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zephyrpillar1zephyrpillar1 Member Posts: 125 Arc User
edited June 2015 in General Discussion (PC)
I know that every week the shard goes down and a couple of fixes get patched. But it frustrates me that so much is still broken and instead of focusing primarily on that, they seem to be working towards releasing not 1, but 2 new modules.
Although I am really excited to see what these new modules will bring, the current gameplay isn't working right :-/ I would have thought that was more important.
Post edited by zephyrpillar1 on

Comments

  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    edited June 2015
    Part of the recent restructuring at PWE's new focus is going to put a bigger emphasis on getting bugs resolved in a more timely manner. They know the seemingly endless bugs are frustrating players and plan to really push to get them resolved.

    With that said, new content is very important as well so understand that no matter what new content will always be developed even if bugs get a bigger priority. :)
  • zephyrpillar1zephyrpillar1 Member Posts: 125 Arc User
    edited June 2015
    Part of the recent restructuring at PWE's new focus is going to put a bigger emphasis on getting bugs resolved in a more timely manner. They know the seemingly endless bugs are frustrating players and plan to really push to get them resolved.

    With that said, new content is very important as well so understand that no matter what new content will always be developed even if bugs get a bigger priority. :)

    New content is very important I agree, and I am also very happy to hear they are working to resolve bugs in a timely manner. In fact, that information has made my day. Thank you.
  • ogariousogarious Member, NW M9 Playtest Posts: 740 Arc User
    edited June 2015
    All that is well and good. But the fact is that the development team really doesnt have a proper grasp of the difficulties in front of it.

    Case in point. I am a VERY frustrated level 70 character, in legendary level 70 artifact gear and 3 of 4 level 70 artifacts at the legendary level, 1 is epic.

    I cant solo the simpest of content in Icewind Dale. But that aside, I recently changed my character around and went to the toughest zone I knew to see just how easy it would be to gang **** me by mobs that I should laugh at while ***** slapping into oblivion.

    Before I got into my first fight I encountered a CW attacking a group and dying in roughly 1/2 second to 1 second. I rushed in, spot rez'd him and fought with him. He then died again. I found him a second time and the same think happened. I then noticed his level was 60!

    HE WAS A LEVEL 60 CHARACTER IN A LEVEL 70 ZONE SCALED UP AND GETTING HAMSTER? He had just come back to the game, after a few month absence and didnt understand what was going on...

    I spent some time talking to him and took him back to PE and pointed him at MINSC, he'd done those missions but STILL DIDNT KNOW ABOUT THE NEW ZONES.

    I'm sorry, but that is developer failure. Anyone who returns to this game should be informed on ALL the changes made and what they need to do.

    What has been done has OBVIOUSLY not been enough. I literally watch this person quit and uninstall Neverwinter in front of my eyes. All because those in charge have failed the community. The new guard in charge here needs to double time it and make keeping those in game a priority, not working on new broken *** content when the stuff we have in game already is ****. I've already said all this a million times, but honestly I dont feel those in charge are listening.

    You think you know so much more about this game then your playerbase? Take that as comfort when this game is closed and you're in the unemployment line.
  • vordaynvordayn Member, NW M9 Playtest Posts: 1,283 Arc User
    edited June 2015
    ogarious wrote: »
    HE WAS A LEVEL 60 CHARACTER IN A LEVEL 70 ZONE SCALED UP AND GETTING HAMSTER? He had just come back to the game, after a few month absence and didnt understand what was going on...

    Yes the scaling system is a mess. Low level players scaled up just die in the 'new' 70 zones, whereas when we're scaled down we actually get stronger.

    The problem in my opinion, was raising the existing 60 zones to level 70 zones ... because ... I don't know why they did that. A new module should not cannibalise existing content. It should add new ones. Unfortunately while there may be theories as to why this happened, conjecture is pointless now.

    However, in future modules, I sincerely hope no existing content is 'reworked' as it destroys the fun for players already learning the ropes there, and for returning players as well. We still have not gotten the 'new' reworked old dungeons back, so stuff was not just cannibalised, but removed.

    I know that Strongholds is coming up, but dear god, please make it have new maps and not just reworked ones.
    Vordon CW        Vordayn DC        Axel Wolfric GWF        Logain SW        Gawyn GF        Galad OP        Aspen Darkfire HR        Min TR
  • regenerderegenerde Member Posts: 3,051 Arc User
    edited June 2015
    Part of the recent restructuring at PWE's new focus is going to put a bigger emphasis on getting bugs resolved in a more timely manner. They know the seemingly endless bugs are frustrating players and plan to really push to get them resolved.

    With that said, new content is very important as well so understand that no matter what new content will always be developed even if bugs get a bigger priority. :)

    Harrowstorm from Scourge Warlock is now broken for 4 weeks.
    - No real response from the Devs about this.
    - No respec token from the support to move the points into another working power. Which would be the very least the support should offer, until the Devs have fixed the power itself properly with a patch.

