Neverwinter has a lot of currencies, and unlike in SWTOR you don't get a warning if you're about to hit a cap on any of them, so I've more than once been in the annoying situation of accidentally having maxed out a useful currency since I wasn't realising just how much of it I had been earning already.
It's really hard to keep track of what to do with each one too. I got a lot of Tarmalune Trade Bars during my lockbox opening spree a few weeks ago, but I'd never actually spent any. This weekend I finally visited the vendor for the first time in ages and was shocked to find that he actually sells rank 15 enchantments directly.
It was also only a couple of weeks ago that I actually spent Alliance Supplies for the first time (after clicking on the vendor more or less by accident), a currency that you earn in the Maze Engine campaign (which came out more than four years ago).
This inspired me to take a closer look at my currency tab, and I realised that aside from gold, Zen and astral diamonds (both refined and unrefined), I have 114 (!) other currencies on there. I think if Cryptic wants to flag anything else for a revamp some time soon, the sheer amount of currencies might be a good candidate.
Showing posts with label the maze engine. Show all posts
Showing posts with label the maze engine. Show all posts
27/07/2020
05/05/2018
Lurker's Assault on Baphomet
I finished the Maze Engine campaign on my rogue today, yay! Unfortunately I also learned that one of my rogue's daily powers, Lurker's Assault, doesn't play nice with the last fight at all. Part of its effect is that it teleports me towards my current target, but something about Baphomet causes this movement to get messed up.
Once I got stuck in the air and it was kind of funny because I could at least still hit the boss, but when it happened again I somehow got trapped on the outer age of the platform on which the fight takes place instead, unable to move back in or target the boss (though he could still hit me somehow). I tried to commit suicide by jumping down into the lava (and Drizzt dutifully followed me) but it actually ended up doing no damage to me and I just ended up stuck at the bottom of the room instead. The /stuck command didn't help either, and eventually I had to Alt+F4 to get back out.
Then I repeated the fight for the weekly quest, and the exact same thing happened again. I guess I just won't be able to use that particular daily power on this fight, ever.
Once I got stuck in the air and it was kind of funny because I could at least still hit the boss, but when it happened again I somehow got trapped on the outer age of the platform on which the fight takes place instead, unable to move back in or target the boss (though he could still hit me somehow). I tried to commit suicide by jumping down into the lava (and Drizzt dutifully followed me) but it actually ended up doing no damage to me and I just ended up stuck at the bottom of the room instead. The /stuck command didn't help either, and eventually I had to Alt+F4 to get back out.
Then I repeated the fight for the weekly quest, and the exact same thing happened again. I guess I just won't be able to use that particular daily power on this fight, ever.
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.
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.
18/05/2016
Baphomet
I talked about the somewhat awkward time-gating of the Maze Engine campaign, however now that I've finished it, I've also been meaning to say that the story was pretty neat and the final showdown with Baphomet quite cool. It was also one of the few pieces of content that made even my pet tank appreciate having someone to group up with. That you can re-do it as a weekly (under the guise of the story being told by a bard, which results in slight variations) is nice as well.
17/04/2016
Annoying Time-Gating
I've been working my way through the Maze Engine story/campaign and it's getting slower and slower. After the first three "chapters" you are asked to complete a daily quest for five days before the next chapter is unlocked. Then, after the next two chapters, you are asked to do ten days of the campaign daily quest to unlock the next bit of the story... and so on and so forth.
It's an obvious, annoying ploy to stretch out the amount of time for which the module will keep people busy, and yet I can't entirely blame Cryptic for choosing this route. In Underdark, they allowed us to play through the whole story in one go - and we did. Then I at least saw that the rest of the campaign consisted of grinding annoying heroic encounters and decided not to bother.
Inserting the grind in slightly smaller chunks between story chapters seems more palpable, but at the same time I can't help but think that there must be a better way...
It's an obvious, annoying ploy to stretch out the amount of time for which the module will keep people busy, and yet I can't entirely blame Cryptic for choosing this route. In Underdark, they allowed us to play through the whole story in one go - and we did. Then I at least saw that the rest of the campaign consisted of grinding annoying heroic encounters and decided not to bother.
Inserting the grind in slightly smaller chunks between story chapters seems more palpable, but at the same time I can't help but think that there must be a better way...
16/03/2016
Stabled
Neverwinter's ninth module, The Maze Engine, launched yesterday, and while I have no opinion on the new content yet there was one gameplay feature that immediately caught my attention: the revamped mount system.
Cryptic had got caught in a weird spot with mounts. They are one of the most expensive and coveted items in the game, yet there was little incentive to own more than one. Mounts came in multiple different speeds, and only the fastest one was really interesting for everyday use. While it was theoretically possible to upgrade any mount to the highest speed, it was ridiculously expensive and usually not worth the bother. Also, since they took up bag space, you really didn't want to have too many of the things.
They tried to encourage players to buy more mounts by making them bestow stat increases and combat powers, but I think even that particular pay-to-win model was only a mixed success as people didn't want to keep chasing the newest, most powerful mount all the time, especially if they already liked the look of what they had.
Under the new system, mounts can finally be "stabled" so you can have more than one without them taking up any bag space, and mount skins and abilities can be mixed and matched as you please. This kills several birds with one stone:
1) Freed up bag slots mean that people will be more willing to own more than one mount.
2) Since you can give any mount max speed once you've unlocked it, previously under-appreciated, slower mounts can become attractive for their looks.
3) They can keep adding mounts with new powers and people can keep buying them without losing the look of their old favourites.
I'm still not sold on the pay-to-win aspect of mount powers and will likely ignore them for the most part, but otherwise I really have to say: well done, Cryptic. I already had both the unicorn and the armoured horse unlocked account-wide, so all my alts could travel fast, but now they can also do so in a variety of styles.
Cryptic had got caught in a weird spot with mounts. They are one of the most expensive and coveted items in the game, yet there was little incentive to own more than one. Mounts came in multiple different speeds, and only the fastest one was really interesting for everyday use. While it was theoretically possible to upgrade any mount to the highest speed, it was ridiculously expensive and usually not worth the bother. Also, since they took up bag space, you really didn't want to have too many of the things.
They tried to encourage players to buy more mounts by making them bestow stat increases and combat powers, but I think even that particular pay-to-win model was only a mixed success as people didn't want to keep chasing the newest, most powerful mount all the time, especially if they already liked the look of what they had.
Under the new system, mounts can finally be "stabled" so you can have more than one without them taking up any bag space, and mount skins and abilities can be mixed and matched as you please. This kills several birds with one stone:
1) Freed up bag slots mean that people will be more willing to own more than one mount.
2) Since you can give any mount max speed once you've unlocked it, previously under-appreciated, slower mounts can become attractive for their looks.
3) They can keep adding mounts with new powers and people can keep buying them without losing the look of their old favourites.
I'm still not sold on the pay-to-win aspect of mount powers and will likely ignore them for the most part, but otherwise I really have to say: well done, Cryptic. I already had both the unicorn and the armoured horse unlocked account-wide, so all my alts could travel fast, but now they can also do so in a variety of styles.
Subscribe to:
Posts (Atom)

