There was a bug reported about the stack not working properly--if you didn't had stacks with multiples of 5, the slots still got filled even if the stack was less than 5 (but nothing was consumed). I think that emptying the slots was easier as to code a check for the amount of items on the stack.
Yes, I know what the bug was because I reported it. Personally, I would prefer that bug to the way it is being handled right now where I have to reselect them every time.
So, you're saying, that you don't get "Coalescent Wards" and don't have the AD to buy them, but still you would like to keep a system where you need around six times the amount of those wards (85 instead of 15)? Sorry, I cannot quite follow your logic.
I'm saying that the old fusing system is much better and simple and faster thant the new refine system.
BUT....
the fusing system still has some things that are HAMSTER for players that have a low income in and out of game, the ways to improve the fusing system should be lowering the fusing success rates and/or coalesent wards drops from trees instead being an exclusive product to buy with zen or stumble upon at randon in a celestial chest, and the last improvement should be that the unslot of enchantments costs gols instead of the extremely high AD values.
I'm saying that the old fusing system is much better and simple and faster thant the new refine system.
BUT....
the fusing system still has some things that are HAMSTER for players that have a low income in and out of game, the ways to improve the fusing system should be lowering the fusing success rates and/or coalesent wards drops from trees instead being an exclusive product to buy with zen or stumble upon at randon in a celestial chest, and the last improvement should be that the unslot of enchantments costs gols instead of the extremely high AD values.
Thanks for reading
If you don't take the time to read the thread and post what current false is, don't make a post. Simple reason.
The new system is far better, but if you don't check this it's your fail.
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guaraguao34Member, Neverwinter Beta UsersPosts: 0Arc User
edited November 2013
Feedback:Marks, AD and system I don't even know if im posting correctly as it was asked but anyways, some might agree with me, most probably wont agree, and with all due respect to the "devs" this is one or the most stupid thing you guys have done or rather about to do...kinda, not totally, it still have hope. IF ITS NOT BROKEN DON'T FIX IT, and im one of the players that gets annoyed because of bag space and the failure rate when enchanting or improving gems and how ridiculously nearly impossible is to get anything higher than rank 5 unless you use real money. Anyways, I always read the preview forums and regular ones to keep myself updated, never downloaded the preview shard, but this time i had to, because of the new refinement system (and the ranger too although not gonna pass level 15 maybe 20, gonna let others do the testing on that one, i want the surprise live). I really wasn't gonna post anything but i really had to, for all the players that say its hard to understand or even impossible, its not, but with all due respect to other players if you guys take more time learning that system instead of complaining about it from what you saw just by overlooking at it, or what someone else told you or using the time doing nothing in zone chat in PE, you might get to like it...part of it. With this new system its actually easier to get those above rank 5 gems, sort of. I was really happy about it, started with the lowest gems to see how the system goes but then i hit the rank 5's and going to 6 and i saw the HUGE wall in here, which is why lots of ppl are saying this is going more and more towards pay to win game instead of free to play (and yes enchantments does make a difference). The ad cost was remove from the refinement, hey that was awesome news, but then i see the marks which they really makes no sense with all this other than giving them a name that kinda make sense so you have to get them. This marks are really cheap 25ad the minor and 500ad the lesser, then all of a sudden they go up to 25k ad the mark of potency and 100k ad greater mark of potency, and i also believe if i read correctly there is a chance of drop or they simply drop from epic bosses and skill nodes in epic dungeons, so nothing from regular mobs, nothing from regular nodes unless i miss something, and i probably did. To make it worst you still have the high failure rate, and you lose the reagent whether you make it or not, so you have to get more ad IF you have it or use real money to get that ad, or wait probably a month to get that ad, only coalescent wards or preservation wards can save you.