    Not to mention, that there are probably still enough rank 4 powers either not working at all, or somehow working with some strange "side effects".

    So, why is there no roadmap in the bug section, that shows at least known bugs and a timeframe when they will get to fixing them?
    And why can't (or rather won't) the support help us out with respec token, when we have to respec one more time to find a working setup, since the last patch just destroyed another power?

    A quick solution for this, if the Devs change something with a patch in the abilities, feats and power section, then please issue a free respec with the very same patch.
    Thank you.
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • nwoun1nwoun1 Member Posts: 0 Arc User
    edited June 2015
    Part of the recent restructuring at PWE's new focus is going to put a bigger emphasis on getting bugs resolved in a more timely manner. They know the seemingly endless bugs are frustrating players and plan to really push to get them resolved.

    With that said, new content is very important as well so understand that no matter what new content will always be developed even if bugs get a bigger priority. :)

    Good to see the devs now finally realize what the players have always known.
  • norcaine1990norcaine1990 Member Posts: 93
    edited June 2015
    regenerde wrote: »
    Harrowstorm from Scourge Warlock is now broken for 4 weeks.
    - No real response from the Devs about this.
    - No respec token from the support to move the points into another working power. Which would be the very least the support should offer, until the Devs have fixed the power itself properly with a patch.

    Not to mention, that there are probably still enough rank 4 powers either not working at all, or somehow working with some strange "side effects".

    So, why is there no roadmap in the bug section, that shows at least known bugs and a timeframe when they will get to fixing them?
    And why can't (or rather won't) the support help us out with respec token, when we have to respec one more time to find a working setup, since the last patch just destroyed another power?

    A quick solution for this, if the Devs change something with a patch in the abilities, feats and power section, then please issue a free respec with the very same patch.
    Thank you.

    Though I'm not usind bugged Damnation puppet myself (I've just benched my SW since I refuse to use broken stuff to stay revelant) I just wait for the patch notes to state 'Fixed a bug where Soul Puppet was doing too much damage' so that just leave this rotting corpse of a game and finally move on.

    SW as a whole class remains largely broken since Mod 6 and devs simply don't give a flying duck about it and as sad as it is, I'd rather see them removing the class than let it decay forgotten like currently.

    That being said, I can't believe in your words @ambisinisterr. Not that 'you' in praticular are lying, but devs are known to talk HAMSTER and do nothing about it. And SW changes are not on the road map so my guess is, SW will be left unplayable till Module 7 or 8 if we're lucky enough, or later modules with an complete class overhaul, like TRs had.
  • regenerderegenerde Member Posts: 3,051 Arc User
    edited June 2015
    The Life Steal changes are still a mystery to me too, since the Devs should have though about the ramifications for the SW before just crippling LS like they did.
    Temptation is more or less broken since module 6.
    Not sure how Fury is doing these days.
    And Damnation is only useable because of broken feats. But the Soul Puppet tends to get stuck in any- and everything. A ghost or soul that can't pass through simple doors... just great.

    Anyway, it's high time to see some priorty list for every class either in the class forum or in the bug section with at least weekly updates to it.
    I do believe in killing the messenger...
    Want to know why?
    Because it sends a message!
  • edited June 2015
    This content has been removed.
  • ambisinisterrambisinisterr Member, Neverwinter Moderator Posts: 10,462 Community Moderator
    Restructuring is the politically correct word which is why this time will hopefully have different results.

    From my conversations with Andy it seems like this time will be different.

    Players still want a transparency level that will never happen here, there or in lala land...
    It hearkens right to the famous line "You want the truth!? You can't handle the truth!" and it's very true when it comes to game development. However from my understanding part of PWE's restructuring will have them lean on the developers to care about the older bugs which were, sad to say, considered a low priority by the developers.

    We had a really dedicated player bug tester who did an awesome job consolidating bug reports but it always felt like the last month before a new expansion was released the developers were in crunch time to get the expansion finished and the month afterwards they were busy resolving the latest expansion's bugs. So ultimately with a three month goal to release content there was only one month where older bugs could be prioritized unless new content relied on the resolution of the bugs.

    According to Andy PWE is going to push harder going forward than they had previously to make sure bugs are not simply ignored because they are not newly created or because of expansion deadlines. They've heard the players and it is loud and clear players are not happy getting new content if that content is at the price of quality of both new and old content.
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    This is nicce to hear, but what I simply do not understand is how the bugfix-to-do-list gets structured.

    Sure, exploitable bugs get some priority, eventually, after the exploit has gone viral and wrecked gameplay for a week or two. Way below optimum, but at least...

