they have.



    You can send your assets through the mail to your primary crafters. No need to go through the tutorial on all your peeps. All the old assets stack, so you can send them more easily.
  • onodrainonodrain Member Posts: 334 Arc User
    adinosii said:

    One question: Apart from a handful of rings and weapons (mostly for DCs), is there ANYTHING worth making with professions? I cannot see armor kits and jewels, guild donation boxes are gone, leadership RP is gone.....the gear is sub-par - I mean IL 400 level 70 gear? That's worse that the Vistani gear - there is no point crafting this.

    So, the question is, why should anyone bother with professions now? I see nothing worth making for my own use and nothing worth selling.

    They mentioned in the notes that the kits, etc were not in the system yet. That implies they will be adding them. I missed that too. But it is in the patch notes for M15.

    Also, the current system does not properly assign your profession level. When they get the system to properly assign your profession level based on your current professions on test, then they will rollback test to before the M15 update.

    So anything you test for M15 prior to the patch will be wiped.
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2018
    Thought it be NICE if we could see the QUALITY of are artisan's when we reviewing them.
    Most show as Common regardless when you first review applications, they then later either change to 90% Common, though a few as Rare but only while at the Dashboard or Artisan's Table which you select the dropdown for Artisan. I think someone told me they even once saw an Epic. Though I don't think I've seen a single green one, despite them all showing as GREEN on the initial Application REVIEW, or at least how all there offerings are presented. :o

    Also bonuses change. Miracle Worker listed 10% for one girl, then later she gave 20%?
    Seems it not just their QUALITY that seems to be not always displaying properly if at ALL, cause all applications are showing GREEN when you first review them regardless, they then only later mostly show as Common, though there are a few that show as Blue, though I've been told on Rare occasion some people have seen a Epic artisan. But their bonus should be properly listed right away as well as their quality.

    Be nice to select what applicant to review, or only ones of a particular profession...
    Still it also be NICE if you could choose what applicant you wanted to review before deciding to decline their application. Right now it seems your forced into accept or decline one, before being allowed to view the other applicants. Currently there is no way to do that even if you really only looking for perhaps a Blacksmith, or a Armorer, etc...

    Please also clarify what Commission Multiplier means, Speed Multiplier seems obvious...
    But does that mean they charge you more for completing tasks for you, so in that case less could be more for some players?
    Post edited by strathkin on
  • lordtweety#3604 lordtweety Member Posts: 275 Arc User
    strathkin said:

    Thought it be NICE if we could see the QUALITY of are artisan's when we reviewing them.
    Most show as Common regardless when you first review applications, they then later either change to 90% Common, though a few can sometimes appear as Rare, and I think someone told me they even once saw an Epic. Though I don't think I've seen a single green one - despite them all showing as GREEN on the initial Application REVIEW. :o

    I had a purple alchemist pop from the profession voucher that you pull from the preview materials box. However, after that one flash of purple, there is no indication that they are an epic artisan. This makes it almost impossible to distinguish which artisan is better without going into their individual stats. It's not very user friendly.
    Main: Angels Scar
    Guild: Ruathym Corsairs
  • cambo1682cambo1682 Member, NW M9 Playtest Posts: 164 Arc User
    I'm curious if and when the armor kit recipes etc. are put in if they will require the same materials they require now. I got rid of all the old profession materials that the NPC would trade in... But scrolling through my professions bag there is a lot of stuff that I don't see being used (some obvious like dread limb fragments) but other items like dragon eggs, base elements for UE, black ice crafting resources etc. If any of these items are never to be seen again then why does the NPC not take them off our hands as well?
  • strathkinstrathkin Member Posts: 1,798 Arc User
    edited September 2018
    cambo1682 said:

    I'm curious if and when the armor kit recipes etc. are put in if they will require the same materials they require now. I got rid of all the old profession materials that the NPC would trade in... But scrolling through my professions bag there is a lot of stuff that I don't see being used (some obvious like dread limb fragments) but other items like dragon eggs, base elements for UE, black ice crafting resources etc. If any of these items are never to be seen again then why does the NPC not take them off our hands as well?

    Also why is the currency when buying MATERIALS not prompting each for 1-999x?
    Who wants to be there for 5-25 hours buying each item one at a time. I think I only saw 1 maybe 2 at best that came up with a popup that let me buy the item in 1-999x quantity at a time. That wasn't from the Toolbox either cause most of those are also one at a time except the Rare Materials or Perhaps Logs. But this problem is with the MATERIALS at the currency VENDOR.

    Also why is everything that was previously UNBOUND now suddenly CHAR BOUND?
    My goodness you don't even have room for almost 1 of every new item given there's likely at least 2.5x the MATERIALS. Now if we have to first have to convert all are previously UNBOUND to being CHAR or even ACCOUNT BOUND which should be the MINIMUM. Today you can't even buy 1 stack of every new item, and that's before you account for any Mastercraft Resources or the Uncommon or few Common Resources that still seem to work in the new system. If they are trying to prevent the market from being FLOODED with new MATERIALS can they not at least make them ACCOUNT BOUND?

