1. Well someone else already mentioned the bugged Lighting the Towers quest so I won't repeat it. Because it was late I didn't bother switching factions and trying out the other quest line so I can't comment on the mini-dungeons.
2. The warnings for entering the PVP zone appear to be too cautious. I got the warning several times however I don't think I was ever actually flagged. It would help if some of the Heroic Encounters didn't occur right next to the PVP zone, such as the Protect the Horses one (forget the actual name of it).
3. Speaking of the Protect The Horses heroic encounter - it too appears to be bugged. You have to defend the horses against 19 barbarians, and the first 17 come pretty quickly and you have to kill them, but the last 2 seem to take a while before they appear. I would wander away and aggro nearby mobs and try to get them to attack the horses so I could kill them and move on, but that didn't seem to trigger the last 2 and therefore completion of the encounter. Also, once when I arrived in the middle of the encounter, one of the horses had already died but nevertheless the 19 barbarians were killed, and yet somehow this still counted as "successful completion" even though one of the horses was dead. Don't know if it's supposed to work like that.
4. The Heroic encounter "Marauding Barbarians" is actually pretty easy. I was able to solo it pretty much without issue with my 14k CW. If ya really want it to be *heroic*, you should amp it up a notch.
5. If there is a Heroic Encounter nearby, the sparkly trail wants to take you to that encounter, rather than the quest you're currently working on. As a person who does rely pretty heavily on the sparkly trail, that is rather irritating.
Also, I noticed in the Collections that there are proposed a slew of new artifacts that are obtainable via a PVP campaign. Please don't do this. The PVPers complained, justifiably, that the quality of their matches decreased because a flood of PVErs who don't really care about PVP nevertheless farmed PVP just to get the Blood Crystal Raven Skull artifact. But IF you're still going to do this, then I urge you to make the primary stat on these artifacts something that is PVP specific, such as Tenacity, or maybe an "Anti Healing Depression" stat, so that PVErs won't be so motivated to try to farm PVP to get these artifacts as well.
Furthermore, when it came to the class-specific artifacts, I noticed that the CW artifact had Critical Strike as its primary stat, and the GWF artifact had Armor Penetration as its primary stat. These seemed like odd choices for a class-specific artifact, since CW's rely most heavily on Recovery, and GWF rely most heavily on Critical Strike. I didn't really check out the others, so I can't comment on those.
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scoutmasterjMember, NW M9 PlaytestPosts: 101Arc User
edited March 2014
Way to add a mail box to Icewind Dale. Also I like the expansive map. I was able to climb mountains and go through forests, much better than dread ring or sharandar. It really felt open.
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dardoveMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
2. The warnings for entering the PVP zone appear to be too cautious. I got the warning several times however I don't think I was ever actually flagged. It would help if some of the Heroic Encounters didn't occur right next to the PVP zone, such as the Protect the Horses one (forget the actual name of it).
I believe you won't get flagged unless you actually cross the threshold. I think 4 things will solve any potential problems with PvP flagging for PvE players.
1. Fix the map. It is off, especially around the PvP area so looking at the map you can't really tell where the PvP parts are.
2. Change the warning message. Something like "You are about to enter PvP area. Crossing the magical border will flag you for PvP".
3. Make the magical barrier bigger so it is easier to notice
4. Move some of the PvE stuff further away so it isn't so close to the barrier.
there is no warning, some pretty pink thing pops up and says "you are flagged" wtf, ya not forced pvp, but sure **** close.
pvp on these parts should have at least:
1 - you should have to CONFIRM that you know you are entering a pvp area not just be flagged and killed.
2 - maybe you should be able to actually accept going to pvp mode at all.
As it currently is, there is an invisible wall blocking most of the access point to this. You have to stand behind the dwarf and point your cursor in the corner to advance this quest.
He's standing with his back against the wall, but, I eventually did get it to trigger. Thank you!
Thanks for your feedback! The Icewind Pass Adventure Zone thread is where problems with the zone itself should go (e.g. issues with being flagged where you don't expect). That thread is here: http://nw-forum.perfectworld.com/showthread.php?635401
Please include details such as:
Where were you when the issue occurred? (You can get coordinates using the /loc command.)
What happened? (e.g. "I was running forward and a pink thing appeared on the ground. It wasn't clear what it was and I accidentally crossed it before I could stop. Then it flagged me for PvP.")
