Showing posts with label grouping. Show all posts
Showing posts with label grouping. Show all posts

04/08/2020

Epic Trial Queue

I braved the trial queue for the first time since hitting level 80, on my warlock no less. Inspiration was a double Tyranny of Dragons currency event and me trying to earn some Linu's Favor for her.

I tried queueing for a random at first, but the randomiser was insistent on throwing me into Assault on Svardborg (repeatedly). I'd never actually completed that one before but apparently it's a lot more doable nowadays. My first run was still a fail, from what I could tell because one or even both of the healers just dropped group mid-fight (even though it was going fine until then), so we wiped, and since we weren't getting any more backfills at that point the group fell apart. I got it two more times though and those other times we completed it successfully. While I didn't have any of the keys for the chests on that character, I was still pleased with the AD payout (I'd forgotten just how much you can earn from doing the random trial queue every day, 40k+ a pop).

I eventually got into some Tiamat runs as well by queuing for that specifically. It felt a bit odd to see it downsized to ten people - to rebalance for the lower numbers they made it so that the middle cleric is permanently under a shield and doesn't need defending anymore. What I did like was that they changed the dragon souls to work with the special ability hotkey they added in Undermountain so that you don't need to worry about manually dragging a soul onto your bar mid-fight anymore. Otherwise the experience was similar to how I remembered it, and we always killed all the heads in one to two phases.

15/03/2020

Expeditions

One thing I like about Neverwinter is that it rarely tries to reinvent the wheel in terms of gameplay, usually "just" reiterating from one module to the next to make certain pieces of content more fun or at least fun in a different way.

In Undermountain they did this in the form of expeditions, which appear to be that module's solo to small group endgame content. At its core they are lairs (soloable mini dungeons), with the fiction being that you venture forth into the depths of Undermoutain to explore and discover treasure.

Each lair consists of three sections randomly drawn from a limited selection of caves and populated with random sets of mobs to create variety.

A mechanic ported over from Ravenloft's hunts is that you can add a handicap to increase your rewards, though the effects aren't as interesting as they were in Barovia: mobs merely get stronger and some traps appear that can debuff you.

The (to me) most interesting twist is that you are encouraged to find three relics in each section to boost your rewards, which tend to be hidden away in corners and nooks. I would expect this to somewhat discourage speed-running, as rushing through makes it easier to miss them. Rather on the contrary, this particular content feels quite well-tailored towards people like me who prefer to amble along at a more stately pace while taking in the sights. (Typically though, I then found out that the other expedition "types" that Cryptic added later contain no such relics, presumably because the mechanic wasn't popular.)

Unfortunately the lack of variety in terms of the dungeon building blocks and mob mechanics causes the whole thing to get old pretty quickly.

25/06/2019

Vote to Kick

Today I learned:

Three out of five people voting to kick someone for being AFK is not enough, the fourth party member can prevent the kick indefinitely.

Once you've initiated a vote kick once, you can't try again for another four(!) hours.

Basically what happened was that the pug I was in ended up with a guy in the group who was AFK throughout the entire thing. When we reached the last boss and couldn't proceed without him, we tried to vote kick him, but one guy always rejected it.

By the time we had figured this out, all three of us had used up our vote kicking rights. Then the one guy who had quietly objected left the group, leaving us with the AFK-er (who had by then fully disconnected) and no way to remove him from the group in order to complete the dungeon, forcing us to disband.

What.

20/11/2018

Icewind Kindness

This past weekend was an Icewind Dale bonus weekend, so I decided to take it as an opportunity to do some quests there on my three characters that haven't completed that campaign yet. Two of them hadn't even started yet, and it occurred to me that with their low gear levels, Biggrin's Tomb wasn't going to be very fun to do on my own.

I often see people looking for groups for it in zone chat however, so I figured I'd find myself one or more other not too well-geared people and we'd do it together. Somewhat to my surprise though, both times when I answered a call asking whether anyone needed Biggrin's Tomb, I actually ended up in the company of a seriously overgeared character who was just rushing through for their own weekly anyway and who had just felt like offering someone else a free ride while they were at it.

I was really surprised by those random acts of niceness and I'll try to remember to pay it forward next time I go in there on one of my own better geared characters.

