Showing posts with label user interface. Show all posts
Showing posts with label user interface. 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.

27/07/2020

Currencies

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.

24/06/2020

Lockbox Opening Experience

Having accumulated 177 lockbox keys from several months of VIP, I thought I'd go and open some lockboxes for a change. Not having done so in ages, the biggest surprise to me was that Cryptic implemented a special UI for this at some point, making sure that the items from your box are represented by larger images and unveiled with as much fanfare as possible (similar to how other games with lootboxes handle this already). When you get a particularly rare item, there's even an angelic choir-like "ooh" sound effect.


Unfortunately this UI change was already the most exciting thing about the whole experience. I complained about Neverwinter's lockbox contents being largely useless in the past, but I vaguely recall that they were at least a little more varied back then, including items like gear pieces, fashion etc. This time around I found that the drops were brutally utilitarian - which is the opposite of useless I guess, but boring. Aside from a single companion, everything else in those 177 boxes was either a refinement stone or an enchantment. For a system that's supposed to entice people with "surprise mechanics", I've got to say that's remarkably uninspired.

16/05/2020

Siege

Devil Siege or Siege for short is one of the large heroic encounters in Avernus, and it's an odd one. The objective is to damage a massive siege engine until a boss appears, then kill the boss.


To achieve this, people first have to operate some catapults. How to do this is not terribly intuitive - for example they cannot be interacted with while any combat is going on too close to them, meaning that someone other than the catapult operator needs to make sure to drag any mobs away first.

What's really flummoxing though is that none of the actual objectives are displayed on the encounter tracker. It just tells you to kill devils - no mention of the siege engine at all - even though this appears to only be a bonus objective, and one I've never seen come even close to completion due to the insane number of kills it requires. I'm sure everyone new to the zone spends at least their first few runs of this heroic just killing devils in the middle, confused about what's going on and having to rely on one or two veterans who know what to do to actually progress the encounter.

More recently, the siege engine's health bar that can be seen in the above screenshot disappeared too, so now you don't even have an indicator of how well the fight is progressing. It's just confusing to me how anyone at Cryptic could have thought that this was a good idea.

22/03/2020

Keeping Up Appearances

At launch, Neverwinter had no real cosmetic system at all, only the option to display a "fashion set" instead of your regular gear, which was extremely limited. Later on they added dyes and the ability to "overwrite" an item's appearance with that of another item, but doing so destroyed the latter, which was annoying e.g. when you got a new weapon and had to choose between either salvaging the old one for currency or destroying it to preserve the appearance. It could also get quite expensive if you replaced your gear frequently but wanted to keep the same look.

I was pleased to see that with Uprising the devs decided to make an attempt at getting Neverwinter caught up with more modern MMOs in regards to cosmetics. There is now a dedicated appearance tab where you can set a look you want and it stays on even if you swap gear around. You still need to destroy gear that you want to "add to your appearance library" once, but after that you can re-use the look forever. Likewise dyes only need to be unlocked once and are re-usable after that.

I felt vindicated for actually having kept some old gear pieces that I liked the look of in the bank for a rainy day - now I just needed to convert them to appearance library items and they were ready to be worn again!


The system's still far from perfect, mind you - for example there is currently no way to save multiple outfits for easy swapping. Also, the old fashion system still exists and now just feels weird and confusing in the way these things tend to go in older MMOs when a newer system effectively replaces an older one but the old one doesn't get removed. Still, it's a step in the right direction.

12/11/2018

Auto-Loot

A new quality of life change in Heart of Fire is that you don't have to manually loot items anymore. The way it used to be was that you could loot money by simply running over it (it appears as little piles of cash on the ground after defeating an enemy), while actual items required you to run over/target a little glowy thing on the ground, wait for the interaction prompt to come up, and hit F to loot it.

This has now been changed so that like money - and lockboxes actually - you pick up all items by simply running over them.

A part of me is actually kind of disappointed by this. I remember when trying LOTRO, I was quite weirded out by how loot just appeared in my bags automatically. I enjoy the act of looking at and sorting out what rewards I just earned from defeating an opponent - if they just go into my bags without me doing anything, that makes for a very disconnected experience.

On the other hand though... whenever the game was laggy, it could be a real pain to have to wait for the loot prompt to come up for every single item drop, so I like not having to worry about that anymore, and of course not having to click repeatedly makes the whole process a lot faster. I'll still have to run around to gather my shinies at least, so it's not as if they fully automated the whole thing just yet.

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.

26/06/2018

Ravenloft Launch Impressions

- First time I launched the game, it crashed before I even made it to the character selection screen. Happy patch day!


- New character selection screen! This time it's not just a new background, there are also new features such as the option to sort your characters differently.

- It looks like this module brought with it some sort of graphics update. I already noticed it on the character selection screen, but certain spell effects in game also looked a lot crisper than before. I don't like that the shade of green used for green quality items is much darker now than it used to be though.