Do you have any suggestions for how you'd like to see it improved? (e.g. "I'd like the thing on the ground to be visible from farther away," or, "I'd like it if the game sent the 'You will be flagged for PvP' message earlier."
Remember that this is our first Icewind Dale build available to the public, so there's doubtlessly some stuff we need to fix or improve.
mod note: folks, we appreciate the respectful and constructive feedback but please make sure to put your feedback in the proper threads. if you would like to discuss the pvp/pve threshold, please do so in thread as directed by terramak. posts will be moved to their proper threads without warning. thank you.
do not reply to this moderation note. instead, send us a PM if you have questions or would like to discuss it.
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l3g10nna1reMember, NW M9 PlaytestPosts: 372Arc User
edited March 2014
Can we get an Urgent fix on the TT Faction quest - Lighting the Pass please?
Very hard to provide feedback when we cannot get past the initial 3 quests i know alot of people have brought this up,
in pve campaing every thing cost to much konig coins we will have huge lack of it
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited March 2014
Feedback: Boons
Discussion of the PvP boons probably belongs in the PvP Campaign thread, so I am going to completely ignore that subject here, other than saying that I am really happy too see increased separation between PvP and PvE.
So, about the new PvE boons.
In short, the first three are OK - useful and appropriate - I don't know how useful the AoE resistance buff will be, but at least they look reasonable, and all classes chould have at least one appropriate and useful choice there.
My issue is with the fourth boon - both choices look .... eh, absolutely underwhelming for most classes....I would really suggest rethinking those a bit.
Finally, regarding the 5th boon, they seem fine for most classes, but it kind-of seems the developers forgot about the DCs once again, as none of the boons are really good choices for DCs - I would probably go for the Action Point boost, but that is a bit...underwhelming as for a healing/support character it may not trigger often enough to be useful.
I would have liked to see the last boons being the most powerful/useful ones - they are hardest to get, but as it is (and this was also the case for the Sharandar boons), the best ones are the first three.
Edit: Maybe there 5th boon isn't so useless after all - it depends on how "Healed" is defined for the purposes of Rousing Warmth - specifically, do all my own heals (direct and over time) count ?
Discussion of the PvP boons probably belongs in the PvP Campaign thread, so I am going to completely ignore that subject here, other than saying that I am really happy too see increased separation between PvP and PvE.
So, about the new PvE boons.
In short, the first three are OK - useful and appropriate - I don't know how useful the AoE resistance buff will be, but at least they look reasonable, and all classes chould have at least one appropriate and useful choice there.
My issue is with the fourth boon - both choices look .... eh, absolutely underwhelming for most classes....I would really suggest rethinking those a bit.
Finally, regarding the 5th boon, they seem fine for most classes, but it kind-of seems the developers forgot about the DCs once again, as none of the boons are really good choices for DCs - I would probably go for the Action Point boost, but that is a bit...underwhelming as for a healing/support character it may not trigger often enough to be useful.
I would have liked to see the last boons being the most powerful/useful ones - they are hardest to get, but as it is (and this was also the case for the Sharandar boons), the best ones are the first three.
i agree with but 4. boons are even worse then last since they always have once in min cd they should remove cd on all 4. boons in all reputations
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adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
edited March 2014
So, after spending some more time looking at module 3, I am considering what's in it for me. Now, I do realize that Module 3 is mostly about PvP, and as I have no interest in that, I didn't expect much.
So, here we go:
Feedback: Overall feedback of the PvE campaign
Class: DC
From my perspective there are really only two rewards in module 3 for a PvE DC.
The first is the boons - see my post above regarding those.
The second is the class-specific artifact. As I said in the Artifact thread, I am pretty happy with those.
That's it. There is nothing else in module 3 for me.
The Black Ice gear is essentially worthless for me, due to the lack of Recovery. I am a healer/buffer - not a DPS - why would I want ArPen and Life Steal? I keep getting the feeling that the developers do not play PvE DCs at all ... the armor may be useful for PvP DCs, but it does nothing for me whatsoever.
With the Black Ice gear being pointless, there is no point to the Black Ice Shaping profession either. Moreover, Kessel's Retreat will be closed to me because of the Black Ice gear issue.
Did I miss anything?
Hoping for improvements...
