Do you actually want to engage in combat in dungeons the way you would in real DND? Forget it. This is not the game for you.
This is a game where you find backwards ways of winning. See that group of monsters that might be a fun exciting fight? Hell no, just knock them off the cliff and don't fight them at all! That's what this game is all about.
if you think so....
Well I'll be off to my exciting fights while you do whatever you want
edit: in real DnD you can hit GM in the face but that doesn't mean you have to
Do you actually want to engage in combat in dungeons the way you would in real DND? Forget it. This is not the game for you.
This is a game where you find backwards ways of winning. See that group of monsters that might be a fun exciting fight? Hell no, just knock them off the cliff and don't fight them at all! That's what this game is all about.
In real DND I *reward* my player for coming with tricks to either avoid fights altogether, or tricks which works and ease the fights up. Throwing guy out of a cliff would be something I would reward for good use of the environment and tool. In fact the good old normal "fight" are the one which get the least XP in DnD.
The acronym that used to be used when scolding another for not "playing right" used to be L2P.
This game however needs another one. Instead of learning2play I have noticed that most people tell others L2W, or learn to workaround the bugs. You know a game is fun when you see that directed at people all the time.
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bitz06Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 24Arc User
edited June 2013
I would not consider knocking mobs off a cliff an exploit. That is the least of our problems. The biggest issues are skipping 90% of a dungeon by running to new campfires and jumping off into the void and typing /killme. When the "endgame" dungeons takes 20 minutes to complete by a group of exploiters you know something is broken.
While I don't see problems with players finding these little tricks to beat the game, I think they should at least remove some of the cliffs from the game. I mean, having a few for players to throw stuff of is okay, but when it becomes a viable way of clearing almost every encounter in a dungeon, it's getting a bit exploit-y.
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warfluxMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited June 2013
Is it even possible to complete CN without two CWs just sitting there knocking all the adds off the cliff?
The acronym that used to be used when scolding another for not "playing right" used to be L2P.
This game however needs another one. Instead of learning2play I have noticed that most people tell others L2W, or learn to workaround the bugs. You know a game is fun when you see that directed at people all the time.
Learn to whine?
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warfluxMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
In real DND I *reward* my player for coming with tricks to either avoid fights altogether, or tricks which works and ease the fights up. Throwing guy out of a cliff would be something I would reward for good use of the environment and tool. In fact the good old normal "fight" are the one which get the least XP in DnD.
Maybe as a one time creative thing I can see that. If that player just did that on every encounter you wouldn't think it was much fun I imagine.
Maybe as a one time creative thing I can see that. If that player just did that on every encounter you wouldn't think it was much fun I imagine.
In that case, isn't it just bad design to put effective cliffs next to every encounter? How about ....... I don't know ...... enclosed caves, flat forest ground, inside buildings? Generic places that DON'T have cliffs kitable with every fight?
I have to agree that tactics and using the environment is clever once or twice, but after a while ........ learn2design.
Comments
Well I'll be off to my exciting fights while you do whatever you want
edit: in real DnD you can hit GM in the face but that doesn't mean you have to
In real DND I *reward* my player for coming with tricks to either avoid fights altogether, or tricks which works and ease the fights up. Throwing guy out of a cliff would be something I would reward for good use of the environment and tool. In fact the good old normal "fight" are the one which get the least XP in DnD.
This game however needs another one. Instead of learning2play I have noticed that most people tell others L2W, or learn to workaround the bugs. You know a game is fun when you see that directed at people all the time.
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Learn to whine?
Maybe as a one time creative thing I can see that. If that player just did that on every encounter you wouldn't think it was much fun I imagine.
In that case, isn't it just bad design to put effective cliffs next to every encounter? How about ....... I don't know ...... enclosed caves, flat forest ground, inside buildings? Generic places that DON'T have cliffs kitable with every fight?
I have to agree that tactics and using the environment is clever once or twice, but after a while ........ learn2design.
They said they are fixing it , now stop whining please.
The only condoned use of those words in this forum or ingame is REPORTING THEM, by these means:
http://nw-forum.perfectworld.com/showthread.php?306422-Reporting-Exploits-The-Right-Way&highlight=report+exploits
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