Patch Note Parser: NW.105.20181022a.18 – Gold Task Nerfs Incoming!
Neverwinter Uncensored’s patch note parser runs through any bigger patch notes and offers additional context to the changes that were made to the game. Today we are taking a closer look into version “NW.105.20181022a.18“, in which we’d like to highlight two major changes / fixes to the Workshop system that will majorly impact players.
RIP Gold Mine
[su_quote]Supplements now have different gold values at different supplement levels.[/su_quote]
Well, it was fun while it lasted. The gold mine discovered by Rainer goes out of business as all Supplements are changed from giving a flat 25 Silver to level-dependent values. Or to put it bluntly: Supplements now sell for less than you produce them for, effectively ending the farm using those tasks. We think it can probably be classified as oversight and not a true nerf. Being able to amass so much Gold probably wasn’t what the devs intended when designing the new Workshop system. Player were literally able to “craft” thousands of Gold per day using multiple alts on big accounts.
As result Gold prices plummeted and the market crashed, which was quite hilarious given the importance of the currency in the Workshop system. Anyway, now players will have to find other ways of making enough Gold to keep their Workshop running. There are still tasks that dish out a net gain, but it’s nowhere near to what Supplements were able to produce.
Delivery Box Glitch Fix
[su_quote]Players can no longer store more orders in the Delivery Box than there is space for, under certain circumstances.[/su_quote]
The ability to amass gold was additionally bolstered by a glitch of the Delivery Box. The system allows players to batch run a certain amount of tasks when they’re not online. But once their box is filled, tasks are supposed to stop. Turns out that wasn’t really the case in some situations. Upon logging in all “queued” tasks were sometimes completing successively with a short delay and could be claimed. All players had to do was make sure that their box never fully filled, because that would stop the process of instant completions. That was obviously a bug as well and is getting fixed.
Along with the aforementioned correction to Gold sell values of Supplements, the Gold market should recovery quickly. It also means that you should hold on to any currency you have left.
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6 thoughts on “Patch Note Parser: NW.105.20181022a.18 – Gold Task Nerfs Incoming!”
They really trying to drive us away aren’t they. I go to Neverwinter to relax and play not fucking work.
Crafting is not meant to be more rewarding than playing the game. That’s been the long standing issue with professions. They are going to have to balance it out and I’m sure we will see more tweaks but I’m confident that is what they are trying to accomplish here.
Some may argue about how to generate gold. i.e. i spend more gold per hour than i make. But in exchange we will see a new blooming economy around selling treasures. Player A will collect treasures and sell them on the auction house. Player B will buy the treasures on the AH and sell them for copper. Player B creates professions item X and Player C buys professions item X on the auction house for AD.
The logic is very similar to mastercraft and crafters paying people to farm ingredients for them. Gold is now just one more ingredient. I would hope we see fluctuations in how much gold is generated in the game. I’d be more confident in it if cryptic actually had an economist monitoring the game proactively. So I think the logic and intent is sound, the execution will be flawed as usual.
There is absolotely no need to sell treasures on AH. Just sell teasures to vendors in order not to fill inventory. Then buy gold bars from almost any consumable vendor and sell them on AH. Goldbars cost 1 gold and sell for 1 gold.
Crafting IS playing the game!
FFS! This is retarded. Whoever went into a profession like law, medicine, banking, construction, anything, with the intention of becoming POORER! Crafting has ALWAYS been meant to be profitable IRL! Or no oen would ever do it.
And things you craft have ALWAYS been worth more than the raw materials, ever since the neolitihic when coastal Cro-Magnon learned to thread sea shells on twine and trade them for flint nodules and animal skins from people living hundreds of miles away. People would not often trade for the shells with no holes in them, but they would trade for a necklace. It was the skill of making the hole they were paying for, as their flint and skins were worth more to people who lacked skills in quarrying and hunting, or lived too far from a flint quarry or lived by fishing.
No one thinks that supplements should be worth 1000 times as much gold as the materials used to make them, but they MUST be worth MORE than the creation costs, never less. And a decent amount more.
I think the only things that are worth less than the materials is some fiat coinage, where the value of the copper in the coins is actually more than 1 penny or 1 cent or whatever. That’s often why governments stop using real copper, so people don’t melt down the coins and sell the metal.
It’s hilarious how desperately PWE and Cryptic tries to implement more and more severe currency sinks and to use the profession system to decrease player wealth but they always end up shooting themselves in the foot by enabling new exploits and the “economy” ( not even close to a real economy) of the game ends up getting fucked even more.
But hey, at least there is no new RAD refine exploit yet…
the base currency is still AD, the theory would be that this system should increase the value of gold relative to AD. You can’t base the value of the system based on the gold value of its inputs and the gold value of its outputs. The bases is the AD value of gold vs the AD value vs the outputs.
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