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orangefireeMember, NW M9 PlaytestPosts: 1,148Arc User
edited March 2014
Bug: Icewind Peasant's Tunic
I'm not sure where to put this, but the Icewind Peasant's Tunic is too short for my male Halfling Rogue. I think either someone forgot to attach a belt to it or it just isn't long enough.
Neverwinter players are stubborn things....until you strip them down to bone. (Cursed players, my flowers, MINE!) Oh how I plotted their demise.
BUG: The Yeti Horns (quest item) are not removed from inventory bag after quest is completed and handed in.
Feedback:
1.The amount of Konig coins needed for the PVE campaign seems too much. Is there other ways to get more coins apart from the daily quest? Using the current rate of 10 reputations and 10 coins per day, it will take 35 days to unlock the last tier, and it takes 375 coins (~38 days) to get all the boons alone. I hope I have the patience to complete this campaign. definitely not on all my alts though.
2. Love the look of the Icewind peasant tunic set on my CW tiefling. It is slightly too short though, as Orangefiree mentioned above. I guess exposing mid-drift is fashionable in chilly Icewind Dale.:D
Question:
Is there a daily lair/mini dungeon quest in Mod 3, like Dread ring or Sharandar? All I was able to do was 3 faction quests and farm 100 black ice quest for the Speaker.
Awesome feedback so far, folks. I'm all caught up and will be playing air traffic control with all these great bug reports and suggestions.
Couple comments!
Props to those of you who brought numbers to back up your feedback. This really, really helps us pinpoint where things are feeling painful and get a plan of action to resolve them.
Regarding a daily lair / mini dungeon: There are two instances in the works. While I can't divulge details quite yet, one of them is likely to be a weekly quest (roughly on the scale of Arcane Reservoir in Sharandar), while the other is likely to be a lighthearted, quick daily quest unlocked by one of the investment paths.
Awesome callouts regarding what might keep older content engaging while keeping new content relevant.
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beckylunaticMember, NW M9 PlaytestPosts: 14,231Arc User
edited March 2014
Feedback: Introductory NPC Interesting aesthetic choices on Captain Whatshisname with the whole tattooed shirtless guy in foofy pirate hat thing going on there. I felt a bit like I was talking to an exotic dancer of some kind, inspired by Captain Jack Sparrow.
Bug: Icewind Dale intro NPC nametagging Instead of his name over the captain's head, it just said "civilian", which didn't make him particularly difficult to find but it is a contributing factor in why I can't remember his name right now.
i love the local, the art and layout are fantastic!, the new monsters are great looking, though, on an HR, not fun to try and kill.
i will skip this module, as it stands, rewards are not worth the fustration of being anywhere near pvp.
i am a PVE player only, and having part of the map, loot, rewards locked out to me just because i do not enjoy PVP is wrong. also rewarding pvp players more than rewarding pve players feels insulting.
this module brings me too close to pvp zones, for me to feel comfortable wondering around just killing things for fun, which i do almost daily in sharandar and dread. watching some poor guy running for his life from a TR or GWF, i find distracting. or an annoying pvp guy trying to bate you into their zone where they have an ambush set up. it is just plain unenjoyable and something i do not want to see on MY screen.
i would also imagine, this type of content will drive many pve players away, myself included. i came to neverwinter and have supported neverwinter for PVE content. this whole module feels like a slap, and i will be willing to bet, many other PVE players will feel the same. this module should have been put into different instances (pve, and PVP). not thrown together and alienating those of us with no interest in PVP.
i love the local, the art and layout are fantastic!, the new monsters are great looking, though, on an HR, not fun to try and kill.
i will skip this module, as it stands, rewards are not worth the fustration of being anywhere near pvp.
i am a PVE player only, and having part of the map, loot, rewards locked out to me just because i do not enjoy PVP is wrong. also rewarding pvp players more than rewarding pve players feels insulting.
this module brings me too close to pvp zones, for me to feel comfortable wondering around just killing things for fun, which i do almost daily in sharandar and dread. watching some poor guy running for his life from a TR or GWF, i find distracting. or an annoying pvp guy trying to bate you into their zone where they have an ambush set up. it is just plain unenjoyable and something i do not want to see on MY screen.
i would also imagine, this type of content will drive many pve players away, myself included. i came to neverwinter and have supported neverwinter for PVE content. this whole module feels like a slap, and i will be willing to bet, many other PVE players will feel the same. this module should have been put into different instances (pve, and PVP). not thrown together and alienating those of us with no interest in PVP.