- I thought I'd read somewhere that astral diamonds would now be account wide, but I could find no evidence of this. Maybe there's an option to put them all in the bank or something, I'll have to look again.

- The intro mission to Ravenloft felt quite lovingly crafted. Neverwinter's storytelling animations have always been on the poor side, but there was one cut scene where someone even moved their mouth while talking (gasp) and I liked what they did with the little silhouettes for when you're being told Strahd's story.


- Holy catch-up, Batman! Just completing the intro quest rewards you with a full set of 460 gear including rank 8 enchantments for every slot. Note to self: bring any and all alts to Barovia soon.

- At first glance the new map seems quite fun and like it iterates nicely on Chult. I was happy to see small heroic encounters make a comeback in particular as I sorely missed them in the jungle.

- I already attracted the night terror twice. Fortunately people were quite happy to pile on it whenever it appeared, but sadly it doesn't appear to drop anything, though my two guildies each got a title for killing it (not surprised the cleric gets left out as usual...)

- In a move that feels like over-conveniencing players, Cryptic made it so that you no longer have to actively roll on loot when you're in a party; the game just assumes that you want everything, rolls for everyone and then distributes the items accordingly. I actually feel kind of robbed. I liked seeing half a dozen items pop up on my screen and actively rolling on each one!

- The new, instanced hunts could grow on me, as the introductory one seemed quite fun. Less focus on randomised material gathering and more active hunting fun I hope?

26/03/2018

Stop the Press!

This weekend I discovered that Cryptic updated the icon for Feydark Crystals. :-o


08/03/2018

Fashion Bag!

I'm making a serious habit out of getting super excited about user interface changes and quality of life features while totally missing the actual content of a new module, or at least not getting to the latter until much later. So of course, upon logging in after the release of Lost City of Omu, I got super excited about the new fashion bag!

I'm still not sure there is even much of a point to fashion these days when you can just make your normal gear look any way you want, but fact is that it's still a system that exists. Sometimes I still get fashion items for free or as rewards, and unlike my pet tank I hate destroying or leaving things, so I've always dutifully stashed them away in my bank while simultaneously feeling bad about the space they were taking up, because I didn't really care about them that much.

Finally this is no longer going to be a problem, as we now have a separate inventory tab to put a whole bunch of fashion items away for free. Despite of me not using them much, the freed up bank space alone really excited me, and to be honest, not having to worry about where to store new fashion in the future might even encourage me to pick up a few more such items and maybe even use them on occasion. Like with the introduction of the stable, the secret to making people want more of something that they can only use one at a time is to not make it a chore to have more than one.

18/11/2017

Refinement Revamp

It's been quiet on here because I've been off Neverwinter for the last few months. As usual, I always come back though, which in this case started with trying to make sense of the changes that were made to the refinement system with the Swords of Chult module launched in October.

I had actually already read about both the inventory and the refinement point changes beforehand, but seeing them live was still something else. I can't deny that they look good on paper, and also that it's super convenient to be able to identify all the greens in my bag with one button click and then refine the lot of them with another. However, right now I also can't help feeling like I'm missing something. It all seems a bit too easy. Surely there must still be some trick to deciding what to refine and when? It just seems strange after the previous complexity.

What's also interesting is that it seems that the amount of RP you get from green gear drops has been buffed, relatively speaking. It used to be as much as a white pearl per item, now it's as much as a peridot, which is five times as much! Combined with the new ease of turning these drops into refinement points, this has had the funny side effect of my pet tank going from ridiculing me for picking up all the "junk" to actually wanting said junk for himself. I can't quite decide yet whether I'm happy that he's now helping me hoover up all the shinies after every fight or annoyed that he's suddenly competing for the loot.

30/07/2017

Log Logic

One change I already love about this latest module is what they did to the quest log. As far as I'm aware Neverwinter has never had a limit on how many quests you can pick up, so it hasn't been uncommon for any of my max-level characters to have dozens of them in their log at any time.

The problem was that they weren't sorted in any way that made sense. Quests from the same area were generally grouped together, but newer quests could be listed before older quests for example, and it was all in a single, long list. Every time I did dailies with any of my guildies, it was a nightmare to figure out who was on which quest and what still needed completing. I eventually pretty much gave up on even trying to consult the quest log at all and mostly tried to rely on the quest-associated map markers.

Finally having things sorted into categories is therefore, while it might seem small overall, a huge QoL improvement for me.

02/05/2017

Campaigns = Quests

Remember last year, when I wrote about a change to the campaign window I didn't like very much? They actually managed to make it worse!

With the latest patch, campaigns are now just another tab in your quest log, which means the campaign window is still as cluttered as ever, but even less informative now. I immediately got confused when I wanted to progress the Tyranny of Dragons campaign on an alt, and it suddenly showed as "0% progress" and with a padlock on it even though I was a fair bit into it already. Just no.