25/08/2018

Random Queues

Considering that Neverwinter had an automated group finder since its launch back in 2013, it's quite baffling that it went without any kind of random reward feature for more than four years. Blizzard realised from the beginning that this was something that was going to be needed to keep queues popping and the actual dungeons varied, back when they introduced the first dungeon finder of this kind in WoW. As it stands, Neverwinter players at endgame just ran the same couple of dungeons for years, since their daily rewards were granted for completing any dungeon, and people naturally gravitated towards what was easiest.

It was only a year ago, in the Swords of Chult module, that Cryptic introduced random queues (which are a separate thing from just ticking all the options and seeing what you get), and with Ravenloft's launch they gave them a revamp that involved a re-shuffle of the categories and changes to the rewards.

I'm still not much of a dungeon runner in Neverwinter but I'll admit that the random queue system has made me somewhat more amenable towards them. Especially for casual players it's extremely rewarding since the payout is heavily weighted towards your first run of the day per account (and as a casual you won't be running much more than one anyway). That and I'm liking the entertainment factor of the randomness. Sure, some dungeons are more fun than others, but either way it beats having your guildies constantly ask if you want to join them for their 360,867th Cloak Tower.

09/08/2018

Shifting Perspectives

Ever since I started cleaning up unfinished campaigns on my cleric a few months ago, I feel that my attitude to Neverwinter has changed in a good way. Before that, the way I played the game was much more limited: I would tackle every new campaign with my pet tank for a while, but often we wouldn't finish it, and then I never dared to go back on my own. I was somewhat afraid of pugging as well, and my solo play was strictly limited to early/easy content such as running cult dragons or Sharandar dailies.

After my cleric's recent success at finishing off old campaigns, I felt encouraged to actually push for some more progress on my alts as well - which has been nice in so far as it means that I've got some of them working on different content now instead of just running the lot of them through the same weekly quests all the time.

Repeatedly besting Tiamat also increased my confidence in pugging. I'm still somewhat uncomfortable knowing that my damage contribution is never very high, but as long as I know basic tactics for the content in question I'm willing to cross my fingers and risk it while hoping for a friendly carry. It's worked out in my favour more often than not.

Together, those things have really worked to increase my engagement with the game.

03/08/2018

Summer Festival Haul

My original goal for this year's Summer Festival was simply to re-purchase the farmer's weapon skin for control wizards, since I "lost" the old one when I replaced my wizard's main hand. Nothing says "arcane power" like fighting with a floating watering can.

So I did that. While I was there, I also decided to get my wizard the water horse. I'd never been particularly fond of that mount, but it suddenly struck me that it seemed kind of appropriate and magical.


While checking out the rewards, I realised that some of the available mounts might suit my other alts, so I also got my rogue and guardian fighter involved to earn the Sunite Steed and the boar mount respectively. Both are characters for whom I've struggled to find mounts that feel "right" for a while, so we'll see whether any of these stick.

The big disappointment came in the form of the ticket rewards from Sahha. Checking out the vendor, I had spotted a nice set of fashion gear that could be purchased for bronze tickets, the most basic currency. "Sure, I can work on that too," I thought.

However, a dozen ticket balls and more than two thousand volleys later, I realised that I was barely halfway towards being able to purchase one of the items, never mind the set. How are you supposed to ever afford this stuff? Buy loads of balls from the store? Play Sahha all day, every day? Come back to the event five years in a row? I'm used to this game being grindy, but that just left me incredulous. It's not that big a deal in the end since the fashion was never my main goal anyway, but it was still kind of disappointing. At least everyone was friendly and honest during my ball-bouncing pugs (despite of all the warnings I'd read about scamming attempts).

P.S.: It's Blaugust! If you've ever been at all interested in blogging, check it out.

11/05/2018

I Killed Tiamat!

Only took me... three and a half years?


As part of my current project to get my main caught up on unfinished campaigns, I've been adding to the hoard in Well of Dragons to gain Linu's Favor, but it's just ridiculously grindy. Everyone says that doing the epic trial to kill Tiamat is much better for gaining this currency, but I'd never done it.

I wasn't really deterred by my recent terrible experience in Assault on Svardborg, as I knew that my pet tank and at least one other guildie had completed this particular trial successfully many times before, and if they could do it, then so could I! I quizzed my pet tank about tactics and he reckoned that - considering that this was the very first epic trial added to the game and has been around for years, so people mostly know the fight quite well - my chances were probably pretty good.