As a PVE only player, I second this. Probably you can make the PVP zone a little bit more distinguished than PVE, and only flag a player for PVP only after they stay in the pvp zone after around 20sec or something. This way if any of us PVE-ers accidentally got into the pvp zone, we'll still be able to get out and not insta-killed.
I thought PVP was optional but the "Lighting the Pass" quest requires me to enter the PVP zone. That's a bad idea. I don't want to go there and can't finish the quest.
In response to the feedback about PvP areas in a PvE zone:
Once the bug is fixed where the map inaccurately represents the PvP area, and once it's more clear where players will end up flagged for PvP, is there anything else that appears problematic or frustrating?
What's giving the impression that PvP is locking out "part of the loot, rewards"?
Absolutely everything in the main track of the Icewind Dale PvE Campaign can be acquired through PvE, so I'm really interested in what's suggesting otherwise. There are separate rewards for PvP in Icewind Dale (see the PvP Campaign thread for more), and the Scrimshaw vendor trades tokens gained in the PvP area for transmutable weapons, but those are far from the lion's share of the rewards. Everything important to PvE is given by PvE content.
In response to the feedback about PvP areas in a PvE zone:
Once the bug is fixed where the map inaccurately represents the PvP area, and once it's more clear where players will end up flagged for PvP, is there anything else that appears problematic or frustrating?
What's giving the impression that PvP is locking out "part of the loot, rewards"?
Absolutely everything in the main track of the Icewind Dale PvE Campaign can be acquired through PvE, so I'm really interested in what's suggesting otherwise. There are separate rewards for PvP in Icewind Dale (see the PvP Campaign thread for more), and the Scrimshaw vendor trades tokens gained in the PvP area for transmutable weapons, but those are far from the lion's share of the rewards. Everything important to PvE is given by PvE content.
Thanks!
ok, i am a PVE only player, i have a strong hatred of PVP.
there are areas we cannot explore, because we cannot go into pvp land!
everytime i see the BIG RED area, i get pissed; makes me feel like "your not allowed here."
alos PVP players will generate black ice at a much much higher frequency, while a PVE player will be forced to grind MUCH MUCH longer. also, PVP players can sit and play there little pvp matches, and earn there artifact from dom, yet that artifact is locked out to PVE unless you PVP.
it is annoying as <font color="orange">HAMSTER</font> watching a TR try bait you into the zone, bouncing around you to annoy BECAUSE he wants to PVP. its annoying, and fustrating if i am fighting a YETI, and some how a PVP match comes right into my area as they are fighting eachother, not only do i have to watch it, but they are now breaking MY game experience, causing me to die, because they INFRGINGDED upon my screen space.
truthfully, if this hits live, anywhere near this annoying, i will leave the game. you may say all you want its "not forced" but the rewards, length of time invested, is lopsided to the point its as close to being forced as it can be.
you change the whole game experience with this module, and all your balancing for pvp players is <font color="orange">HAMSTER</font> over pve players HUGELY.
alos PVP players will generate black ice at a much much higher frequency, while a PVE player will be forced to grind MUCH MUCH longer.
Right now I expect Black Ice generation to be pretty similar in PvE and PvP (with a little boost to PvP that should balance out with the unpredictability of PvP combat). It's certainly possible that there may be bugs or oversights causing a wide disparity, but in order to fix it we need to know what's happening first.
Do you have any examples of things that reward much more Black Ice than expected in a PvP area, and comparisons to similar things in a PvE area?
In response to the feedback about PvP areas in a PvE zone:
Once the bug is fixed where the map inaccurately represents the PvP area, and once it's more clear where players will end up flagged for PvP, is there anything else that appears problematic or frustrating?
What's giving the impression that PvP is locking out "part of the loot, rewards"?
Absolutely everything in the main track of the Icewind Dale PvE Campaign can be acquired through PvE, so I'm really interested in what's suggesting otherwise. There are separate rewards for PvP in Icewind Dale (see the PvP Campaign thread for more), and the Scrimshaw vendor trades tokens gained in the PvP area for transmutable weapons, but those are far from the lion's share of the rewards. Everything important to PvE is given by PvE content.
Thanks!