It also kind of makes you think about what actually makes different types of content stand out. I mean, what's the real difference between a quest to kill ten rats and a basic rat killer achievement other than presentation? Treating the campaigns as just another bunch of quests somehow makes the game feel poorer in my eyes.

01/04/2017

Boons

Boons in Neverwinter are an interesting concept. Basically they are a way for you to keep gaining power at max level beyond upgrading your gear, by permanently adding to your character's stats and abilities. You usually get to choose from one of several boons upon completing a certain amount of campaign tasks. Some of them are fairly mundane, such as "you gain 2000 extra hitpoints", while others can involve interesting procs along the lines of "every time you get hit in combat, you have a chance of striking your opponent with a bolt of lightning".

One the one hand, this is a neat form of progression beyond merely grinding for gear, but on the other hand it's not very alt-friendly, considering that there are more than half a dozen endgame campaigns in the game by now and each one is supposed to take you about a month to complete. None of my own alts have finished more than a couple of those campaigns for example.

Cryptic does actually offer a way of catching up more quickly... but it's via buying campaign completion from the cash shop. I'm sure that those who are heavily invested in the game and enjoy running endgame on alts are grateful to have an option at all, but it is yet another thing that adds to the game's pay-to-win flavour.

04/10/2016

Lowbie Changes

As well as picking up my hunter ranger again, I also bought more character slots and rolled up another new alt, a sun elf paladin. I was surprised to find that they changed the Theft of the Crown quest to shoehorn Sybella from the Benign Order of the Third Eye into it in the middle.

Speaking of that, I still don't know how to complete her mini-campaign - on the one character I've done it on, I'm sat at 86% after completing everything. Then again, maybe that's just another one of those display bugs - just like some of my characters have 150 or even 200% Sharandar completion.

My new alt also still got an in-game mail to advertise use of the Gateway - might want to remove that, Cryptic.

02/10/2016

Show Me Those Quests!

You may or may not remember that I made it my hunter ranger's goal to re-do all the quests in the original adventuring zones. After the whole project lay dormant for a couple of months, I picked it up again the other day and was most annoyed by how difficult it was to stay on track. During the Protector's Jubilee XP bonanza I outlevelled the zone I was working on at the time, causing all the quests to "go grey", which - following the example set by WoW - caused all the exclamation marks above nearby quest givers' heads to disappear, forcing me to repeatedly click on every NPC in the area to see if a new quest had unlocked. I repeatedly ran into dead ends when I lost track of the main chain and suspect that I missed more than one side quest this way.

I'm glad that SWTOR never had a system like that, even before they had level sync and when low-level quests gave virtually no rewards. Some of us actually care about seeing the whole story, even if we're overlevelled for it! The disappearance of those quest markers is even weirder in Neverwinter, where grey quests actually continue to give pretty decent XP. I suppose there is the potential for confusion if later quests recycle an old area and players could get old lowbie and new high-level quests mixed up, but that could be solved by at least having a "show grey quests" on/off toggle like they introduced in WoW later on.

14/06/2016

Everything is a Campaign

The latest patch introduced a funny change to the campaign window: All the levelling zones are now counted as quasi-campaigns and reward items of varying value for completion. Some of the low-level ones are pretty amazing for poor players: For example completing the Tower District now rewards a full set of green quality profession workers, one for each profession! Kind of makes me want to bang my head against the wall for all the hours and days I spent levelling up white quality ones... but it's a nice change for new players for sure.

I might even be tempted to go back and finish off the zone on my max-level alts that never completed it. I'm just not sure the campaign window was the right place for this addition, as it looks pretty cluttered now and makes it harder to keep track of your progress in the "real" campaigns.

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.

29/04/2015

Loading In

The characters on Neverwinter's character selection screen have a curious way of loading in: their bodies always load before their armour, which means that your characters always appear in their underwear at first. I find this mildly disconcerting.


The other night was even worse though - my connection was severely throttled as I was trying to download the latest patch for SWTOR at the same time, so the character selection screen's loading was slowed down the point of characters appearing only limb by limb... now that was just disturbing.

26/04/2015

One Step Forward, Two Steps Back

The latest patch introduced a small quality of life change to the refinement process. It used to be that if you selected a type of enchantment or stone to use for refining, it would put all of them into the refinement window (up to a maximum of five) and if you didn't want to refine the whole lot, you had to click some more to get the rest of them back out. Now you can select an amount to put into the window, and the items also stack so that e.g. ten radiant enchantments only take up one of the five available slots.

In the same patch, a bug was introduced that when you get a crit during refinement, instead of receiving additional points, you instead receive none at all and the used-up ingredient just vanishes.

Yeaaah...