I run a guild of over 100 members. We have some questions on what is and what is not considered cheating/exploiting/glitching.
Are the following cheating/exploiting/glitching or not?
1. Running past a boss to get to the next camp fire.
2. Knocking mobs off ledges. (They can knock us off)
3. Pre-clearing before a dungeon delve. (Kill stuff in a dungeon and log off to get the chest open.. I mean, why miss out on a DD if you're already in a dungeon?!)
4. Jumping to a crystal to break it and not going what "seems" to be the intended way. Example: Frozen heart, first boss.
5. Walking along walls in Castle Never to bypass large groups of mobs. (Sneaking past a group of monsters kinda like you would in table top D&D.)
There is a big difference between playing smart and working the system. We all want to play smart. None of us are interested in working the system and getting banned for it.
Recently, 2 guild members were banned. We have no idea why. To my knowledge, they didn't cheat at all. But, then again, we obviously (as a group) don't even know if we're "cheating" half the time.
If a game dev or GM would clear this up for us, that would be swell!
Sincerely,
Malin
P.S. I'd submit this stuff to the bugs forum if I thought any of it was a bug. So, please don't tell me to submit this to the bug forum!
bump for good questions which ideally could be answered by game staff
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stormwreakerMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
bumping this for some very valid questions, would love to hear some feedback from devs/mods regarding these important questions.
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ambisinisterrMember, Neverwinter ModeratorPosts: 10,462Community Moderator
edited May 2013
1. Running past a boss to get to the next camp fire.
Depends on how you run past them. If you manage to simply sneak past more power to you but this is unlikely to happen unless you take advantage of a bug of some kind. If you have to go out of bounds from the normal dungeon by jumping onto some unintended pathway that could an exploit.
2. Knocking mobs off ledges. (They can knock us off)
Not an exploit. Knocking mobs off ledges is intended but certainly some players have been doing so with an unintended efficiency. I hope they will look into modifying the game a bit to make knocking mobs off ledges less effective/predictable.
3. Pre-clearing before a dungeon delve.
I'd have to get clarification but that sounds like an exploit.
4. Jumping to a crystal to break it and not going what "seems" to be the intended way. Example: Frozen heart, first boss.
Same as answer 1. Chances are it will be considered exploiting.
5. Walking along walls in Castle Never to bypass large groups of mobs. (Sneaking past a group of monsters kinda like you would in table top D&D.)
Refer to answer one and four.
Dungeons are balanced with the anticipation that you will have to fight large amounts of mobs to advance. Avoiding large amounts of mobs by using an unintended path is a bug and using that to complete dungeons at an accelerated time frame is with all technicality exploiting.
If something feels unintended it would be best to not use such unintended circumstances for your own benefit.
Put it this way, if you try to do something you shouldn't be doing in Pen and Paper the DM will either say "you can't do that" or will decide to run with the unexpected path and use some creativity to redirect you to where you need to be. This can't happen in a live video game such as Neverwinter so when you use an unintended pathway to make your life easier you are taking advantage of a bug (exploiting)
The severity of punishments which are being handed out for such actions are beyond my knowledge though.
abremalinMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
ambisinisterr,
You have renewed my faith in this game, single handedly. Thank you so much for answering. I will make a full reply to your response.
reply coming soon.
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stormwreakerMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
thank you so much for clarifying some of these questions, ill leave it to the op to comment on your answers, but if he misses a few points that i have id love to ask at a later date.
thank you for taking the time to answer these for us.
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abremalinMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
1. Running past a boss to get to the next camp fire.
Frozen heart, 3rd boss. The big ice golem guy that drops the ice dagger. You can literally run past him with your whole party, die at the camp fire and he resets. This allows your party to pass him, simply running. (The dagger has value.. no point in passing him) Just saying, you can.
2. Knocking mobs off ledges. (They can knock us off)
Awesome, thanks for clearing that up.
