When you have the bank open and right click on an item in your inventory, it goes into the bank (rightly so). But when you right click on an item in your bank.. it goes to the bank (and not in your inventory as you expected)
One contributing factor is summer. People like to go away for summers. That doesn't mean there shouldn't be a great effort made on important things, you know like getting rid of EXPLOITS THAT DESTROY WHOLE DUNGEONS.
Well suppose it's 'wrong' for the people (like me) who want games to have difficult content, and bragging rights. I do understand it's cold business thinking though. There's more money in catering to casual players than hardcore ones.
The problems different running speeds for different classes would create outweigh the minor RP joy people would get out of it. Not a feasible solution when people can't choose what armor they wear.
While there should be content of varying difficulty for each player type, the company will most certainly focus on the MASSES that pay more than the few. Thus games tend to be stupidly easy these days, to attract masses of casual people.
It would not. Even bots win sometimes, when the enemy has more bots. The benefit would be less so there might be less bots but it would not work as a final solution. Like many people here have said, people tend to quit when they see bots in their team, despite there being bots in the other team. So, the team who quits…
What kind of an answer do you expect to have? It doesn't crit because the developers decided that it doesn't. Maybe it should, but then its healing power would probably need to be reduced to compensate. I'd be fine with that solution as well, that would make crit more valuable.
I suppose the rogue COULD get lucky with his ~30% deflection and deflect both of the hits, taking only 25% damage each. That's around 10% chance so it's feasible. But not all the time of course. And like we know, everyone has around the same ballpark of hitpoints. You'd hit like that on a wizard, cleric, or fighter too. I…
In an action game where you can turn your facing by just moving the mouse, it is totally unfeasible to have mechanics that require you to 'be behind the enemy'. That only works if there is a reliable, working, long duration stealth. Stealth in Neverwinter is not like this. 'High dexterity protections' mean deflect? Which…
Some games that have a more defined roles also have specs that affect the character widely. This way people can use one spec for their soloing adventures, farming and such, and then use the other spec for grouping, for example tanking healing support or cc. The current 'feat and power points' system is not built powerful…
4th edition is more of a tactical miniature combat system than the previous editions were. It appeals to a slightly different crowd though with the right group ( and a skilled DM ), combat can still go fast as lightning. It's still possible to create broken powerful characters in 4e but it's much harder than it was in…
You are looking for a bright side on botting? Why? And as for a solution.. Fighting bots is an arms race, and probably downright impossible to completely solve since a human playing badly can't be punished.
Sure he can. He will just have to pick beast mastery over archer style or two-blade style. Then you can have Mr. Barky with you. Of course you can't change the style again later so I guess there are some things set in stone. Wizards can't become fulltime fighters either like they sort of could in 3e. I like the fact that…
Not only this, but the solution just does not work. Even bots win sometimes, because the enemy has more bots. Consequently the bot will rake in rewards, though at a slower rate. As it costs the user nothing to keep the bot running, they will continue as long as there is reward to be had for it. Having infinite free…
Removing rewards for a loss won't likely remove a lot of bots. Even bots win sometimes (because the other team has more bots), and thus they get a reward. Running the bot costs the user nothing so it'll stay running as long as there's even a hint of a reward for it.
If there are two dps classes, one melee and one ranged, who do the same amount of dps, guess which one will be never again invited to anything ever? It is apparently very hard to design encounters that would hinder ranged characters as much as melee characters. It can be done though.
The 4e ranger has options: Either melee, archery or a pet(while the guy is either melee or ranged). Pet classes don't really work too well automatically in Neverwinter as anyone who has ever had a henchman can tell you. By the way, there's also some talk about a scourge warlock, and that's also a ranged dps class..
Well, in 4e the rangers are THE most broken dps class. This usually translates to mmo's automatically and can't be viewed as 'followign the books' when it does. Ranged dps classes will almost always trump any melee dps classes. I sure hope this doesn't happen here as well. I want to like neverwinter.
Putting in a vote kick won't do a thing to reduce the amount of bots. Other solutions must be found, and it's a tough issue. Many games wrestle with it for years.
You may be indeed right in that people get 'stuck' clicking the item. I believe there is a weight of history breathing in on the design meeting where this thing was concocted. Other games have had gathering skills and nodes, and they have also had a chance to fail without a permanent penalty. You would just click on that…
Oops, I assumed 3 tools which was wrong. With 60/40 chances, the chance to make 9 or 11 in a row is: .4^9 = 0.00026 or 0.026% .4^11 = 0.000042 or 0.0042% Looks like there is indeed something fishy going on around here.
This 'skill kit fails, but you can try again' is just a bad design in the first place. All it does is makes people have to click on the device again (and spend a few extra silver pieces for more kits). People dont' generally want to keep clicking until they succeed. A better solution would be that you can click on the…