It's pretty ridiculous. Run to this little spot and die to rez at next campfire, jump on the wall here to draw out boss so it kills itself, zerg rush each campfire and respawn after trash resets. I don't even care about the fact that bosses have limited strategies, but what is the point in putting time and work into dungeon creation just to have everything skipped or gimped via terrain exploits? Why increase the level of gear you are using if this strategy is viable in level 1 white gear? Currently the only non-pvp endgame are dungeons, so the fact that they are broken makes the game feel very lacking and sub-standard. IMO develop teams should focus energies in fixing current content so that people actually learn to play the game as intended instead of as a jumping puzzle.
The #1 answer is: "Because mobs drop worthless loot, and they don't want to waste time while wasting their time playing the game."
This is a topic that has been discussed numerous times here in the forum. You will also get the response of " Don't make play the game your way", which of course they don't get that they are forcing you to play in style you don't want to. I do agree with you though.
Well I wouldn't say mobs drop worthless loot....they drop crafting goods, potions, and stones. It would help if they added a rare zone drop to at least give you something to shoot for and a reason to kill mobs vs skipping or pushing.
0
nick1sternMember, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 330Bounty Hunter
edited August 2013
The best thing to do is report the exploit and the exploiters that is how they get fixed.
Not all short cuts are exploits however they are designed alternative routes.
Suiciding to spawn at next campsite is an exploit for example.
You're going to get mixed responses. The unfortunate reality is that a lot of people out there like the current status quo, because it means they get maximum number of drops per hour. If content needed to be cleared it would significantly impact their epic (therefore AD) acquisition rate.
About the only way you'll get people on board with doing full clears is if the amount of trash was reduced by an order of magnitude. Even then, without major changes to the game mechanics people would still exploit their way through the instances.
These issues have been ongoing for months and nothing has changed. I wouldn't hold my breath waiting for overhauls to existing content. Hopefully, future content will take these issues into consideration.
Not all of us wants to waste time on trash mobs, It is about killing to boss getting the not who can clear the most.
Well I am pretty sure that is not the intention of the game designers. Why spend hours creating an epic dungeon just to have it gimped. Dungeons are not only for loot but also increasing play skills and teamwork roles. That way dungeon designers can create more difficult content that is tiered above the current content. Do you really want stagnant content that doesn't challenge you? Sure it is the fault of the designers for not fixing the current game "features" but that doesn't justify its abuse.
Well I am pretty sure that is not the intention of the game designers. Why spend hours creating an epic dungeon just to have it gimped. Dungeons are not only for loot but also increasing play skills and teamwork roles. That way dungeon designers can create more difficult content that is tiered above the current content. Do you really want stagnant content that doesn't challenge you? Sure it is the fault of the designers for not fixing the current game "features" but that doesn't justify its abuse.
So as a Gamer I am bound to do whatever Game Designer wants? He created an Epic dungeon great, but it is not that great after you bloody seen it 100 time. If you want to experience team work get a guild. I am not here to please Game Designers, they should be the ones.
IMO develop teams should focus energies in fixing current content so that people actually learn to play the game as intended instead of as a jumping puzzle.
What if that is how they are intended to be played? Who knows, but some of the shortcuts and exploits to me look like they are by design. I haven't seen any official statements that they are working to fix them asap, only about the new amazing content..
The #1 answer is: "Because mobs drop worthless loot, and they don't want to waste time while wasting their time playing the game."
This is a topic that has been discussed numerous times here in the forum. You will also get the response of " Don't make play the game your way", which of course they don't get that they are forcing you to play in style you don't want to. I do agree with you though.
This, and the fact that the devs went the "**** it a million adds sounds good here" route instead of making a boss hard by ITSELF.
0
bioshrikeMember, NW M9 PlaytestPosts: 4,729Arc User
What if that is how they are intended to be played? Who knows, but some of the shortcuts and exploits to me look like they are by design. I haven't seen any official statements that they are working to fix them asap, only about the new amazing content..
So it is your assertion that the devs, who put a lot of energy into creating memorable characters, environments, and the game as a whole, intend for players to jump to their death or rush to campfires so they can die and respawn there? Really? You can do things in real life that you aren't supposed to, but that doesn't mean that's how things are intended to be.