Part of the problem is that if the PVE mobs are right next to the PVP zone, the loot that they drop can fall into the PVP zone and therefore you can't get it. This is especially true of the Protect the Horses heroic encounter which was literally just inches away from a PVP zone.
how can i provide that when i clearly said, i DO NOT PVP? i am going off what has been revealed.
black ice drops from killing a player right? plus there are black ice nodes in PVP land right? plus PVE land has nodes.
so a person that likes PVP, has no problem going to pvp land to farm nodes, killing eachother, and going to pve land to farm nodes all while earning black ice, while a PVE only player has only his nodes in his little world to farm.
so yes there will be disparity between the 2 different groups. now here is the problem with that set up.
dungeons with a gear score of say 10k, a pve player advertise LFG dungeon run, 11k gs (because it take alot longer to earn your gear) a PVP player LFG 15k gs for dungeon run
now, tell me who are you gonna grab for that elite dungeon? the higher gear score because we all know, its about gs, and speed runs. this has been my experience for a long time, i see it daily.
dungeons with a gear score of say 10k, a pve player advertise LFG dungeon run, 11k gs (because it take alot longer to earn your gear) a PVP player LFG 15k gs for dungeon run
now, tell me who are you gonna grab for that elite dungeon? the higher gear score because we all know, its about gs, and speed runs. this has been my experience for a long time, i see it daily.
I would take the PVE player, no doubt. The last thing I want is some PVP character with a PVP build trying to mess up a dungeon run for me because he's completely specced wrong.
A lot of this was my concern but you don't need to worry , the nodes in pvp area only give 10 more black ice per mine ( I'm not 100% on that but I think that's how many dropped) and when a pvp player is killed he only drops 1 black ice or so I was told , by far the best way to farm black ice is to take part in the heroic encounters which not only award black ice but also the crafting materials needed to craft the gear plus enchantments and rarely epic gear.
There is nothing much in the pvp area , you're not missing out on anything , not many mobs other than a couple of npc characters for the pvp dailies and a lot of the area in red you see on the map isn't reachable in any case .
Comments
2. The warnings for entering the PVP zone appear to be too cautious. I got the warning several times however I don't think I was ever actually flagged. It would help if some of the Heroic Encounters didn't occur right next to the PVP zone, such as the Protect the Horses one (forget the actual name of it).
3. Speaking of the Protect The Horses heroic encounter - it too appears to be bugged. You have to defend the horses against 19 barbarians, and the first 17 come pretty quickly and you have to kill them, but the last 2 seem to take a while before they appear. I would wander away and aggro nearby mobs and try to get them to attack the horses so I could kill them and move on, but that didn't seem to trigger the last 2 and therefore completion of the encounter. Also, once when I arrived in the middle of the encounter, one of the horses had already died but nevertheless the 19 barbarians were killed, and yet somehow this still counted as "successful completion" even though one of the horses was dead. Don't know if it's supposed to work like that.
4. The Heroic encounter "Marauding Barbarians" is actually pretty easy. I was able to solo it pretty much without issue with my 14k CW. If ya really want it to be *heroic*, you should amp it up a notch.
5. If there is a Heroic Encounter nearby, the sparkly trail wants to take you to that encounter, rather than the quest you're currently working on. As a person who does rely pretty heavily on the sparkly trail, that is rather irritating.
Furthermore, when it came to the class-specific artifacts, I noticed that the CW artifact had Critical Strike as its primary stat, and the GWF artifact had Armor Penetration as its primary stat. These seemed like odd choices for a class-specific artifact, since CW's rely most heavily on Recovery, and GWF rely most heavily on Critical Strike. I didn't really check out the others, so I can't comment on those.
I believe you won't get flagged unless you actually cross the threshold. I think 4 things will solve any potential problems with PvP flagging for PvE players.
1. Fix the map. It is off, especially around the PvP area so looking at the map you can't really tell where the PvP parts are.
2. Change the warning message. Something like "You are about to enter PvP area. Crossing the magical border will flag you for PvP".
3. Make the magical barrier bigger so it is easier to notice
4. Move some of the PvE stuff further away so it isn't so close to the barrier.
no soundtrack there to
pvp on these parts should have at least:
1 - you should have to CONFIRM that you know you are entering a pvp area not just be flagged and killed.
2 - maybe you should be able to actually accept going to pvp mode at all.
mod note: folks, we appreciate the respectful and constructive feedback but please make sure to put your feedback in the proper threads. if you would like to discuss the pvp/pve threshold, please do so in thread as directed by terramak. posts will be moved to their proper threads without warning. thank you.
do not reply to this moderation note. instead, send us a PM if you have questions or would like to discuss it.
