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suggestions to stop exploits and Improve dungeons!

ulkaurulkaur Member, Neverwinter Beta Users Posts: 0 Arc User
edited October 2013 in PvE Discussion
All this talk about dungeon exploits has gotten my mind going about why it happens and simple changes or improvements can change this. Let me know what you think

1. Institute requirements to proceed through the dungeon. If campfires required preceeding bosses to be dead before they could be used, it would stop the run past option players use. You could have the boss drop something that allows you to activate a campfire, and require you to not be in combat. In this manner, anyone present in the dungeon would have to be put in combat if anyone is or people could just run mobs far enough away for someone else to activate the campfire.

2. Reward players for clearing mobs on the way. Institute a monster morale level. Minor bosses in the dungeon could have minuses on stats or fewer adds generated based on the players killing things on the way there. Final boss could have similar penalties, but should still be powerful enough to be the dungeon boss. Most boss fights have frustratingly large amounts of adds, so this would help alot in my opinion.

3. Institute a prestige way of completing the dungeon.If the players wanted a challenge, you could have a secret path to each of the bosses that allows complete skipping of lesser mobs. This would be similar to #2 above, but buff the bosses instead so it becomes a more challenging encounter. Add achievements with titles to show the players completed the dungeon this way.

4. You could also have a buff be granted to the group for the remainder of the dungeon for each boss killed. For example, give a regen buff for killing first boss of Frozen Heart, and a damage resist buff for killing second.

Thanks for reading.
Post edited by ulkaur on

Comments

  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited October 2013
    I like your idea for "monster morale". I've suggested a similar idea, where the adds that you encounter during a boss fight are actually reinforcements based upon survivors from the rest of the map.
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    "Is it better to be feared or respected? I say, is it too much to ask for both?" -Tony Stark
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  • tahlloltahllol Banned Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    Better yet they could actually start doing there jobs and banning people that are exploiting. Yet at the same time the dungeons are boring as hell clearing the same junk over and over again for the same crappy *** drop rates and when its not good loot it is complete junk.
  • mbllanes199mbllanes199 Member, Banned Users, Neverwinter Beta Users Posts: 429
    edited October 2013
    There are no exploit on this game, from what i understand what we have is Shortcut which is legal, trolololololol
  • buffsmadbuffsmad Member Posts: 100 Arc User
    edited October 2013
    Looks like I'm putting myself forward for Arrogant SOB of the Day award by quoting myself :D
    buffsmad wrote: »
    Suggestion: retain 1 campfire in dungeons at the start remove all others. Place a portal next to it and after each Boss. Defeat the Boss and the portal near it is activated/opened. Die on the way to or at the next Boss and you res at the entry campfire and use the portal to jump to any other which has been activated.

    Oh, and on entry to any dungeon, activate a system message which says:

    "If you're looking for the Gift Shop then you've come the wrong way. Get Out!". ;)

    My tuppence worth :D

    Using res points as a checkpoint is a fail. Use an item specifically designed for the purpose ^
  • sigregsigreg Member, Neverwinter Beta Users Posts: 56
    edited October 2013
    This "monster morale" gave me other idea - lets say that in dungeon some "limited" number of creatures do live. Of course not stricty "exact given number", i mean rather something like limiting adds spawning at final boss fight.
    If party fight hard all dungeon killing every spotted monster, final boss wouldnt have too much minions to call as backup - system should cap noticably an adds spawning rate or number. Otherwise, if party exploited dungeon or made "quick run" using campfires in effect avoided fights till final boss - thats fine, come and enjoy adds fest, as minions are "called" by boss from rest of dungeon.

    So it would be simple choice - if party prefer to fight longer, clean all dungeon and have easier final fight, or made quick run to face hard fight at end.
  • colonelwingcolonelwing Member Posts: 1,448 Arc User
    edited October 2013
    There are no exploit on this game, from what i understand what we have is Shortcut which is legal, trolololololol

    Wrong, whoever made that up is a complete moron.