3. Pre-clearing before a dungeon delve.
Go into a dungeon before a dungeon delve. Kill everything you can before the delve starts. Whole party relogs which takes them back to the beginning of the dungeon and most things stay dead that were already killed. This allows for more time to get a second or even third delve in if you are fast enough. If this is considered an exploit.. it causes some issues:
Example: You are in a dungeon with your party, just killed the first boss and don't think you'll have time to finish the dungeon by the time the delve is over. So, how do you get the delve then and on the same dungeon?
4. Jumping to a crystal to break it and not going what "seems" to be the intended way. Example: Frozen heart, first boss.
On the right side, behind the boss near the door, you can jump up the steep path (the paths placement looks potentially deliberate)
Once up the path you can hop over some rocks and aggro the mobs then jump off to the rest of the group to kill the mobs.. It's just an alternate path really. You still have to fight stuff to get to the crystal, just not as much. After you climb up a second time once the mobs you pulled down are dead, you bust the crystal and jump across the path to the other side where the other crystal is and do the same thing that you did with the first group of mobs, rinse and repeat. Basically it turns part of the boss encounter into a jumping game, which is kinda neat and doesn't feel cheap at all. But, again, we really don't want to break any rules. Just not sure.
Side note: There are various "jumping games" you can play that seem to be put there intentionally. So far, we've seen such places in Castle Never, Karrundax, And Frozen heart. There was one in spider as well but that was most obviously bug abuse and I asked my guildies to stop using that short cut. The others, since they seemed intentionally placed, they still use every day.
Side note 2: Also, I'd be happy to walk a GM through all of these places in character any time. They could record it for the devs. In my humble opinion, if the jumping games are not intended, they should be blocked/removed because people are not going to stop using them.
Separate but related topic: Is it intended for normal mobs to continue spawning after a boss has been downed?
Examples:
Second boss in spider, the arachnomancers keep spawning.
First boss of frozen heart, the trolls keep coming during the entire fight and after the boss is dead.
Last boss of frozen heart, the trolls and ice golems keep coming after the boss has been downed. You have to party wipe to get them to go away.
Thanks again for the prompt and most informative response!
I run a guild of over 100 members. We have some questions on what is and what is not considered cheating/exploiting/glitching.
Are the following cheating/exploiting/glitching or not?
1. Running past a boss to get to the next camp fire.
2. Knocking mobs off ledges. (They can knock us off)
3. Pre-clearing before a dungeon delve. (Kill stuff in a dungeon and log off to get the chest open.. I mean, why miss out on a DD if you're already in a dungeon?!)
4. Jumping to a crystal to break it and not going what "seems" to be the intended way. Example: Frozen heart, first boss.
5. Walking along walls in Castle Never to bypass large groups of mobs. (Sneaking past a group of monsters kinda like you would in table top D&D.)
There is a big difference between playing smart and working the system. We all want to play smart. None of us are interested in working the system and getting banned for it.
Recently, 2 guild members were banned. We have no idea why. To my knowledge, they didn't cheat at all. But, then again, we obviously (as a group) don't even know if we're "cheating" half the time.
If a game dev or GM would clear this up for us, that would be swell!
Sincerely,
Malin
P.S. I'd submit this stuff to the bugs forum if I thought any of it was a bug. So, please don't tell me to submit this to the bug forum!
I'd say it's a pretty big exploit to pre-clear dungeons and then let people come in and run to the end and get more diamonds and loot for it. There sure are a lot of people in NW Zone chat asking for Pre-Clear dungeons.
Epic loot should be BOUND TO CHARACTER. This way, the people who are on top would be so because they earned it, not because they bought their way there. This would extend the content of the game because people could no longer trade loot like pokemon cards. They'd have to get their butts out there and EARN the loot (which would take a lot longer).
This also includes PvP glory items that are sold by people who exploited the game in the first place (the professions chest exploit) and got awesome amounts of diamonds, with which they bought awesome gear, and are now PvP guilds who can one shot anyone who comes near them. They sit all day in PvP, collect glory, buy gear, sell it to noobs. PvP can simply be fixed by making the PvP gear bound to character, and matching players with similar amounts of gear score. Then, with no one to really compete against them but other similarly geared players, these players will also be forced to play the game as intended since there will be no economic incentive to do as they are now doing - which is ruining the game for others. That HAS to hurt the bottom line for PWE.