And indeed, I got lucky. It took a little while for the queue to pop, but once I got in I was just following a raging horde of experienced players around who killed everything in seconds. The top damage dealer finished the instance with nearly 150 million damage done! The tactics didn't even seem to matter much - for example I had often been told about how you need to kill Tiamat's many heads at roughly the same time (within a timed phase) to prevent them from respawning, but in this group they were dying so fast that the whole group just ran from one head to the next, killing them one by one, and then the boss was already dead before the next phase could even start. Meanwhile, I managed to die once by accidentally jumping off a cliff.


But I did get one Linu for my efforts! Now, if I can repeat that about fifteen times, it won't have been too terrible a time investment overall...

02/05/2018

I Tried Assault on Svardborg Today

Until a couple of weeks ago I'd never done an "epic trial", which I guess is what passes for a raid in Neverwinter. When I finally overcame my reluctance and queued for (normal) Demogorgon (the epic trial introduced with Maze Engine), I was pleasantly surprised by how easy it was and that it didn't even take ten minutes.

So when I recently hit the maximum amount of "potential bonus rewards" for the epic trial Assault on Svardborg, which you accumulate from questing in Sea of Moving Ice, I thought I'd give that one a try too.

I got a pop after about fifteen minutes. Everybody seemed kind of hesitant to run in and start the fight, until one guy finally took the lead. I followed him and immediately got turned into a block of ice. I stayed that way for about ten seconds, then died. This repeated a couple of times (me running in, turning into an ice block and then dying a few seconds later), with other people also dying left and right; then everybody abandoned the instance.

I looked up the basic strategy for the fight to better understand what had happened and to be honest it sounds way too complicated for a pug even on normal. For example when people get turned into blocks of ice, others are supposed to break them out within seconds or the frozen person dies (like I did). As if that's going to happen with a bunch of randoms!

I guess those bonus rewards will remain unclaimed.

27/10/2016

Grind Shander

My initial positive reaction to the Storm King's Thunder adventure zones has been tempered by harsh reality. Now that I've unlocked all three of them I can confidently say that they are very beautiful and that their story is enjoyable, but the dailies and associated boons are the grindiest that I've seen in a long time.

At first I thought it was just the big numbers... e.g. in Dread Ring I can get one Thayan Cipher per day, of which I need one per day to advance the campaign, which I have to repeat thirty-one times. That's very straightforward. However, when I look at a campaign where unlocking all boons requires more than 55,000 Voninblood, it's natural that this seems overwhelming, even if the dailies earn me several hundred a day. However, even if you do dailies for 500 Voninblood a day, that still leaves you with a full hundred days of grinding unless you manage to consistently supplement your currency income through relics and heroic encounters.

Also, we discovered that while doing them in a group, some of the dailies have the annoying habit of giving people different objectives even if they are in the same group and pick up the quest at the same time (e.g. one person gets "kill mobs west of the camp" and one gets "kill mobs east of the camp"), which is just annoying and makes things take even longer.

My enthusiasm is already waning.

18/06/2016

Foreign Merchants

The new escort quest for the jubilee event is an excellent way of grinding both renown and the protector's bounty boxes. You only need one person to have the scroll with the quest to get him moving (which is a fairly common drop), everyone else can then tag along without having it and still get the rewards. After every combat the merchant and his horses will drop either a box or some renown for everyone present... which adds up to quite a number as he gets ambushed several times, walks through a bunch of existing mob groups and you can even pull some more on top of him to make him drop extras.


There are a couple of these merchants in different zones - I escorted one in Blacklake District today and there was a huge crowd following the merchant's every step, with the low-level mobs getting one-shotted before they'd even fully spawned. With my guildies I've mostly been farming the stronghold version though - it might have been luck of the draw, but that one seemed to drop a much higher number of bounty boxes for me.

It was probably the most bizarre kind of social content I've participated in so far, constantly running up and down the road as a group to escort more merchants. It was pretty fun and relaxing though.

Foreign merchants showering us with gifts... I think Cryptic is sending a clear pro-immigration message here!

09/06/2016

Collector

One of the peculiarities of Neverwinter's questing system is that when you are in a group, you will get quest items dropping for you for quests that you don't actually have but your group mates do. This has been driving my pet tank to distraction whenever I take one of my alts to Icewind Dale, as I keep hoovering up all the enchanted weapons (which I don't need) while he hardly seems to get any (the loot is still bound to the individual, so I couldn't trade them). On my rogue I had a proud collection of more than fifty of the things.