  • psyb3rtr011psyb3rtr011 Member, NW M9 Playtest Posts: 340 Arc User
    edited October 2013
    ulkaur wrote: »
    All this talk about dungeon exploits has gotten my mind going about why it happens and simple changes or improvements can change this. Let me know what you think

    1. Institute requirements to proceed through the dungeon. If campfires required preceeding bosses to be dead before they could be used, it would stop the run past option players use. You could have the boss drop something that allows you to activate a campfire, and require you to not be in combat. In this manner, anyone present in the dungeon would have to be put in combat if anyone is or people could just run mobs far enough away for someone else to activate the campfire.

    2. Reward players for clearing mobs on the way. Institute a monster morale level. Minor bosses in the dungeon could have minuses on stats or fewer adds generated based on the players killing things on the way there. Final boss could have similar penalties, but should still be powerful enough to be the dungeon boss. Most boss fights have frustratingly large amounts of adds, so this would help alot in my opinion.

    3. Institute a prestige way of completing the dungeon.If the players wanted a challenge, you could have a secret path to each of the bosses that allows complete skipping of lesser mobs. This would be similar to #2 above, but buff the bosses instead so it becomes a more challenging encounter. Add achievements with titles to show the players completed the dungeon this way.

    4. You could also have a buff be granted to the group for the remainder of the dungeon for each boss killed. For example, give a regen buff for killing first boss of Frozen Heart, and a damage resist buff for killing second.

    Thanks for reading.

    I love this, I have another option, and one that would make complete sense. If you bypass Sub-Bosses and Mobs, they immediately start making their way to the Main Boss, just as they would in real life, as the sounds of battle and alarms would let them know something is amiss.
    Psyb3rTr011
    AKA Cyber Troll and Euben Hadd
  • sapientcrowsapientcrow Member Posts: 57
    edited October 2013
    This is yet another brilliant idea to implement for both dungeon diversity and incentive for people to fully complete content.

    However exploits are a low priority because they allow more people to run dungeons and have more Ad and more stuff to sell. This activity returns metrics that display people playing the game actively. Which in turn yields more on paper profit and investment.

    There are numerous complex layers that MMOs could design and add in in order to avoid exploitation or the zerg mind. However the zerg mind mentality are the same addicts who will fight each other over scraps and sit at the Ah and try to game it for hours and are the same type of people who will pump real life cash into the system to have a better mount than other people. It is unfortunately why social systems tend to cater to a specific set of people and that is because those people according to metrics are the most active.

    It is unlikely we will see if we ever do see innovation win over the metrics of profit (theoretical or actual).
  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2013
    Making it so you need to activate a campfire would be a quick easy fix to some exploits, but this forum is filled with lots of more creative ideas and I hope they take them into consideration and implement at least some of them.
    I hate dancing with Lady Luck. She always steps on my toes.
  • drbaalsdrbaals Member Posts: 161 Bounty Hunter
    edited October 2013
    LOL really OP. They will never fix the dungeons exploits. If they did that more people would quit. And the other part improve them not happening either.
  • seisem2seisem2 Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    drbaals wrote: »
    LOL really OP. They will never fix the dungeons exploits. If they did that more people would quit. And the other part improve them not happening either.

    People would only quit because the game is too hard for them.
    Seisem - DC 13K GS
    Catalina Erantzo - GWF 13.9K GS

    <Future> Guild on Dragon - Legit Non Exploit Guild (We are always recruiting great players)

    Future Guild Recruitment Thread: http://nw-forum.perfectworld.com/showthread.php?475381-lt-Future-gt-Legit-Non-Exploit-Guild-Recruiting
  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited October 2013
    If you want more people to do the dungeon legitimately, have the mobs should drop blue and (rarely) purple enchants, runestones and profession resources AND assets. You'd have more dungeon farmers farming the mobs if there was a chance of getting a Dark 7 enchant or a Steel Needle (both right now selling for >100k).

    Plus it would mean less pushing mobs off cliffs, because dead mobs off cliff = lost loot
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited October 2013
    pointsman wrote: »
    If you want more people to do the dungeon legitimately, have the mobs should drop blue and (rarely) purple enchants, runestones and profession resources AND assets. You'd have more dungeon farmers farming the mobs if there was a chance of getting a Dark 7 enchant or a Steel Needle (both right now selling for >100k).

