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Solution to the CAMPFIRE exploits in dungeons

ngeongeo Member Posts: 0 Arc User
edited July 2013 in Bug Reports (PC)
Ok since the run and wipe strategy is really getting annoying in this game, I would recommend to fix the campfires TO UNLOCK ONLY WHILE OUT OF COMBAT or when YOU STEP ON THEM.
So in other words, use an if statement and decrease the campfire activation radius...
Also this would avoid exploits in 8 out of 10 dungeons...
Post edited by ngeo on

Comments

  • laudon1laudon1 Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 0 Arc User
    edited June 2013
    good idea, +1
    Lemonade Stand.
    Dragon Guild
  • ny1ajny1aj Member, Neverwinter Beta Users Posts: 24 Arc User
    edited June 2013
    ngeo wrote: »
    Ok since the run and wipe strategy is really getting annoying in this game, I would recommend to fix the campfires TO UNLOCK ONLY WHILE OUT OF COMBAT or when YOU STEP ON THEM.
    So in other words, use an if statement and decrease the campfire activation radius...
    Also this would avoid exploits in 8 out of 10 dungeons...

    Agreed, bump
  • eros1986eros1986 Member Posts: 0 Arc User
    edited June 2013
  • ngeongeo Member Posts: 0 Arc User
    edited June 2013
    eros1986 wrote: »

    Nop then the game would become like wow and everyone would farm everything, this game is good cause it has some "hard" instances, no matter what this means.
  • ngeongeo Member Posts: 0 Arc User
    edited June 2013
    BUMP IT UP. CRYPTIC SAVE UR GAME AND IGNORE PW. This game has potential DONT RUIN IT WITH FAIL SUPPORT :/
  • sominatorsominator Member Posts: 0 Arc User
    edited June 2013
    Hey all, thanks for the feedback! We have a fix in the works that should resolve this issue. Thanks again! :)
    Proud member of Team Fencebane, official guild of the unofficial Neverwinter Adventure Hour!
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2013
    sominator wrote: »
    Hey all, thanks for the feedback! We have a fix in the works that should resolve this issue. Thanks again! :)

    By the way, the out of combat issue wont fix some of the falling "/stuck" campfire glitches... In order to truly fix that, you could just make the campfire "non-enflamed" but once you click on it, it becomes enflamed and "saves" your group to that fire. You can only click out of combat as well... This will fix almost ALL glitches in the game...

    But PLEASE, if you do this, read this: http://nw-forum.perfectworld.com/showthread.php?339021-IDEA-Dungeon-Difficulty-More-Mobs-Adds

    The entire reason people find these glitches is because they are sick of all the pointless grinding to get to a boss...
  • ngeongeo Member Posts: 0 Arc User
    edited June 2013
    ayroux wrote: »
    By the way, the out of combat issue wont fix some of the falling "/stuck" campfire glitches... In order to truly fix that, you could just make the campfire "non-enflamed" but once you click on it, it becomes enflamed and "saves" your group to that fire. You can only click out of combat as well... This will fix almost ALL glitches in the game...

    WOW Briliant IDEA! +1 about the CAMPFIRE FIX, BUT! ! ! This has to unlock for each one player and not for the whole party so its 100% not exploitable although about the grinding... well... they could add more interesting mechanics in the mobs and not just ADDS ADDS ADDS ADDS... :) nerfing adds would lead in an easy game mode on.
  • frontfootfrontfoot Member Posts: 15 Arc User
    edited June 2013
    ngeo wrote: »
    Ok since the run and wipe strategy is really getting annoying in this game, I would recommend to fix the campfires TO UNLOCK ONLY WHILE OUT OF COMBAT or when YOU STEP ON THEM.
    So in other words, use an if statement and decrease the campfire activation radius...
    Also this would avoid exploits in 8 out of 10 dungeons...

    Although I like this idea, and I had considering posting this as a suggestion too, I thought it could be worked around - if one person runs ahead, aggros all the mobs, the rest of the team can follow up a way behind while out of combat. They would not be in combat and could reach the fire and click it. Swap around to allow the first person to reach fire. This is not as easy to do as the current approach so I think the suggestion would help and hopefully reduce the amount of this.

    As also suggested the amount of trash is quite large and does feel a bit pointless at times, so making them more meaningful or reducing them might help too.
  • ayrouxayroux Member Posts: 4,271 Arc User
    edited June 2013
    frontfoot wrote: »
    Although I like this idea, and I had considering posting this as a suggestion too, I thought it could be worked around - if one person runs ahead, aggros all the mobs, the rest of the team can follow up a way behind while out of combat. They would not be in combat and could reach the fire and click it. Swap around to allow the first person to reach fire. This is not as easy to do as the current approach so I think the suggestion would help and hopefully reduce the amount of this.

    As also suggested the amount of trash is quite large and does feel a bit pointless at times, so making them more meaningful or reducing them might help too.

    Yes in theory you could do something like that but it would also be much much more difficult.

    The ENTIRE reason this is an issue is players would rather skip over stuff then run stuff. While it needs to be fixed, currently the campfire thing is breaking runs.

    There are several places in dungeons (spider especially) you can get behind walls, fall off, and /stuck and teleport. I have seen people do this and you can run spider in 15 minutes or less!

    I remember when I was questing and I first figured out about the red areas that told when a powerful attack was coming. I miss those days. When leveling we didnt have great gear so I had to rely on skill to dodge/block those attacks or I would die...

    We need to put more emphasis on those attacks and provide LESS overall adds... If you just retool what is ALREADY in the game, it will make a world of difference...

    Make red zone attacks something you either avoid or die from... It should be a tell "get out of the way or you WILL die" like it used to be when leveling... Less adds with less knock downs/knock backs and more emphasis on the "red" being truly "danger" and youll have more interesting fights. Adds or just good for distraction and SOMETIMES more difficulty...
  • ngeongeo Member Posts: 0 Arc User
    edited June 2013
    So to sum up the solution would be a clickable campfire activation for EACH member and NOT one activation for the whole party. I think this would end the /unstuck /killme exploits since they would just get teleported to the initial campfire
    Cryptic I hope this is your fix and not something more stupid..
  • ngeongeo Member Posts: 0 Arc User
    edited June 2013
    sominator wrote: »
    Hey all, thanks for the feedback! We have a fix in the works that should resolve this issue. Thanks again! :)

    Hey, mr community manager, you didnt mention when are you going to fix this issue? Probably next year, right? Giving reasons to people to stop playing your own game is legit, adding bugs with patches instead of fixing stuff...
  • ngeongeo Member Posts: 0 Arc User
    edited July 2013
    Still waiting for a fix like the one proposed above... Dont think that is hard. The only con that i ve heard is that people will foget to click them... Well... you can also fix that by ADDING A REMINDER when the players aproach the camp....................
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