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stormwreakerMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Epic loot should be BOUND TO CHARACTER. This way, the people who are on top would be so because they earned it, not because they bought their way there. This would extend the content of the game because people could no longer trade loot like pokemon cards. They'd have to get their butts out there and EARN the loot (which would take a lot longer).
This also includes PvP glory items that are sold by people who exploited the game in the first place (the professions chest exploit) and got awesome amounts of diamonds, with which they bought awesome gear, and are now PvP guilds who can one shot anyone who comes near them. They sit all day in PvP, collect glory, buy gear, sell it to noobs. PvP can simply be fixed by making the PvP gear bound to character, and matching players with similar amounts of gear score. Then, with no one to really compete against them but other similarly geared players, these players will also be forced to play the game as intended since there will be no economic incentive to do as they are now doing - which is ruining the game for others. That HAS to hurt the bottom line for PWE.
completely disagree with you on every point you make,
i havent brought more than one piece of gear, and that one piece of gear i brought i was able to pay with a drop that i already had, so i was able to swap a piece of gear that is t2 that i already owned for one that i didn't, not from lack of trying mind you.
when you bind epic gear to character you remove a huge part of the game for people that are already fully geared, there isn't enough end game content to make that change yet.
regarding your pvp comment, what incentive is there to pvp other than dailies or earning glory to swap for gold/ad, i can answer that for you, absolutely zero! unless you are a premade group, queueing for pvp is frustrating at best, you could end up with afk'ers, a premade group, etc, all making pvp nearly pointless as it is, let alone locking pvp gear to characters.
a much better idea for pvp is giving a queue penalty if you afk during a game, also making it so if you queue with more than 2 people you go to a pre-made section of pvp rather than solo queue groups, this will eliminate some of the one sided matches due to pugs coming up against a guild group.
Comments
Depends on how you run past them. If you manage to simply sneak past more power to you but this is unlikely to happen unless you take advantage of a bug of some kind. If you have to go out of bounds from the normal dungeon by jumping onto some unintended pathway that could an exploit.
2. Knocking mobs off ledges. (They can knock us off)
Not an exploit. Knocking mobs off ledges is intended but certainly some players have been doing so with an unintended efficiency. I hope they will look into modifying the game a bit to make knocking mobs off ledges less effective/predictable.
3. Pre-clearing before a dungeon delve.
I'd have to get clarification but that sounds like an exploit.
4. Jumping to a crystal to break it and not going what "seems" to be the intended way. Example: Frozen heart, first boss.
Same as answer 1. Chances are it will be considered exploiting.
5. Walking along walls in Castle Never to bypass large groups of mobs. (Sneaking past a group of monsters kinda like you would in table top D&D.)
Refer to answer one and four.
Dungeons are balanced with the anticipation that you will have to fight large amounts of mobs to advance. Avoiding large amounts of mobs by using an unintended path is a bug and using that to complete dungeons at an accelerated time frame is with all technicality exploiting.
If something feels unintended it would be best to not use such unintended circumstances for your own benefit.
Put it this way, if you try to do something you shouldn't be doing in Pen and Paper the DM will either say "you can't do that" or will decide to run with the unexpected path and use some creativity to redirect you to where you need to be. This can't happen in a live video game such as Neverwinter so when you use an unintended pathway to make your life easier you are taking advantage of a bug (exploiting)
The severity of punishments which are being handed out for such actions are beyond my knowledge though.
You have renewed my faith in this game, single handedly. Thank you so much for answering. I will make a full reply to your response.
reply coming soon.
thank you for taking the time to answer these for us.
Frozen heart, 3rd boss. The big ice golem guy that drops the ice dagger. You can literally run past him with your whole party, die at the camp fire and he resets. This allows your party to pass him, simply running. (The dagger has value.. no point in passing him) Just saying, you can.
2. Knocking mobs off ledges. (They can knock us off)
Awesome, thanks for clearing that up.