I can't accept that people actually, legitimately believe that this is how you should play the game, and that this is how the developers intended for it to be played.
Let's take a step back for a moment - if this were a pen and paper D&D game, do you think the GM would allow these tactics to work? How can anyone believe that this is right?
If you don't want to play the right way... and I mean "right" as in the way all other content in the game is played, great! If you want to cheat... and what you folks who endorse this behavior are doing IS cheating, then I hope you all get banned.
<::::::::::::::)xxxo <::::::::::::::)xxxo <::::::::::::)xxxxxxxx(:::::::::::> oxxx(::::::::::::::> oxxx(::::::::::::::> "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark Official NW_Legit_Community Forums
People will do anything to get an edge. Even if they know they're cheating, they'll rationalize it as, "Everyone else is doing it, so why shouldn't I"? Or they'll say things like, "If people didn't want me to do _____, why'd they make it so easy to do? They must want me to it." Like, if someone left the door to their car/home unlocked that means they're okay with you just walking in and taking whatever you want. I mean, if they didn't want you to take those things they'd have simply locked the door right?
That's how people think. It's a shame that mentality trickles over into games, but a lot of people are dirtbags when it comes to cheating.
I am not sure anyone likes clearing trash mobs, certainly very few poeple I have talked to or seen writing about things like killing trash. Most fun dungeon/raids I have played had very few trash mobs and pretty much straight into the heart of the action. As trash mobs are mainly there to be a time sink (and maybe alittle atmosphere) you could make it that you get to the boss mob and it just takes the same time to kill him as the time you want it to take to kill trash + him? Or have the trash mobs around the boss mob/ spawns like now. I do not mind the many adds thing, though it would be nice to have some variation, I think it is that every boss mob does the same that poeple dislike, rather than the mechanic itself. Could also do different styles, say waves of adds till boss mob, or ranks of adds you have to fight through (each rank could be fought seperately, but if daring could do mutli) and so on.
Making the lower mobs have a chance to drop good items helps aswell, atleast some blues. Could also have mini bosses that add (possible randomly) to waves/ranks adds that drop epic.
Could also just have large dungeons that just take time to physically go through (but with many more boss type encounters) or add puzzles that take a miminum amount of time to complete. And so on....anything but killing endless trash to get to a mob you want.
[SIGPIC][/SIGPIC] I am not evil, I am just cursed.
Three changes that would immensely help this game:
1) Reduce number of trash mobs.
2) Give boss a buff for every surviving mob.
3) Reduce of remove cliffs so monsters (and bosses!) can't be pushed to their deaths.
The first would make dungeons more fun and not a chore.
The second would ensure that short-cuts carry a serious risk.
The third would ensure that GF and GWF are welcome and not just the emerging standard grouping of "3 CW, TR and DC".....
Three changes that would immensely help this game:
1) Reduce number of trash mobs.
2) Give boss a buff for every surviving mob.
3) Reduce of remove cliffs so monsters (and bosses!) can't be pushed to their deaths.
The first would make dungeons more fun and not a chore.
The second would ensure that short-cuts carry a serious risk.
The third would ensure that GF and GWF are welcome and not just the emerging standard grouping of "3 CW, TR and DC".....
I agree 100%. This is exactly what needs to be done. They could also implement other mechanics to make adds more relevant, like paths, that only open once a certain amount of enemies are delt with or something like that.
Less adds, an incentive to fight them and changes in the enviroment to make all classes more essential for success. That is what the devs need to focus on.
If it stays as it is, the game is doomed. At the moment it doesn't matter wether you are a good or bad player, have good or bad gear. As long as you know how and are willing to cheat, you'll succeed. I guess the moment they repair the game (if ever) many players will have a few problems because they never learned how to play, only how to cheat.
3) Reduce of remove cliffs so monsters (and bosses!) can't be pushed to their deaths.
The funny thing is, in the Dev videos where they show examples of game play they use this tactic. So clearly it was intended for players to kill mobs by pushing them off cliffs and is not an exploit. Also players can be pushed off just as easily as monsters can be pushed off. So it isn't like it is a one way I win method.