Very hard to provide feedback when we cannot get past the initial 3 quests i know alot of people have brought this up,
Many thanks
Feedback: Boons
Discussion of the PvP boons probably belongs in the PvP Campaign thread, so I am going to completely ignore that subject here, other than saying that I am really happy too see increased separation between PvP and PvE.
So, about the new PvE boons.
In short, the first three are OK - useful and appropriate - I don't know how useful the AoE resistance buff will be, but at least they look reasonable, and all classes chould have at least one appropriate and useful choice there.
My issue is with the fourth boon - both choices look .... eh, absolutely underwhelming for most classes....I would really suggest rethinking those a bit.
Finally, regarding the 5th boon, they seem fine for most classes, but it kind-of seems the developers forgot about the DCs once again, as none of the boons are really good choices for DCs - I would probably go for the Action Point boost, but that is a bit...underwhelming as for a healing/support character it may not trigger often enough to be useful.
I would have liked to see the last boons being the most powerful/useful ones - they are hardest to get, but as it is (and this was also the case for the Sharandar boons), the best ones are the first three.
Edit: Maybe there 5th boon isn't so useless after all - it depends on how "Healed" is defined for the purposes of Rousing Warmth - specifically, do all my own heals (direct and over time) count ?
i agree with but 4. boons are even worse then last since they always have once in min cd they should remove cd on all 4. boons in all reputations
So, here we go:
Feedback: Overall feedback of the PvE campaign
Class: DC
From my perspective there are really only two rewards in module 3 for a PvE DC.
The first is the boons - see my post above regarding those.
The second is the class-specific artifact. As I said in the Artifact thread, I am pretty happy with those.
That's it. There is nothing else in module 3 for me.
The Black Ice gear is essentially worthless for me, due to the lack of Recovery. I am a healer/buffer - not a DPS - why would I want ArPen and Life Steal? I keep getting the feeling that the developers do not play PvE DCs at all ... the armor may be useful for PvP DCs, but it does nothing for me whatsoever.
With the Black Ice gear being pointless, there is no point to the Black Ice Shaping profession either. Moreover, Kessel's Retreat will be closed to me because of the Black Ice gear issue.
Did I miss anything?
I'm not sure where to put this, but the Icewind Peasant's Tunic is too short for my male Halfling Rogue. I think either someone forgot to attach a belt to it or it just isn't long enough.
The Yeti Horns (quest item) are not removed from inventory bag after quest is completed and handed in.
Feedback:
1.The amount of Konig coins needed for the PVE campaign seems too much. Is there other ways to get more coins apart from the daily quest? Using the current rate of 10 reputations and 10 coins per day, it will take 35 days to unlock the last tier, and it takes 375 coins (~38 days) to get all the boons alone. I hope I have the patience to complete this campaign. definitely not on all my alts though.
2. Love the look of the Icewind peasant tunic set on my CW tiefling. It is slightly too short though, as Orangefiree mentioned above. I guess exposing mid-drift is fashionable in chilly Icewind Dale.:D
Question:
Is there a daily lair/mini dungeon quest in Mod 3, like Dread ring or Sharandar? All I was able to do was 3 faction quests and farm 100 black ice quest for the Speaker.
Couple comments!
Interesting aesthetic choices on Captain Whatshisname with the whole tattooed shirtless guy in foofy pirate hat thing going on there. I felt a bit like I was talking to an exotic dancer of some kind, inspired by Captain Jack Sparrow.
Bug: Icewind Dale intro NPC nametagging
Instead of his name over the captain's head, it just said "civilian", which didn't make him particularly difficult to find but it is a contributing factor in why I can't remember his name right now.
Neverwinter Census 2017
All posts pending disapproval by Cecilia
i will skip this module, as it stands, rewards are not worth the fustration of being anywhere near pvp.
i am a PVE player only, and having part of the map, loot, rewards locked out to me just because i do not enjoy PVP is wrong. also rewarding pvp players more than rewarding pve players feels insulting.
this module brings me too close to pvp zones, for me to feel comfortable wondering around just killing things for fun, which i do almost daily in sharandar and dread. watching some poor guy running for his life from a TR or GWF, i find distracting. or an annoying pvp guy trying to bate you into their zone where they have an ambush set up. it is just plain unenjoyable and something i do not want to see on MY screen.
i would also imagine, this type of content will drive many pve players away, myself included. i came to neverwinter and have supported neverwinter for PVE content. this whole module feels like a slap, and i will be willing to bet, many other PVE players will feel the same. this module should have been put into different instances (pve, and PVP). not thrown together and alienating those of us with no interest in PVP.