    Plus it would mean less pushing mobs off cliffs, because dead mobs off cliff = lost loot

    That would only work in the short term - as soon as the farmers flooded the market with these things, they'd drop in price, and we'd be right back where we are now. Unfortunately, the only real way to stop cheaters/exploiters would be to impose heavy penalties upon those who cheat/exploit - such as bans or taking away their ill-gotten gains.

    I'd also like to make everyone aware that a custom chat channel has been created for anyone who does *not* want to use cheats or exploits - NW_Legit_Community: http://nw-forum.perfectworld.com/showthread.php?503791-New-channel-created-NW_Legit_Community
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    "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
  • warpetwarpet Member Posts: 1,969 Arc User
    edited October 2013
    khimera906 wrote: »
    Making it so you need to activate a campfire would be a quick easy fix to some exploits, but this forum is filled with lots of more creative ideas and I hope they take them into consideration and implement at least some of them.

    yes but idk why they dint still make it so :( and this would stop all run to cf and stuck+killme exploits
  • nearlydiamondnearlydiamond Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 105 Bounty Hunter
    edited October 2013
    I would prefer to see exploits actively encouraged and rewarded to encourage more emergent gameplay to make up for the lack of imagination in the existing dungeons. It adds a new layer of fun to the game. Unfortunately it can't happen with the current FTP model as it has the potential to break economies. I otherwise have no problem with things being bypassed using specific traits/abilities from different classes, in fact I think it adds to the fun. I find your ideas to restrict and control this behaviour oppressive and fun-sapping. You're withering our limbs...
  • colonelwingcolonelwing Member Posts: 1,448 Arc User
    edited October 2013
    Cryptic should handle it the way the Rappelz devs use to handle it.

    Create a nice and deep hole in a non accessible area (the abbyss in Rappelz) and throw every single exploiter into it without a chance of ever getting out of it, again. They are still able to log in, but playing an mmo in a dark deep pit doesn't sound like fun.


    Neverwinter needs an Abbyss, badly.

  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2013
    I would prefer to see exploits actively encouraged and rewarded to encourage more emergent gameplay to make up for the lack of imagination in the existing dungeons. It adds a new layer of fun to the game. Unfortunately it can't happen with the current FTP model as it has the potential to break economies. I otherwise have no problem with things being bypassed using specific traits/abilities from different classes, in fact I think it adds to the fun. I find your ideas to restrict and control this behaviour oppressive and fun-sapping. You're withering our limbs...

    If there were alternative secret paths that the players could discover using class class specific skills, it wouldn't be an exploit, it would be content that was intentionally put there by the developers. When you are taking advantage of design faults, that is an exploit.
    Cryptic should handle it the way the Rappelz devs use to handle it.

    Create a nice and deep hole in a non accessible area (the abbyss in Rappelz) and throw every single exploiter into it without a chance of ever getting out of it, again. They are still able to log in, but playing an mmo in a dark deep pit doesn't sound like fun.


    Neverwinter needs an Abbyss, badly.
    Would there be an endless undead horde down there?
    I hate dancing with Lady Luck. She always steps on my toes.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited October 2013
    Improving drops won't make any difference. Even better enchantments would become worthless after a few weeks. They are already killing this market with r7s in lockboxes anyway. :)

    The only fix i see is waving the ban hammer, coding anti cheating spells on monsters (no, you can't kill them safely), changing how respawns work, making going to forbidden areas strictly impossible (coding "character_can't_move" should be doable), making a good use of any alive NPC during the boss fight, like adding their HPs x2 to the boss or something like that, etc. Of course that's a lot of work, and i'm not sure cryptic is willing to do it, but at some point they will do something, just because adding invisible walls isn't enough and doesn't solve safe spots issues, mobs suicides, running and dying to the respawn point.
  • seisem2seisem2 Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 0 Arc User
    edited October 2013
    diogene0 wrote: »
    Improving drops won't make any difference. Even better enchantments would become worthless after a few weeks. They are already killing this market with r7s in lockboxes anyway. :)