In the end it all comes down to ad and the mark. Why i say it have hope or that players might like it, well because its simply easier to get those so desired rank 6's, 7's, and up IF somethings are remove or change a bit. The marks HAVE TO GO AWAY, i understand this is a business and business are to make money, but one thing is to make money and another to force people to use the money, i know many will say no one is forcing you to do anything, well that's quiet selfish, if you can use real money to get those things fast hey, that's good (and no im not being sarcastic if you have the resources use them), but the majority of the players are not pay-gamers. If you gonna leave the marks, at least drop the prices of those mark and greater marks, but a significant drop not a "here-you-go-so-you-dont-cry" drop in price. You can also make those marks (besides the price drop if you decide to leave them) raise your % of successful refinement and please not a really crappy 1%-10%...not saying 50% either (unless is to make rank 10's or perfect, don't even know if 10 is perfect, since never gone that high). Also let them drop from regular mobs outside instances (might have problems with bots). Another thing is to give a chance for more ad, and im not saying to give more when doing events and such from dailies, im saying adding a daily event, skirmish (don't think there is one), like the daily dungeon or rather daily dread vault, the skirmish should have a daily from both rhix and lord neverember, any skirmish that you can queue as level 60, that should be enough. Also the preservation wards, shouldn't be that hard to get from the vault chest, i mean hard but not that hard, its just ridiculous, let alone the coalescent ward, i personally got one ward and i mean coalescent and 4 preservation since i started playing and i started like 3 maybe 4 months after the game came out, some players that have being since day one haven't got a single one yet. My opinion, make a daily quest or rather weekly quest that grants 1 coalescent and 2 preservation wards or just one coalescent ward, a daily from the cleric in protector enclave, that along with a higher chance in the vault chest, not really really high but higher than now. Things like this will get some players very angry since they wont be able to charge thousands or millions for wards or be the elite (yet majority of them use glitches, exploits and such and still are bad), but, then again i thought it was a FREE TO PLAY, i know there have to be some of those other things, its a business after all and we are the clients, but some are way too much, one of the reasons why i never ever going back to old republic. So basically changes or remove from marks, changes with ad, coalescent and preservation. I know "all that rant just for that?!!" well i had to. One last important thing, to the devs and all the people working over there, you cant rely on this forums alone, you have to get in game to see what the players say, reality its over 70% of the players don't use the forums, make any account and get in zone chat talk to the players but PLEASE not as gm players will start kissing asses when 5 minutes before they were talking trash about the game, then will go back to trash talk once you log off, just give it a try if you really care for your community of players you'll be surprise of the opinion about this new system from all players, system and lots of other things. Sorry if some things didn't came out clear, english is not my natural language
Just one coalescent ward dropped in this celestial chest since I began playing this game on my two chars.
If you want to play this game "right" you have to do dungeon runs as many as possible using exploits and then vendor the junk you get. If you don't exploit it, well, good luck finding a group which will teach you (not insulting or kicking you) and with people not quitting during your run. it is easier to cope with quitters in exploited runs as these are quicker. (I hate exploits) If you need a lot of AD real quick, you'll get 1 mil for about 14$ from china.
The Waukeen event was a very good one. I farmed 2 mil. But refining AD takes some patience
I like this game, but it's all about money.
I am so looking forward to elder scrolls online 'cause it's pay to play and play to win.
indeed, neverwinter developers said that players that don't pay have the same opportunity to get the same stuff as a payed player, but the abysmal effor that takes to get the same things as a play player is really not justify.
I know that is a product and it need to generate money or the product fails and dissappear, but the game feels divided between the players that pay and got the godly characters (pvp is the clear scenario where you see who is who (or who cheats because i'm sure there is some cheat involved in some point)), and between the ones that fight day by day to gather the gold or AD to save it to get one GS point more to access malabog castle, or in the preview valindra's tower to keep enjoying the game.
I'm a really classic pen & papper d&d (pre 4E) player/DM oriented to character development and story focus, this game is diametral opposed to me and in anyway i love it and because the stupo topic of coin i can't enjoy the highest dungeon, there has to be way or bypass to balance this.
I know, complety off topic, sorry. Feel free to delete it.
If you don't take the time to read the thread and post what current false is, don't make a post. Simple reason.
The new system is far better, but if you don't check this it's your fail.
i was answering to someone else, first of all.
saying in that absolutist tone that the new system is better more than your personal opinion seems like an order to make me, and the rest, like it, wich will not happen soon, so if i were you i'll try to use more "in my opinion" or "to me" because barking that order is kind of insulting, specially since i already post my opinion on the new and old system and this time was answering to someone, like i've said.
If i read or not is my problem not yours, you are not here, nor anywhere i hope, to pass judgment on the time of people and if they read or not a thread, so my advice to you is to improve your maners to other users, they can offend just as easily as i have.
I've tested out leveling up a rank 9 to a rank 10. Yes, it is MILLIONS in AD cheaper than it is currently.