As a PVE only player, I second this. Probably you can make the PVP zone a little bit more distinguished than PVE, and only flag a player for PVP only after they stay in the pvp zone after around 20sec or something. This way if any of us PVE-ers accidentally got into the pvp zone, we'll still be able to get out and not insta-killed.
Once the bug is fixed where the map inaccurately represents the PvP area, and once it's more clear where players will end up flagged for PvP, is there anything else that appears problematic or frustrating?
What's giving the impression that PvP is locking out "part of the loot, rewards"?
Absolutely everything in the main track of the Icewind Dale PvE Campaign can be acquired through PvE, so I'm really interested in what's suggesting otherwise. There are separate rewards for PvP in Icewind Dale (see the PvP Campaign thread for more), and the Scrimshaw vendor trades tokens gained in the PvP area for transmutable weapons, but those are far from the lion's share of the rewards. Everything important to PvE is given by PvE content.
Thanks!
ok, i am a PVE only player, i have a strong hatred of PVP.
there are areas we cannot explore, because we cannot go into pvp land!
everytime i see the BIG RED area, i get pissed; makes me feel like "your not allowed here."
alos PVP players will generate black ice at a much much higher frequency, while a PVE player will be forced to grind MUCH MUCH longer. also, PVP players can sit and play there little pvp matches, and earn there artifact from dom, yet that artifact is locked out to PVE unless you PVP.
it is annoying as <font color="orange">HAMSTER</font> watching a TR try bait you into the zone, bouncing around you to annoy BECAUSE he wants to PVP. its annoying, and fustrating if i am fighting a YETI, and some how a PVP match comes right into my area as they are fighting eachother, not only do i have to watch it, but they are now breaking MY game experience, causing me to die, because they INFRGINGDED upon my screen space.
truthfully, if this hits live, anywhere near this annoying, i will leave the game. you may say all you want its "not forced" but the rewards, length of time invested, is lopsided to the point its as close to being forced as it can be.
you change the whole game experience with this module, and all your balancing for pvp players is <font color="orange">HAMSTER</font> over pve players HUGELY.
Right now I expect Black Ice generation to be pretty similar in PvE and PvP (with a little boost to PvP that should balance out with the unpredictability of PvP combat). It's certainly possible that there may be bugs or oversights causing a wide disparity, but in order to fix it we need to know what's happening first.
Do you have any examples of things that reward much more Black Ice than expected in a PvP area, and comparisons to similar things in a PvE area?
Part of the problem is that if the PVE mobs are right next to the PVP zone, the loot that they drop can fall into the PVP zone and therefore you can't get it. This is especially true of the Protect the Horses heroic encounter which was literally just inches away from a PVP zone.
black ice drops from killing a player right? plus there are black ice nodes in PVP land right? plus PVE land has nodes.
so a person that likes PVP, has no problem going to pvp land to farm nodes, killing eachother, and going to pve land to farm nodes all while earning black ice, while a PVE only player has only his nodes in his little world to farm.
so yes there will be disparity between the 2 different groups. now here is the problem with that set up.
dungeons with a gear score of say 10k, a pve player advertise LFG dungeon run, 11k gs (because it take alot longer to earn your gear) a PVP player LFG 15k gs for dungeon run
now, tell me who are you gonna grab for that elite dungeon? the higher gear score because we all know, its about gs, and speed runs. this has been my experience for a long time, i see it daily.
I would take the PVE player, no doubt. The last thing I want is some PVP character with a PVP build trying to mess up a dungeon run for me because he's completely specced wrong.
A lot of this was my concern but you don't need to worry , the nodes in pvp area only give 10 more black ice per mine ( I'm not 100% on that but I think that's how many dropped) and when a pvp player is killed he only drops 1 black ice or so I was told , by far the best way to farm black ice is to take part in the heroic encounters which not only award black ice but also the crafting materials needed to craft the gear plus enchantments and rarely epic gear.
There is nothing much in the pvp area , you're not missing out on anything , not many mobs other than a couple of npc characters for the pvp dailies and a lot of the area in red you see on the map isn't reachable in any case .