    The only fix i see is waving the ban hammer, coding anti cheating spells on monsters (no, you can't kill them safely), changing how respawns work, making going to forbidden areas strictly impossible (coding "character_can't_move" should be doable), making a good use of any alive NPC during the boss fight, like adding their HPs x2 to the boss or something like that, etc. Of course that's a lot of work, and i'm not sure cryptic is willing to do it, but at some point they will do something, just because adding invisible walls isn't enough and doesn't solve safe spots issues, mobs suicides, running and dying to the respawn point.

    Maybe for the running and dying at the campfires they could make it where you have to kill X amount of mobs in order to unlock the next campfire.
    Seisem - DC 13K GS
    Catalina Erantzo - GWF 13.9K GS

    <Future> Guild on Dragon - Legit Non Exploit Guild (We are always recruiting great players)

    Future Guild Recruitment Thread: http://nw-forum.perfectworld.com/showthread.php?475381-lt-Future-gt-Legit-Non-Exploit-Guild-Recruiting
  • nearlydiamondnearlydiamond Member, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild Users Posts: 105 Bounty Hunter
    edited October 2013
    khimera906 wrote: »
    If there were alternative secret paths that the players could discover using class class specific skills, it wouldn't be an exploit, it would be content that was intentionally put there by the developers. When you are taking advantage of design faults, that is an exploit.


    Would there be an endless undead horde down there?

    Exploit is when one person can do it and another can't. The choice element in this concoction means that the developers could find a way to embrace the fact it is something that can be done and this is the way some people have fun. The vitriol against exploiters is frankly pathetic on the grounds that in past iterations of the game there were novel and differing ways to push the limits of the controls and environments given. This is emergent gameplay and cats for a vast array of play styles. You were never forced to exploit and so your rage against those that choose to is misguided. Think of the upshot if you get your wish, no way but to be forced to blandly mash up vast numbers of mobs. There is no imagination to the fights in the dungeons, the design is linear and dull. If there is no way to do the dungeons other than move from point A to point B with a pre defined class mix then what was frankly one of the major things that made this game stand out and be fun dies with it.
    The point is the chance was there to do something imaginative and different. Cryotic and PW chose not to, and frankly I'm amazed so many of the gamers are actually asking them to bland it up further.
  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2013
    Exploit is when one person can do it and another can't ...................
    You have got to be kidding me. Not only do you not understand what "exploit" means, but even by your own logic, what you're saying doesn't make sense. Do you think we can't exploit dungeons? I have used exploits is several dungeons - it's easy. We all can exploit if we want. What's stopping us?
    All you are doing is cheating to get loot faster, so please stop with the speeches and philosophies.
    I hate dancing with Lady Luck. She always steps on my toes.
  • bioshrikebioshrike Member, NW M9 Playtest Posts: 4,729 Arc User
    edited October 2013
    khimera906, cheaters and exploiters are going to continue the rhetoric that what they're doing is ok because it's somehow novel or inventive to, well, cheat. Using bugs or flaws in the game are neither - it is simply a means to obtain what they want faster, fair play be damned. Athletes that cheat aren't being novel or inventive, and neither are players. This type of mentality points to larger societal issues, that we need not get into in a gaming forum...
    <::::::::::::::)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
  • khimera906khimera906 Member, NW M9 Playtest Posts: 898 Arc User
    edited October 2013
    bioshrike wrote: »
    khimera906, cheaters and exploiters are going to continue the rhetoric that what they're doing is ok because it's somehow novel or inventive to, well, cheat. Using bugs or flaws in the game are neither - it is simply a means to obtain what they want faster, fair play be damned. Athletes that cheat aren't being novel or inventive, and neither are players. This type of mentality points to larger societal issues, that we need not get into in a gaming forum...
    Well said. I usually try to keep away from these debates as they are mostly pointless.
    I hate dancing with Lady Luck. She always steps on my toes.
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