    2.5-3.5x more MATERIALS, OLD MATERIALS (Bound) separate stack, +1 items another stack!
    Given most of that were going to need significantly more MATERIAL space than we even currently have. You could easily fill up 4x the slots we have now just between the Character Bound, Unbound, not to mention +1 Items and do they go to +2 or +3 or more? That's BEFORE you factor who had all the Mastercraft Resources filling up their MATERIALS slots. So I understand why the decision to make it BOUND, and Account Bound be pointless, since you can't mail account bound items or transfer at Bank. Perhaps if they made them UNBOUND it REDUCE the need for having twice as much space but we'd likely still need 2.5-3.5x more just cause there's 2.5x more resources at least not to mention +1, +2, …? So are we going to gave far more MATERIAL space made available?

    All Artisans improve their Focus & other attribute value as they Rank up from 1.
    There also doesn't seem to be much of a difference in the Proficiency & Focus or what contributes to their Commission Modifier or Speed Modifier? Or what are the 3-5 different Special Skills they can have, what are the ranging values like 5-25% or higher? I asked about Commission Modifier above in another note above cause I seem to think lower is better, since likely it's how much GOLD they likely charge you for crafting items, but I suspect also those with higher Commission also likely can go to a Higher Level &/or have a Higher Special Skill? More explanation on what designates the difference from a Common, Uncommon, Rare or Epic Artisan and what are all the differences in values they might offer?

    Also do Uncommon only go to Level x, Uncommon Level x, Rare Level x, Epic Level x?
    That might be another important KEYNOTE to bring to everyone's attention. Cause certainly we recognize that likely the best trait is the Miracle Worker or what else differentiates a Uncommon, Rare or Epic Artisan?

    I suspect cause artisan's are named over time several more will likely become available?
    If not possibly thru the ZEN store then possibly either through Lockbox Professional Packs and the such?

    It also be NICE if they FIX the professions, so any that were Level 25, are properly 70 not 35.
    Makes it harder to properly evaluate the new system when you first have to fully level each profession like it was previously only Level 11-13 not Level 25. While you can use GEAR icon to view future recipes & check the box to show any projects with unmet requirements. It still doesn't allow anyone to easily run projects cause they have to spend their time leveling the projects all over again first.

    No ALCHEMY TOOLS are being converted regardless of quality, Crucible, Mortar, P.Stone
    Seems none of the Alchemy tools is being allowed to be converted on PREVIEW at this moment in time. :)
    Post edited by strathkin on
  • cambo1682cambo1682 Member, NW M9 Playtest Posts: 164 Arc User
    I'm gonna estimate at least 3X more. My bag is mostly full and I've barely scratched the surface of this. Not to mention we have different grades of stuff now it appears. Iron ore, Iron ore +1, Iron ingot, Iron ingot +1! I don't even know if there is +2 or +3 variants of those upcoming. I also see RP is going to be a bigger bag hog now too as they also have varying qualities, black pearl, black pearl +1, same issue as the professions bag.
  • dillygirldillygirl Member, NW M9 Playtest Posts: 321 Arc User
    edited September 2018



    It's over-writable. If you want 10, type "10", if you want 2, type "2"... and so on...

    Because it's over-writable, you can't type "0" expecting it to be 10 because the 0 overwrites the 1 that is defaulted. And apparently 0 is not allowed, well, who would want to repeat a task 0 times anyway. :)

    Definitely not intuitive, but currently how it works.

    I tried just typing '5' or whatever as well, but it did not work. I will try it again though, since it seems to work for you.

    edit: it works now. I don't know why I couldnt get it to work yesterday.
    Post edited by dillygirl on
  • badgerpants999badgerpants999 Member, NW M9 Playtest Posts: 70 Arc User
    The more I play this game the more I get the feeling that, someone somewhere at the top of the Neverwinter Totem Pole has a very specific way they want people to play this game. When we choose to play a different way that is, for them, Wrong, Wrong fun is bad fun, And the way we're playing currently is, to them, wrongbad fun. I'd just like to say, as long as nobodies getting injured, there's no such thing as wrongbad fun.

    We're having fun, or at least we were before this update appeared on the horizon. Please just let us have our fun, you want to make money and that's fine just find a way that works WITH our fun not AGAINST IT
  • dillygirldillygirl Member, NW M9 Playtest Posts: 321 Arc User
    The SSTC ladys deals reset at some arbitrary time, instead of at reset. It was explained in the tutorial that her deals rotate every now and then. Like any other time rotation in the game I expected it to change at reset. It changed overnight, and did not change at reset (noon for me). Of course, I am now left with some useless low level potions that may or may not reappear in her deals in the nearby future.
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