The difference is now you need:
1) 2x epic marks
2) actually level up the enchant
I used I think 130ish shards to get it ready for the next level. this cost me maybe 200k. That's the key here, only 200k. Instead of buying another 2x rank 9 for 4.5million I save all that money and spend a little on shards
The hidden factor here is the marks. Since it was the preview shard I bought them for a price in the ah that will be far different from when the changes go live. I highly doubt they will cost over 2million, so in the end the new changes result in MUCH cheaper and more affordable enchants
The one thing to be determined is the drop rate of the marks. are they items that will be easily farmable from dungeon bosses and have enough availability in the ah that they arnt too expensive? or will they be like the epic drops in MC and therefore cost big AD because of rarity
That explain how you get the high end marks. And they only cost you 5k ad(thayan key to run any minidungeon you will)! You only need to run the dungeon again after you get the daily for it from knox at the stated day to get the listed reward from the treasure.
Grey Stoke I just did a tally on what it takes to make a R4 stone to a R10. 4 small@270points/5 med@540p/182 big@2160p / 4-M Reagents@25k AD each & 5-G Reagents@100k AD each & others, (plus) 25 wards, and just to get to a R10 you have to double it each step of the way as you need two R4 to make a R5-two R5 to make a R6 and so on. Just to make ONE R-10 stone cost me over 1,200,000+ AD and approx. 420 to 500 stones to finish the final {NEW} REFINING PROCESS. Now times that by two (x2) and the fact that it took me two hours to complete to make ONE R-10 stone. AGAIN, Whoever made the comment they just made it easier and cheaper was WAY OFF THE POINT!
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited November 2013
In practice, who is going to sit down and do all the refining to go from a 4 to a 10 in one shot? If you feed your enchantments as you collect things while adventuring, I doubt you'll notice much.
It's not like standing around and fusing enchantments wasn't a big time sink, plus every individual fusion was a potential point of failure.
As for the refining points, shards are a nice meaty and inexpensive way to feed your stuff. All the Sharandar shards I was never going to use for anything are good for something now. I wouldn't buy enchantments for feeding to others, but it's something to do with everything I pick up.
Again, you sat down and did this all at once, which means you aren't assessing how it will be like in actual realistic gameplay, unless you really are all about instant gratification - which generally means you pay the premium for it.
sereenawindMember, Neverwinter Beta UsersPosts: 0Arc User
edited November 2013
Finding the marks needed to put together isn't working. I have more enchantments and wards in my inventory now then I did using the 4 to combine to upgrade! I now have MANY more enchantments and wards then I ever had in my inventory as well as other upgrade items because I can't find enough upgrade marks. Number 3's and 4's require a Mark of union?? I have found thus far "1" (ONE)of them and I open every skill box I can. I even purposely look around just for them hoping to get the marks I need because my inventory is so full of 2's,3's and 4's as well as the gems etc I now no longer have any extra room in my inventory for anything else! I am sorry if you don't consider it a bug but I do! it isn't working unless I can get enough marks of power and Union to have some inventory room!
May the Good Lord keep you always in His Loving Arms
Finding the marks needed to put together isn't working. I have more enchantments and wards in my inventory now then I did using the 4 to combine to upgrade! I now have MANY more enchantments and wards then I ever had in my inventory as well as other upgrade items because I can't find enough upgrade marks. Number 3's and 4's require a Mark of union?? I have found thus far "1" (ONE)of them and I open every skill box I can. I even purposely look around just for them hoping to get the marks I need because my inventory is so full of 2's,3's and 4's as well as the gems etc I now no longer have any extra room in my inventory for anything else! I am sorry if you don't consider it a bug but I do! it isn't working unless I can get enough marks of power and Union to have some inventory room!
i got 5 marks in one of my adventure boxes from leveling up. i've got a level 16 hunter ranger on the preview shard. you can also buy marks from the wondrous bazaar.
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zebularMember, Neverwinter Moderator, NW M9 PlaytestPosts: 15,270Community Moderator
edited November 2013
. . . . . With the new system, I am using over 70 less Coalescent Wards to go from Shard to Perfect. The Marks drop from bosses and nodes and such. There will be "cheap" keys to run the delves outside of delve hour and still get the chest. The Wards can be gotten for free (Celestial Coins). All it takes now is time, which I am happy with.
. . . . . So all in all, this system is much better for the casual player and a great deal better for the hardcore players. The only reservation was the mandatory AD Upgrade cost, which has been removed now. After much testing, I like the current system far better (except for the Wpn/Armor enchants, which are bugged still and have an AD cost, which will be fixed).