This week I finally hit the reputation point where I could pick up the quest myself. It was so exciting to be able to hand it in right away! Only downside? Jubal Oakstaff took my entire collection in one go, even though the quest only requires ten or something. Greedy bugger.

30/09/2015

Valindra's Tower

While I've been avoiding epic dungeons and skirmishes after some bad experiences, my pet tank keeps trying them. Last night he was in Valindra's Tower with a guildie, wiping once again. Looking over his shoulder, I noticed that their group was one player short, so I thought I'd surprise them by jumping into the queue on my rogue. If they were that desperate for a fifth, even my poor dps would be an improvement! But I got no pop.

"Try your cleric," my pet tank advised after I had told him what I was trying to do. Aha! On my cleric I got a pop instantly, for a group of four people trying to fill that last spot. So I joined - and landed in a completely different party about to engage the first boss. Oh. Since I hate dropping from groups for no good reason, I thought I'd see what this dungeon was all about.

Having never been to Valindra's Tower before, I ran in circles while the rest of the group killed the first boss. Eventually I managed to catch up though. Everything died really quickly, apparently because we had an amazing great weapon fighter in the group who did twice as much damage as the entire rest of the group combined (something like seventy million over the course of the run). Soon we were done. Meanwhile, my pet tank's group was still wiping and still one person short.

I tried my rogue again. After a few minutes, I got a pop - this time for a completely fresh run. This one, too, contained a seventy-million-damage great weapon fighter who made the whole thing a breeze.

My pet tank's group eventually had to give up. The queue system seemed to have bugged out and was refusing to give them a fifth party member, and they just kept wiping on the last boss (Valindra herself). He then told me that this had been his fifth attempt at this dungeon and that he had yet to complete it even once. While I had just bumbled in like a clueless idiot and got carried to completion twice within an hour. Oops?

Hey, at least both of my characters got silly hats out of it. Behold the horned cleric!

27/06/2015

Shores of Tuern

My pet tank and I have slowly been working our way through the Tyranny of Dragons campaign. We've reached a point where, in order to unlock the next character boon, we both need an item that, according to the campaign window, comes from the Shores of Tuern skirmish.

Our first problem was that we couldn't figure out how to get there. According to the wiki it's unlocked through the campaign window, which is blatantly not true anymore, and our skirmish queue only displayed the epic version. Since we were supposedly sufficiently geared for epic anyway, we decided to give that a go, though not without trepidation.

We got into a group relatively quickly, and seemed to do okay on the trash, even though people were getting downed on almost every pull. Then we got to the boss, a fire-breathing dragonborn with two rage drake adds. There was a lore entry that suggested that killing the adds first would cause him to enrage. It didn't seem to matter either way, as we were wiped out within seconds.

We tried again, with the same result, and people started dropping group, with replacements getting rotated in almost instantly. What was bewildering to me was that everybody else appeared to be massively overgeared for the place, yet they quickly died all the same, and nobody seemed to want to offer up any advice on what was going wrong.

Eventually a rogue spoke up that he had "an idea", which turned out to be what you could call an exploit. Apparently it's possible to wall-jump up to where the entrance to the area with the boss is located, and if one person is willing to sacrifice themselves, the two rage drakes can be pulled up to that door where the boss won't follow. People who die can then respawn outside and even though they are separated from the rest of the group by a blue "magic wall", it is apparently possible to attack through it so that you can help with killing the drakes from outside.

After a couple of failed attempts we managed to kill the drakes, with three people stuck outside and only the rogue and a scourge warlock left inside the area. I believe that the plan had been to get the boss to evade so that he could then be fought without the adds, however the scourge warlock's companion pet had a different idea and decided to face the boss on its own. Funnily enough, for all the one-shotting he had done to the players, he seemed to be incapable of killing the pet, so after a couple of minutes of everyone waiting for it to die, the rogue and warlock decided to join in instead (as the pet was holding aggro very effectively by that point) and slowly took the boss down.

I'm very much against exploiting but had a hard time feeling too bad about this one as the fight just seemed so impossibly hard and was still a handful even while using the rogue's "trick". That aside, I told myself that we were only doing it this one time to get our campaign item anyway.