    But why are fairly simple bugs - like e.g. the Trans/Pure Terror/PF bugs not fixed? This is something where it seems to be safe t assume that the underlying cause is an argument error - a "+" where "-" should be or vice versa. Or a multiplication/division error. And it has to be in the new enchantments' code or data tables, because up to Perfect grade the enchantments work OK. Should be a matter of relatively little time to find and correct stuff like that.

    Instead exotic, rarely used skills' bugs are fixed, skills get complete overworks, and snazzy new P2W mounts get released...

  • azlanfoxazlanfox Member Posts: 436 Arc User
    Actions speak louder than words, and we are low on actions compared to word-count.
    The fox said, "lock and load"

    glassdoor.com - Cryptic Studios Review
  • yokki1yokki1 Member Posts: 451 Arc User
    where "timely manner" = current century
  • kvetkvet Member, NW M9 Playtest Posts: 2,700 Arc User
    edited June 2015
    I was >< this close to buying this "new guard" thing about Cryptic management, I was even starting to think maybe they were starting to pay attention more and were taking player concerns at least a little more seriously until they banned large guilds this week. It shows me very clearly that all this talk about new management and a new opened and all that is MARKETING. They're doing damage control while under the hood still not giving a rats backside about anything we have to say. The best that can be said is that we're treated as external beta testers that catch all the really bad bug that their QA team either missed and/or the management decided were ok to put into production so they can meet their schedule. There are a lot of REALLY obvious major bugs - negligence or on purpose? These are bugs that could NOT have be classified as .. oops, stuff happens... We all know what they are. They either allowed them in the game on purpose or they are drastically skimping on QA. Not sure. What I do know, is they banned large guilds this week (did I say that already?) without any warning, without any notion of how players would take that and without any good reasonable explanation (what they did say is absolute BS - they're trying to "handle" us, which is all they ever do communication-wise.).

    I wish they'd realize we're not all 12 years old. I want to be supportive - I really do. But this ban on large guilds hits me in the one spot I was truely proud about in Neverwinter. 2 years building out the guild, making it awesome - nurturing literally thousands of players over the course. Now? Banned! - sorry, what was once your community is now forced to be less than 1/4 the size, we don't allow large guilds anymore. Why? oh, because little guilds feel inferior and it would make them sad that they can't have their stronghold built as fast as yours, so... sorry for all the work and energy you've put into your guild, sorry for all the hundreds of your friends that we're going to screw over.. but because you're among the most active players in the game, we have to destroy your community out of nowhere without any warning so that the casual players that can't be bothered to get involved in a community can have the same rewards you get for all the effort you're putting in.

    *clap* *clap* *clap*
  • azlanfoxazlanfox Member Posts: 436 Arc User
    edited June 2015
    A significant part of the difficulty equation is the emphasis on PvP balance. If PvP balancing efforts are pulled completely out of the situation, I'm fairly certain that a noticeable portion of the punishing difficulty that some experience would be lessened or possibly even eliminated. If we have to be balanced against other players, then the mobs need to suffer from similar kinds of nerfs globally. NPC mobs (non-elite) should be based off of white or green gear levels, with elites corresponding to blue. Right now, my decently geared, appropriate leveled strikers are doing 40-60% of the damage with an at-will to a minion level mobs' basic attack.

    Another part of this equation is a lack of realistic response time for (non-companion) NPC AI. I cannot count the number of times the AI tracked invisible characters (even with radical direction and position changes) and the precision they were able to respond to decloaking PCs with basic/at-will attacks. Or how often, knocked down, stunned, frozen or otherwise condition afflicted NPCs are able to respond with basic/at-will attacks, after losing the effect, with computer precision even when the PC has completely changed their position. The one that gets me is AOE or single-target damage killed NPCs are still initiating and finishing basic/at-will attacks as they are falling over dead. Realistic AI is impossible for Cryptic, but they need to build some delay into their NPCs.
    The fox said, "lock and load"

    glassdoor.com - Cryptic Studios Review
  • suicidalgodotsuicidalgodot Member Posts: 2,465 Arc User
    azlanfox wrote: »
    [...]
    Another part of this equation is a lack of realistic response time for (non-companion) NPC AI. I cannot count the number of times the AI tracked invisible characters (even with radical direction and position changes) and the precision they were able to respond to decloaking PCs with basic/at-will attacks. Or how often, knocked down, stunned, frozen or otherwise condition afflicted NPCs are able to respond with basic/at-will attacks, after losing the effect, with computer precision even when the PC has completely changed their position. The one that gets me is AOE or single-target damage killed NPCs are still initiating and finishing basic/at-will attacks as they are falling over dead. Realistic AI is impossible for Cryptic, but they need to build some delay into their NPCs.


    What is your standard ping?

    ...because it could also be a latency-induced impression you get - your client extrapolates something and renders that, and then the stickly nitpicky override-y server tells a slightly different story...
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