According to the tooltip for preservation wards, they are only supposed to be lost on a FAILED upgrade attempt. I posted earlier in this thread that I lost P. Wards on successful attempts as well, and only had one reply from a non-dev that they are supposed to be lost (which makes them rather pointless). Is this the case? I've been through 40+ pages of posts for the system and have not seen a dev post stating that P. Wards are lost no matter the outcome of the upgrade.
I have 6 P. Wards in inventory at the start. I had success on the first try, and then have 5 P. Wards after. So which bug to report - losing a P. Ward on a successful attempt, or bad tooltip saying that P. Wards aren't lost on a successful attempt?
Except for being able to remove enchantments from gear with gold instead of AD, I prefer the old system much better. Those "Marks" are a pain to get a hold of, and they make the new system useless to me.
Go for the eyes, Boo!GO FOR THE EYES!!! (Where's a Miniature Giant Space Hamster when you need one?)
I like the flexability of the new system but not the resource cost.
I think the extra enchant required as a reagent should be removed on rank 7 and above enchants.
I also feel that you should be able to use either a coal ward OR the reagents to do the final upgrade and that it should be 100% success unless you choose to not use either.
The fact that you can now quest for the reagents is great, i just think you are already pooring enough enchants into refining high rank enchants that an extra one as a reagent is excessive.
Bear with me a moment while I drift off topic, I'll get back on real soon. I've noticed playing the ranger class that movement through the maps is slower when specialized as a hawkeye archer than a melee combatant. This leads to more kills, more drops and discovery of more kits which further leads to increased inventory space used. Can be regulated with the artifact that summons a merchant so little complaint there. What I have seen that is more difficult to regulate is that running from level 1 to level 52 right now without daily skirmishes or dungeon runs I haven't gathered over 10k in AD yet (not really sure why I collect gold other than kits and potions that I rarely buy) but have multiple runestones in my inventory that have been refined and awaiting upgrading to R5-R6. I understand trying to slowdown achievement of perfect gear but either runestone drops have to become rarer or reagents needed to upgrade the stones need to become easier to attain. What works very nicely is gathering and refining as you go, you pick up 4x R1 and 2x R3 refine it to that R5 you're already carrying around with you, it drastically reduces needed inventory space. The needed reagents takes up space again that might be solved by being able to keep them stored in a bank. Fill your bank slots with reagents and leave your carrying inventory empty but access the reagents automatically when upgrading. Overall from what I'm able to compare (admitted I haven't been playing long) I do find the new system easier to use.
- Gold to remove enchants
- Using different types of enchants to level
- Leveling enchant while slotted
However the addition of catalysts just seems to over complicate the whole system.
In an early post a Dev talked about the old system being too frustrating so people weren't using it. This seems to make the problem worse. Now you rank up an enchant, get to the rank up point. Then realize you need another enchant the same level (for 8,9, and 10's) plus catalysts. So now you start ranking up another enchant which needs different catalysts, etc.
Seems like the system could be made much simpler by removing catalysts altogether and make a failed upgrade cost you X% (25%???) of your current RP's. So you just keep adding RP to your slotted enchant, you hit the upgrade point, you succeed it upgrades, you fail it goes back to 75% (or whatever). This would be a much simpler system to use.
Frankly, the reason I stopped bothering with enchants was because I had rank 7's in every slot and rank 8's didn't give enough of a bonus to make them worth the cost. This is due to the cost in enchants being exponential but the increase in stats nearly linear. Couple this with diminishing returns and you have little reason to bother. Under the current system you are looking at several million AD to gain a single percent of damage. Maybe consider increasing the benefit of 8,9, and 10's? To bring their cost/benefit ratio to a point where more will think it's worth it.
I haven't read the whole thread, but yes something like this. We feed our enchantments and then once they are full we have a chance to advance them to the next level, if the process fails, our enchantments lose a bit of what they have been fed and need to be fed some more. eezy peezy, what is all this catalyst and mark stuff, too complicated??
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shunterinoMember, Neverwinter Beta UsersPosts: 0Arc User
edited November 2013
It should be obvious by now, reading this and all the other threads on the subject, that refining is still a huge problem for most players.
In particular the marks/reagents idea is pretty much universally despised. Just too unnecessarily complicated.
However, you guys have put a lot of work into it and maybe you think once it goes live people will warm up to it. That's you're right and good luck to you. I can see by how integrated into the Dread Spire region the whole Mark thing is that it would be a huge pain for you to get rid of them now, probably not possible before mod 2 goes live.