Well I wouldn't say mobs drop worthless loot....they drop crafting goods, potions, and stones. It would help if they added a rare zone drop to at least give you something to shoot for and a reason to kill mobs vs skipping or pushing.
Let's say there is a mile stretch of road with a trail of pennies on it. At the end of that trail is a $100 bill. Do you stop to pick up each penny or head straight for the $100?
The funny thing is, in the Dev videos where they show examples of game play they use this tactic. So clearly it was intended for players to kill mobs by pushing them off cliffs and is not an exploit. Also players can be pushed off just as easily as monsters can be pushed off. So it isn't like it is a one way I win method.
I never said whether I felt that it was intended or unintended - I simply said that in my opinion removing this will encourage parties to take GWF and GF more than the current system which strongly favours 3CW 1TR 1DC groups ....
It has nothing to do with how much trash there is, you reduce it, makes it even easier to skip.
Its all about Dungeon delve, you have 1 hour to do as many dungeons as you can. ofcourse people are going to find out the fastest ways to do dungeons, 30 minute spellplague 20 minutes frozen heart etc, theh whole thing has become its own meta-game.
The only way you are going to remove speed clearing, is if you change the DD event, have the chest drop jewellery only and have the boss drop a T2 piece every time it dies. they could also fix those optional bosses, like spellplague, put an optional boss in the secret dungeon in temple of the spider.
Theres many things they could do but if you notice, alot of things seem unfinished/rushed, and it looks like they gave up and moved onto new content without finishing the old.
cryptic should make a new team that focuses on reworking/improving current content...
Of course, the amount of NPCs isn't the real issue. What cheaters want is milking dungeons as much as they can to be able to afford the cash shop items without paying with real money. It creates an unhealthy atmospheres in dungeons, and people will be extremely aggressive if you dare opposing them. After all, you ruin their milking strategy. Fortunately, there's a kick option. But it's definitely not an incentive to keep playing this game for people who enjoy it.
And if the issue is loots, well, read my sig.
0
degraafinationMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
Like many have already stated: Give me a reason to fight through trash mobs. For 3-5 copper a kill? A rank 4 enchantment that I have a 20% chance of getting?
Make it worth it, I'll do it. Make it trash, I'll burn through it.
And by the way, it does help the economy. That means more Epics (purples) are making their way to the AH, which means more supply, which means prices drop. There, everyone wins.
Three changes that would immensely help this game:
1) Reduce number of trash mobs.
2) Give boss a buff for every surviving mob.
3) Reduce of remove cliffs so monsters (and bosses!) can't be pushed to their deaths.
The first would make dungeons more fun and not a chore.
The second would ensure that short-cuts carry a serious risk.
The third would ensure that GF and GWF are welcome and not just the emerging standard grouping of "3 CW, TR and DC".....
This I like! Alternate paths... mini bosses for horde... Hah even have the mobs you skipped able to be summoned by end boss... Now that would be real incentive. If you don't kill him in a certain time he could call for help... lol!
Terrain exploits I'm not to upset about. Would you call terrain exploits I call common sense fighting. The issue is... the bosses don't move. Quite frankly Caster's should take the high ground while the melee's attack from below. Doesn't make sense for a caster to be in the direct line of fire with a tank. It hasn't been that way in ANY other MMO I've played.
If my caster can fight from relative safety fro ma high vantage point it makes sense.
The whole run to campfire and die thing gets old though. Like Karrundax... I don't mind doing the run... but a well partied group can own mobs at the end by throwing them off edges etc... but everyone just want to die... BORING!
However, I understand the extreme lack of incentive from killing them too. Want to make people try to kill everything... make end the end chest horde loot. Percentage of the mobs affects your extra loot in end chest.... enchants/copper/useables etc.
0
cipher9nemoMember, Neverwinter Beta UsersPosts: 0Arc User
edited August 2013
It has been said in this thread and elsewhere over and over again...
Cryptic, ditch the Zerg fest.