As it turns out, it's actually a rare drop, and neither my pet tank nor I actually got one. On the plus side, we also found out that it's possible to purchase it from a vendor instead if you grind out lots and lots of campaign currency via dailies. I can't help but feel that epic skirmishes and dungeons are simply too tough for us.

23/06/2015

The Protector's Speech

I wrote about the Protector's Speech skirmish last year. I've been running it on all of my alts again this year, not because I particularly care about any of the rewards, but because it's fun.

Most runs are smooth and very quick. I don't know if Cryptic's matchmaking is actually that good or whether it's just luck, but almost every run I get into has at least one guy in amazing gear who smashes everything in seconds while everyone else can more or less tag along. It's even more pronounced this year since they didn't level the skirmish up to 70 but are instead scaling max-level players down to 60, which makes them seriously overpowered compared to the mobs.

I only had one run that didn't go so well, where my great weapon fighter in her paltry greens had to slowly solo most enemies because the rest of the group seemed to spend most of its time milling about it confusion on the other end of the map. We missed all the bonuses by a mile. When we left the instance, I noticed that two of the other group members were level 11 and 13 respectively, which explained a lot.

For fun, I recorded one of my runs with all sounds turned off except for the NPC voices, so you can actually listen and pay attention to Lord Neverember's speech. Enjoy!

07/06/2015

Ninja Grouping

My pet tank and I were about halfway through the Phantasmal Fortress lair quest from Dread Ring when suddenly, a scourge warlock ran past us. "Where did that guy come from?" I wondered - after all, it's an instanced quest. Then I saw that according to the UI he was actually part of our group.

I tend to forget that Neverwinter actually allows open grouping by default since I so rarely see it happen. You can manually "lock" your group to prevent others from joining without permission, however you have to re-apply this setting every time you form a party. As far as I can see there is no way of making it so that your groups are locked by default whenever you create one.

My pet tank was happy that the extra damage dealer made things go faster, but I felt slightly "invaded". It's one thing to co-operate with random strangers out in the world, but having one suddenly join what was meant to be a private party feels uncomfortable to me. I wonder if that's something I could get used to with more practice.

21/07/2014

Buggy Skirmish Queue

There is a bug with the queue for skirmishes that I've experienced reasonably often now, most recently during the CTA event this past weekend. Basically what happens is that you'll be put into a group in a bugged version of the skirmish, which is stuck and unable to progress, either because some clicky thing you're supposed to interact with isn't clickable or a wave of mobs doesn't spawn as it should. (Nobody knows why these things bug out in the first place.)

Often there is also a disconnected person in the group whom you can't remove. So what happens is that people leave once they see that the event is bugged, but the group finder has the urge to keep refilling the DCed person's group, landing people in the same bugged skirmish over and over again.

When this happens it's best to just take a break from trying to queue for this content, because getting thrown into the same bugged event repeatedly is just annoying.

10/07/2014

Voice Chat

Like World of Warcraft (and probably some other MMOs), Neverwinter has built-in voice chat. Like in World of Warcraft (and probably some other MMOs), its quality is poor compared to a dedicated third party program, not to mention that most people don't necessarily want to engage in conversation while rushing through dungeons with random strangers, so nobody really uses it as far as I can tell.

That is, until you end up grouped with someone who doesn't realise that their V key is set up to be the default push-to-talk key and douses the group in irregular random noises until you get annoyed enough to mute them.

And in my case of course there was also that one time during the Gate Crashers skirmish, when a delighted female voice with a heavy American accent kept giggling about how the Intellect Devourer mobs (brains on legs, basically) looked like "butt monsters". Thank you, anonymous voice. We really needed to hear that, repeatedly.

22/06/2014

Group Chat

In dungeon and skirmish groups, nobody ever seems to talk in this game. In other MMOs I hate this kind of antisocial behaviour, but in Neverwinter I can't blame people, considering that the action combat really doesn't lend itself to pausing to type something into chat - especially since the controls require you to effectively "tab out" of your character to access the chat box.

On the rare occasion when something does need saying, such as when someone is overlooking a crucial fight mechanic that causes the group to wipe, typing feels clumsy and awkward, as if I don't really know how to talk to people in this game.

On the plus side, nobody bothers to berate other players either. I've seen a lot of wipes and poor performances in group content already, but not once has anyone bothered to complain about any of it in chat, which makes the community feel strangely welcoming even in its complete and utter silence.