There is a compromise, though, and that's to keep the Marks just for upgrading artifacts and to switch enchants/runestones to a reagent-free model (where failure leads to loss of RP). You'll probably want to stick to your guns but on the off chance I thought I'd mention it.
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syka08Member, Neverwinter Beta UsersPosts: 0Arc User
edited November 2013
@kreatyve
If any of these are repeats, I apologize. I haven't been following this as closely as before. Feedback: Bug So I got around to poking this a bit more, and noticed that you cannot slot in enchantments from your overflow bag. Easy solution is just to move the enchantment into your regular bags once you have space, but I'm fairly sure it should work from any bag, right?
When first slotting enchantments of matching enchants, the x2 bonus text does not display. The extra RP is given (I'm pretty sure it is, at least). Then after the first refinement is done, the text indicating double RP shows should you have any matching enchants to slot in.
When starting with a fresh enchant, the display shows your first round of enchanting as "x RP over" for that enchant. Refining pushes past this and starts the RP bar properly.
Feedback: general Again, since I'm poking it with a more scrutinizing gaze, I noticed some of my enchantments were criting successful (thus giving more points). I Can't recall reading that in here, or seeing it, but that is a very nice added touch.
@kreatyve
If any of these are repeats, I apologize. I haven't been following this as closely as before. Feedback: Bug So I got around to poking this a bit more, and noticed that you cannot slot in enchantments from your overflow bag. Easy solution is just to move the enchantment into your regular bags once you have space, but I'm fairly sure it should work from any bag, right?
When first slotting enchantments of matching enchants, the x2 bonus text does not display. The extra RP is given (I'm pretty sure it is, at least). Then after the first refinement is done, the text indicating double RP shows should you have any matching enchants to slot in.
When starting with a fresh enchant, the display shows your first round of enchanting as "x RP over" for that enchant. Refining pushes past this and starts the RP bar properly.
Feedback: general Again, since I'm poking it with a more scrutinizing gaze, I noticed some of my enchantments were criting successful (thus giving more points). I Can't recall reading that in here, or seeing it, but that is a very nice added touch.
Your Feedback about the 'Bug' is false. The overflow bag is not a useable bag. So any things from it can't be used and that is good as it is. Avoid exploiting extraordinary slotfills.
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slambitMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 282Bounty Hunter
edited November 2013
How about folding that extra enchantment thats needed for the high lvl upgrade into a 2nd refinement point bar?
Or simply add the value to the existing rp bar, would free up that bag slot, and also reduce the marks needed to 1 per upgrade, i'd still lower the diamond price of those to 10-12k for the blue one and 35-50k for the purple one.
Feedback: general I just started messing around with the refinement process on the preview shard last night, and I was extremely disappointed to learn that in order to upgrade a rank 7 enchant to a rank 8 enchant I needed another rank 7 enchant! This is after I pumped a ton of enchants into it to "refine" it. I thought the point was to simplify the process and help free up bag/bank space? Now I still have to keep all the extra enchants to rank up multiples of everything.
I didn't bother reading all 21 pages of posts so if someone has covered this already that's great, but let me throw my opinion in and tell you that I think this is a terrible mechanic. This completely defeats the purpose of using refining points if I still have to create duplicates as catalyst to upgrade an enchantment. What is the reasoning behind this?
The fact that you can now quest for the reagents is great, i just think you are already pooring enough enchants into refining high rank enchants that an extra one as a reagent is excessive.
Exactly how, and where, do you quest for reagents? I haven't gotten a single one. And, if it requires doing dungeons or skirmishes, then that further cripples the system, for me.
Go for the eyes, Boo!GO FOR THE EYES!!! (Where's a Miniature Giant Space Hamster when you need one?)
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slambitMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 282Bounty Hunter
Feedback: general This completely defeats the purpose of using refining points if I still have to create duplicates as catalyst to upgrade an enchantment. What is the reasoning behind this?
very good point.
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werealchemistMember, Neverwinter Beta UsersPosts: 0Arc User
Feedback: general This completely defeats the purpose of using refining points if I still have to create duplicates as catalyst to upgrade an enchantment. What is the reasoning behind this?
Exactly this.
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ironzerg79Member, Neverwinter Moderator, NW M9 PlaytestPosts: 4,942Arc User
Feedback: general I just started messing around with the refinement process on the preview shard last night, and I was extremely disappointed to learn that in order to upgrade a rank 7 enchant to a rank 8 enchant I needed another rank 7 enchant! This is after I pumped a ton of enchants into it to "refine" it. I thought the point was to simplify the process and help free up bag/bank space? Now I still have to keep all the extra enchants to rank up multiples of everything.