3. Pre-clearing before a dungeon delve.
Go into a dungeon before a dungeon delve. Kill everything you can before the delve starts. Whole party relogs which takes them back to the beginning of the dungeon and most things stay dead that were already killed. This allows for more time to get a second or even third delve in if you are fast enough. If this is considered an exploit.. it causes some issues:
Example: You are in a dungeon with your party, just killed the first boss and don't think you'll have time to finish the dungeon by the time the delve is over. So, how do you get the delve then and on the same dungeon?
4. Jumping to a crystal to break it and not going what "seems" to be the intended way. Example: Frozen heart, first boss.
On the right side, behind the boss near the door, you can jump up the steep path (the paths placement looks potentially deliberate)
Once up the path you can hop over some rocks and aggro the mobs then jump off to the rest of the group to kill the mobs.. It's just an alternate path really. You still have to fight stuff to get to the crystal, just not as much. After you climb up a second time once the mobs you pulled down are dead, you bust the crystal and jump across the path to the other side where the other crystal is and do the same thing that you did with the first group of mobs, rinse and repeat. Basically it turns part of the boss encounter into a jumping game, which is kinda neat and doesn't feel cheap at all. But, again, we really don't want to break any rules. Just not sure.
Side note: There are various "jumping games" you can play that seem to be put there intentionally. So far, we've seen such places in Castle Never, Karrundax, And Frozen heart. There was one in spider as well but that was most obviously bug abuse and I asked my guildies to stop using that short cut. The others, since they seemed intentionally placed, they still use every day.
Side note 2: Also, I'd be happy to walk a GM through all of these places in character any time. They could record it for the devs. In my humble opinion, if the jumping games are not intended, they should be blocked/removed because people are not going to stop using them.
Separate but related topic: Is it intended for normal mobs to continue spawning after a boss has been downed?
Examples:
Second boss in spider, the arachnomancers keep spawning.
First boss of frozen heart, the trolls keep coming during the entire fight and after the boss is dead.
Last boss of frozen heart, the trolls and ice golems keep coming after the boss has been downed. You have to party wipe to get them to go away.
Thanks again for the prompt and most informative response!
-Malin
I'd say it's a pretty big exploit to pre-clear dungeons and then let people come in and run to the end and get more diamonds and loot for it. There sure are a lot of people in NW Zone chat asking for Pre-Clear dungeons.
Epic loot should be BOUND TO CHARACTER. This way, the people who are on top would be so because they earned it, not because they bought their way there. This would extend the content of the game because people could no longer trade loot like pokemon cards. They'd have to get their butts out there and EARN the loot (which would take a lot longer).
This also includes PvP glory items that are sold by people who exploited the game in the first place (the professions chest exploit) and got awesome amounts of diamonds, with which they bought awesome gear, and are now PvP guilds who can one shot anyone who comes near them. They sit all day in PvP, collect glory, buy gear, sell it to noobs. PvP can simply be fixed by making the PvP gear bound to character, and matching players with similar amounts of gear score. Then, with no one to really compete against them but other similarly geared players, these players will also be forced to play the game as intended since there will be no economic incentive to do as they are now doing - which is ruining the game for others. That HAS to hurt the bottom line for PWE.
completely disagree with you on every point you make,
i havent brought more than one piece of gear, and that one piece of gear i brought i was able to pay with a drop that i already had, so i was able to swap a piece of gear that is t2 that i already owned for one that i didn't, not from lack of trying mind you.
when you bind epic gear to character you remove a huge part of the game for people that are already fully geared, there isn't enough end game content to make that change yet.
regarding your pvp comment, what incentive is there to pvp other than dailies or earning glory to swap for gold/ad, i can answer that for you, absolutely zero! unless you are a premade group, queueing for pvp is frustrating at best, you could end up with afk'ers, a premade group, etc, all making pvp nearly pointless as it is, let alone locking pvp gear to characters.
a much better idea for pvp is giving a queue penalty if you afk during a game, also making it so if you queue with more than 2 people you go to a pre-made section of pvp rather than solo queue groups, this will eliminate some of the one sided matches due to pugs coming up against a guild group.