It's time for end-game that relies on real tactics for a change. Cryptic zerged in STO, now they're zerging in Neverwinter. Anyone remember the Borg nodes in STFs? Zerg-facerolling. On that note it would be nice to also reduce trash or give better trash drops and eliminate the "shortcuts".
krisst0fMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited August 2013
If they increased the (very low but positive) probability of rare loot drops for killing mobs, people would not just farm and take shortcuts just to quickly go and kill bosses...
Saw an idea on another thread that suggested every missed trash mob would make it's way to the boss fight - arrival time dependent on distance.
This would act as a wave of reinforcements for the main boss. As well as an incentive to clear them out. Or do the run and accept the risk. Another choice that the players can make without hindering greatly either playstyle.
Maybe do the same with the other minor bosses
Like the buffing idea as well.
I also like increasing the rewards dropped, crafting assets would be a nice touch on minor bosses.
Comments
This is a topic that has been discussed numerous times here in the forum. You will also get the response of " Don't make play the game your way", which of course they don't get that they are forcing you to play in style you don't want to. I do agree with you though.
Not all short cuts are exploits however they are designed alternative routes.
Suiciding to spawn at next campsite is an exploit for example.
About the only way you'll get people on board with doing full clears is if the amount of trash was reduced by an order of magnitude. Even then, without major changes to the game mechanics people would still exploit their way through the instances.
These issues have been ongoing for months and nothing has changed. I wouldn't hold my breath waiting for overhauls to existing content. Hopefully, future content will take these issues into consideration.
Well I am pretty sure that is not the intention of the game designers. Why spend hours creating an epic dungeon just to have it gimped. Dungeons are not only for loot but also increasing play skills and teamwork roles. That way dungeon designers can create more difficult content that is tiered above the current content. Do you really want stagnant content that doesn't challenge you? Sure it is the fault of the designers for not fixing the current game "features" but that doesn't justify its abuse.
So as a Gamer I am bound to do whatever Game Designer wants? He created an Epic dungeon great, but it is not that great after you bloody seen it 100 time. If you want to experience team work get a guild. I am not here to please Game Designers, they should be the ones.
This, and the fact that the devs went the "**** it a million adds sounds good here" route instead of making a boss hard by ITSELF.
So it is your assertion that the devs, who put a lot of energy into creating memorable characters, environments, and the game as a whole, intend for players to jump to their death or rush to campfires so they can die and respawn there? Really? You can do things in real life that you aren't supposed to, but that doesn't mean that's how things are intended to be.
I can't accept that people actually, legitimately believe that this is how you should play the game, and that this is how the developers intended for it to be played.
Let's take a step back for a moment - if this were a pen and paper D&D game, do you think the GM would allow these tactics to work? How can anyone believe that this is right?
If you don't want to play the right way... and I mean "right" as in the way all other content in the game is played, great! If you want to cheat... and what you folks who endorse this behavior are doing IS cheating, then I hope you all get banned.
"Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
Official NW_Legit_Community Forums
Btw from my own experience I tell you that discussing an exploit here is prohibited by all the rules ... I wonder how this post is still around ?
P.S. don't let the moving / closing of the post affect you, don't make my mistake
That's how people think. It's a shame that mentality trickles over into games, but a lot of people are dirtbags when it comes to cheating.
Making the lower mobs have a chance to drop good items helps aswell, atleast some blues. Could also have mini bosses that add (possible randomly) to waves/ranks adds that drop epic.
Could also just have large dungeons that just take time to physically go through (but with many more boss type encounters) or add puzzles that take a miminum amount of time to complete. And so on....anything but killing endless trash to get to a mob you want.
1) Reduce number of trash mobs.
2) Give boss a buff for every surviving mob.
3) Reduce of remove cliffs so monsters (and bosses!) can't be pushed to their deaths.
The first would make dungeons more fun and not a chore.
The second would ensure that short-cuts carry a serious risk.
The third would ensure that GF and GWF are welcome and not just the emerging standard grouping of "3 CW, TR and DC".....
I agree 100%. This is exactly what needs to be done. They could also implement other mechanics to make adds more relevant, like paths, that only open once a certain amount of enemies are delt with or something like that.
Less adds, an incentive to fight them and changes in the enviroment to make all classes more essential for success. That is what the devs need to focus on.