I didn't bother reading all 21 pages of posts so if someone has covered this already that's great, but let me throw my opinion in and tell you that I think this is a terrible mechanic. This completely defeats the purpose of using refining points if I still have to create duplicates as catalyst to upgrade an enchantment. What is the reasoning behind this?
I couldn't agree more. I'd rather see them double the amount of RP needed to rank up an enchantment and remove the duplicate enchantment as a reagent. It'd be pretty disappointing to a lot of people who were excited about collecting the catalysts, the wards and all the RP points to try and fuse an enchant, only to see they're only halfway there.
Comments
Yes, I know what the bug was because I reported it. Personally, I would prefer that bug to the way it is being handled right now where I have to reselect them every time.
I'm saying that the old fusing system is much better and simple and faster thant the new refine system.
BUT....
the fusing system still has some things that are HAMSTER for players that have a low income in and out of game, the ways to improve the fusing system should be lowering the fusing success rates and/or coalesent wards drops from trees instead being an exclusive product to buy with zen or stumble upon at randon in a celestial chest, and the last improvement should be that the unslot of enchantments costs gols instead of the extremely high AD values.
Thanks for reading
If you don't take the time to read the thread and post what current false is, don't make a post. Simple reason.
The new system is far better, but if you don't check this it's your fail.
I don't even know if im posting correctly as it was asked but anyways, some might agree with me, most probably wont agree, and with all due respect to the "devs" this is one or the most stupid thing you guys have done or rather about to do...kinda, not totally, it still have hope. IF ITS NOT BROKEN DON'T FIX IT, and im one of the players that gets annoyed because of bag space and the failure rate when enchanting or improving gems and how ridiculously nearly impossible is to get anything higher than rank 5 unless you use real money. Anyways, I always read the preview forums and regular ones to keep myself updated, never downloaded the preview shard, but this time i had to, because of the new refinement system (and the ranger too although not gonna pass level 15 maybe 20, gonna let others do the testing on that one, i want the surprise live). I really wasn't gonna post anything but i really had to, for all the players that say its hard to understand or even impossible, its not, but with all due respect to other players if you guys take more time learning that system instead of complaining about it from what you saw just by overlooking at it, or what someone else told you or using the time doing nothing in zone chat in PE, you might get to like it...part of it. With this new system its actually easier to get those above rank 5 gems, sort of. I was really happy about it, started with the lowest gems to see how the system goes but then i hit the rank 5's and going to 6 and i saw the HUGE wall in here, which is why lots of ppl are saying this is going more and more towards pay to win game instead of free to play (and yes enchantments does make a difference). The ad cost was remove from the refinement, hey that was awesome news, but then i see the marks which they really makes no sense with all this other than giving them a name that kinda make sense so you have to get them. This marks are really cheap 25ad the minor and 500ad the lesser, then all of a sudden they go up to 25k ad the mark of potency and 100k ad greater mark of potency, and i also believe if i read correctly there is a chance of drop or they simply drop from epic bosses and skill nodes in epic dungeons, so nothing from regular mobs, nothing from regular nodes unless i miss something, and i probably did. To make it worst you still have the high failure rate, and you lose the reagent whether you make it or not, so you have to get more ad IF you have it or use real money to get that ad, or wait probably a month to get that ad, only coalescent wards or preservation wards can save you.
In the end it all comes down to ad and the mark. Why i say it have hope or that players might like it, well because its simply easier to get those so desired rank 6's, 7's, and up IF somethings are remove or change a bit. The marks HAVE TO GO AWAY, i understand this is a business and business are to make money, but one thing is to make money and another to force people to use the money, i know many will say no one is forcing you to do anything, well that's quiet selfish, if you can use real money to get those things fast hey, that's good (and no im not being sarcastic if you have the resources use them), but the majority of the players are not pay-gamers. If you gonna leave the marks, at least drop the prices of those mark and greater marks, but a significant drop not a "here-you-go-so-you-dont-cry" drop in price. You can also make those marks (besides the price drop if you decide to leave them) raise your % of successful refinement and please not a really crappy 1%-10%...not saying 50% either (unless is to make rank 10's or perfect, don't even know if 10 is perfect, since never gone that high). Also let them drop from regular mobs outside instances (might have problems with bots). Another thing is to give a chance for more ad, and im not saying to give more when doing events and such from dailies, im saying adding a daily event, skirmish (don't think there is one), like the daily dungeon or rather daily dread vault, the skirmish should have a daily from both rhix and lord neverember, any skirmish that you can queue as level 60, that should be enough. Also the preservation wards, shouldn't be that hard to get from the vault chest, i mean hard but not that hard, its just ridiculous, let alone the coalescent ward, i personally got one ward and i mean coalescent and 4 preservation since i started playing and i started like 3 maybe 4 months after the game came out, some players that have being since day one haven't got a single one yet. My opinion, make a daily quest or rather weekly quest that grants 1 coalescent and 2 preservation wards or just one coalescent ward, a daily from the cleric in protector enclave, that along with a higher chance in the vault chest, not really really high but higher than now. Things like this will get some players very angry since they wont be able to charge thousands or millions for wards or be the elite (yet majority of them use glitches, exploits and such and still are bad), but, then again i thought it was a FREE TO PLAY, i know there have to be some of those other things, its a business after all and we are the clients, but some are way too much, one of the reasons why i never ever going back to old republic. So basically changes or remove from marks, changes with ad, coalescent and preservation. I know "all that rant just for that?!!" well i had to. One last important thing, to the devs and all the people working over there, you cant rely on this forums alone, you have to get in game to see what the players say, reality its over 70% of the players don't use the forums, make any account and get in zone chat talk to the players but PLEASE not as gm players will start kissing asses when 5 minutes before they were talking trash about the game, then will go back to trash talk once you log off, just give it a try if you really care for your community of players you'll be surprise of the opinion about this new system from all players, system and lots of other things. Sorry if some things didn't came out clear, english is not my natural language
indeed, neverwinter developers said that players that don't pay have the same opportunity to get the same stuff as a payed player, but the abysmal effor that takes to get the same things as a play player is really not justify.
I know that is a product and it need to generate money or the product fails and dissappear, but the game feels divided between the players that pay and got the godly characters (pvp is the clear scenario where you see who is who (or who cheats because i'm sure there is some cheat involved in some point)), and between the ones that fight day by day to gather the gold or AD to save it to get one GS point more to access malabog castle, or in the preview valindra's tower to keep enjoying the game.
I'm a really classic pen & papper d&d (pre 4E) player/DM oriented to character development and story focus, this game is diametral opposed to me and in anyway i love it and because the stupo topic of coin i can't enjoy the highest dungeon, there has to be way or bypass to balance this.
I know, complety off topic, sorry. Feel free to delete it.
Thanks for reading.
i was answering to someone else, first of all.
saying in that absolutist tone that the new system is better more than your personal opinion seems like an order to make me, and the rest, like it, wich will not happen soon, so if i were you i'll try to use more "in my opinion" or "to me" because barking that order is kind of insulting, specially since i already post my opinion on the new and old system and this time was answering to someone, like i've said.
If i read or not is my problem not yours, you are not here, nor anywhere i hope, to pass judgment on the time of people and if they read or not a thread, so my advice to you is to improve your maners to other users, they can offend just as easily as i have.
The difference is now you need:
1) 2x epic marks
2) actually level up the enchant
I used I think 130ish shards to get it ready for the next level. this cost me maybe 200k. That's the key here, only 200k. Instead of buying another 2x rank 9 for 4.5million I save all that money and spend a little on shards
The hidden factor here is the marks. Since it was the preview shard I bought them for a price in the ah that will be far different from when the changes go live. I highly doubt they will cost over 2million, so in the end the new changes result in MUCH cheaper and more affordable enchants
The one thing to be determined is the drop rate of the marks. are they items that will be easily farmable from dungeon bosses and have enough availability in the ah that they arnt too expensive? or will they be like the epic drops in MC and therefore cost big AD because of rarity
That explain how you get the high end marks. And they only cost you 5k ad(thayan key to run any minidungeon you will)! You only need to run the dungeon again after you get the daily for it from knox at the stated day to get the listed reward from the treasure.
It's not like standing around and fusing enchantments wasn't a big time sink, plus every individual fusion was a potential point of failure.
As for the refining points, shards are a nice meaty and inexpensive way to feed your stuff. All the Sharandar shards I was never going to use for anything are good for something now. I wouldn't buy enchantments for feeding to others, but it's something to do with everything I pick up.
Again, you sat down and did this all at once, which means you aren't assessing how it will be like in actual realistic gameplay, unless you really are all about instant gratification - which generally means you pay the premium for it.