If it stays as it is, the game is doomed. At the moment it doesn't matter wether you are a good or bad player, have good or bad gear. As long as you know how and are willing to cheat, you'll succeed. I guess the moment they repair the game (if ever) many players will have a few problems because they never learned how to play, only how to cheat.
The funny thing is, in the Dev videos where they show examples of game play they use this tactic. So clearly it was intended for players to kill mobs by pushing them off cliffs and is not an exploit. Also players can be pushed off just as easily as monsters can be pushed off. So it isn't like it is a one way I win method.
Let's say there is a mile stretch of road with a trail of pennies on it. At the end of that trail is a $100 bill. Do you stop to pick up each penny or head straight for the $100?
I never said whether I felt that it was intended or unintended - I simply said that in my opinion removing this will encourage parties to take GWF and GF more than the current system which strongly favours 3CW 1TR 1DC groups ....
Its all about Dungeon delve, you have 1 hour to do as many dungeons as you can. ofcourse people are going to find out the fastest ways to do dungeons, 30 minute spellplague 20 minutes frozen heart etc, theh whole thing has become its own meta-game.
The only way you are going to remove speed clearing, is if you change the DD event, have the chest drop jewellery only and have the boss drop a T2 piece every time it dies. they could also fix those optional bosses, like spellplague, put an optional boss in the secret dungeon in temple of the spider.
Theres many things they could do but if you notice, alot of things seem unfinished/rushed, and it looks like they gave up and moved onto new content without finishing the old.
cryptic should make a new team that focuses on reworking/improving current content...
and also the featured satirical comedic adventure "A Call for Heroes".
And if the issue is loots, well, read my sig.
Make it worth it, I'll do it. Make it trash, I'll burn through it.
And by the way, it does help the economy. That means more Epics (purples) are making their way to the AH, which means more supply, which means prices drop. There, everyone wins.
Join Essence of Aggression: PVP-ing Hard Since Beta!
This I like! Alternate paths... mini bosses for horde... Hah even have the mobs you skipped able to be summoned by end boss... Now that would be real incentive. If you don't kill him in a certain time he could call for help... lol!
Terrain exploits I'm not to upset about. Would you call terrain exploits I call common sense fighting. The issue is... the bosses don't move. Quite frankly Caster's should take the high ground while the melee's attack from below. Doesn't make sense for a caster to be in the direct line of fire with a tank. It hasn't been that way in ANY other MMO I've played.
If my caster can fight from relative safety fro ma high vantage point it makes sense.
The whole run to campfire and die thing gets old though. Like Karrundax... I don't mind doing the run... but a well partied group can own mobs at the end by throwing them off edges etc... but everyone just want to die... BORING!
However, I understand the extreme lack of incentive from killing them too. Want to make people try to kill everything... make end the end chest horde loot. Percentage of the mobs affects your extra loot in end chest.... enchants/copper/useables etc.
Cryptic, ditch the Zerg fest.
It's time for end-game that relies on real tactics for a change. Cryptic zerged in STO, now they're zerging in Neverwinter. Anyone remember the Borg nodes in STFs? Zerg-facerolling. On that note it would be nice to also reduce trash or give better trash drops and eliminate the "shortcuts".
Hammerfist Clan. Jump into the Night: NW-DMXWRYTAD
get rid of the DD event (and Professions...) make the GG event happen more often.
make the DD chest always open. make it drop class-specific BOP items always.
make the bosses drop T1/T2 loot always. 2 pieces, sometimes.
make the trash have a low chance to drop good items- purple gear, blue and purple crafting items, etc.
FIX THE @#$#@ SHORTCUTS if they are not intended.
This idea has a touch of a genius ! Get it patented an cash up !
Would love to take the credit, but I got it from another poster here.
Still a great idea whoever came up with it of course.....
This would act as a wave of reinforcements for the main boss. As well as an incentive to clear them out. Or do the run and accept the risk. Another choice that the players can make without hindering greatly either playstyle.
Maybe do the same with the other minor bosses
Like the buffing idea as well.
I also like increasing the rewards dropped, crafting assets would be a nice touch on minor bosses.