Neverwinter Census 2017
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i got 5 marks in one of my adventure boxes from leveling up. i've got a level 16 hunter ranger on the preview shard. you can also buy marks from the wondrous bazaar.
. . . . . So all in all, this system is much better for the casual player and a great deal better for the hardcore players. The only reservation was the mandatory AD Upgrade cost, which has been removed now. After much testing, I like the current system far better (except for the Wpn/Armor enchants, which are bugged still and have an AD cost, which will be fixed).
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per the notes from last night, the armor/weapon enchant AD costs have been removed.
Google Docs folder with screenshots
I have 6 P. Wards in inventory at the start. I had success on the first try, and then have 5 P. Wards after. So which bug to report - losing a P. Ward on a successful attempt, or bad tooltip saying that P. Wards aren't lost on a successful attempt?
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I think the extra enchant required as a reagent should be removed on rank 7 and above enchants.
I also feel that you should be able to use either a coal ward OR the reagents to do the final upgrade and that it should be 100% success unless you choose to not use either.
The fact that you can now quest for the reagents is great, i just think you are already pooring enough enchants into refining high rank enchants that an extra one as a reagent is excessive.
I haven't read the whole thread, but yes something like this. We feed our enchantments and then once they are full we have a chance to advance them to the next level, if the process fails, our enchantments lose a bit of what they have been fed and need to be fed some more. eezy peezy, what is all this catalyst and mark stuff, too complicated??
In particular the marks/reagents idea is pretty much universally despised. Just too unnecessarily complicated.
However, you guys have put a lot of work into it and maybe you think once it goes live people will warm up to it. That's you're right and good luck to you. I can see by how integrated into the Dread Spire region the whole Mark thing is that it would be a huge pain for you to get rid of them now, probably not possible before mod 2 goes live.
There is a compromise, though, and that's to keep the Marks just for upgrading artifacts and to switch enchants/runestones to a reagent-free model (where failure leads to loss of RP). You'll probably want to stick to your guns but on the off chance I thought I'd mention it.
If any of these are repeats, I apologize. I haven't been following this as closely as before.
Feedback: Bug
So I got around to poking this a bit more, and noticed that you cannot slot in enchantments from your overflow bag. Easy solution is just to move the enchantment into your regular bags once you have space, but I'm fairly sure it should work from any bag, right?
When first slotting enchantments of matching enchants, the x2 bonus text does not display. The extra RP is given (I'm pretty sure it is, at least). Then after the first refinement is done, the text indicating double RP shows should you have any matching enchants to slot in.
When starting with a fresh enchant, the display shows your first round of enchanting as "x RP over" for that enchant. Refining pushes past this and starts the RP bar properly.
Feedback: general
Again, since I'm poking it with a more scrutinizing gaze, I noticed some of my enchantments were criting successful (thus giving more points). I Can't recall reading that in here, or seeing it, but that is a very nice added touch.
Your Feedback about the 'Bug' is false. The overflow bag is not a useable bag. So any things from it can't be used and that is good as it is. Avoid exploiting extraordinary slotfills.
Or simply add the value to the existing rp bar, would free up that bag slot, and also reduce the marks needed to 1 per upgrade, i'd still lower the diamond price of those to 10-12k for the blue one and 35-50k for the purple one.
I just started messing around with the refinement process on the preview shard last night, and I was extremely disappointed to learn that in order to upgrade a rank 7 enchant to a rank 8 enchant I needed another rank 7 enchant! This is after I pumped a ton of enchants into it to "refine" it. I thought the point was to simplify the process and help free up bag/bank space? Now I still have to keep all the extra enchants to rank up multiples of everything.
I didn't bother reading all 21 pages of posts so if someone has covered this already that's great, but let me throw my opinion in and tell you that I think this is a terrible mechanic. This completely defeats the purpose of using refining points if I still have to create duplicates as catalyst to upgrade an enchantment. What is the reasoning behind this?
Exactly how, and where, do you quest for reagents? I haven't gotten a single one. And, if it requires doing dungeons or skirmishes, then that further cripples the system, for me.
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very good point.
Exactly this.
I couldn't agree more. I'd rather see them double the amount of RP needed to rank up an enchantment and remove the duplicate enchantment as a reagent. It'd be pretty disappointing to a lot of people who were excited about collecting the catalysts, the wards and all the RP points to try and fuse an enchant, only to see they're only halfway there.