༼ つ ◕_◕ ༽つ Gamer Sense, User Responsiveness, Perks, Polish

I took a break for a couple of days, logged back in today, played some Open World PVP and Outpost Rush. I logged out after two rounds, feeling frustrated, and will probably play less and less often. As a player, my input does not feel quick, responsive, or good. It feels slow, clunky, and frustrating. For example:

Bow

  • User input does not feel responsive. Using a bow that is based on dexterity stat. Dexterity which should be being highly mobile, responsive, fast.

  • There is a delay from when I click and the arrow fires.

  • There is a delay after I shoot the arrow.

  • The arrow projectile is offset from the aiming reticle.

  • Evade shot fails to have iframe similar to dodge. Evade shot is a 5m hop. There is a delay from when I press the evade shot skill and when it fires. Now why does it frustrate me? Evade shot doesn’t evade, it’s a jump shot because you can still get hit or cc’d from anything. The animation itself is slow. Dexterity?

  • For example, if I play a great axe and use the charge skill. It immediately dashes forward and hits the opponent for damage.

  • If I use Evade Shot, it should immediately shoot and jump back simultaneously. That would feel 100% responsive, quick, good. Dexterity.

Musket

  • Throwing a trap causes me to walk slowly for 2s. There’s a perk that increases movement speed for 3s called Accelerating Traps but is useless because using the skill literally makes me walk.

  • Throwing a trap at point blank range causes the trap to go through enemy.

  • Looking down and throwing a trap on the ground causes the trap to not deploy at all.

  • Successfully deploy a trap on the ground, enemy uses a skill on trap, trap activates & removes trap. Making the trap useless.

  • Visibly seeing an enemy step onto a trap, play the trap activation animation, does nothing, and have the enemy walk right through deployment spot.

  • Each trap doesn’t cycle a cooldown, I have to use both traps to trigger the skill cooldown. If I have two traps, each trap should have its own respective cooldown cycle.

User Responsiveness

  • I only use these two examples because these are the only two weapons I use most of the time; however, I’m sure each weapon has things that don’t feel good or don’t make sense. I hate to nitpick, but it’s necessary.

  • The fact is that user input does not “feel fun.” It’s the small delays in animation and general feel of the skills that don’t make sense to me.

  • For example, splinter shot originally split from origin. Now it shoots out a little bit and then splits. The result is that no one uses the skill. It is useless, hard to aim, boring. Prior, it was fun, it felt like it had impact. It’s gone because users complained they were dying to it. It was changed, but now it’s boring. “There I fixed the complaints, done.” Not, “hmm is this fun?”

  • As a gamer, there are small cumulative things that don’t make sense. When there are so many, it becomes frustrating. Another example.

  • Mending Sticky Bomb is a perk that gives back a % of health when an enemy is killed. The likelihood of killing with a bomb is low. Instead, Mending Sticky Bomb perk should heal % of health when it does damage to the enemy. That would make it 100% more useful. The current perk is not used because it doesn’t make sense.

  • Energizing Stopping Power - Returns “x” stamina if enemy is killed with stopping power. This perk is useless in its current state, no one uses it, why is it there? It should be - returns stamina “x” when enemy is hit with Stopping Power.

Gamer Sense

  • I’ve really enjoyed New World and appreciate the game’s foundation. I want to enjoy it more. I respect the developers, and what they’ve made. However, at the same time, I ask myself are the developers gamers?

  • I do this because – things don’t make sense – like the perks previously mentioned. As a player, some perks and skills are useless. I ask myself, “why is splinter shot even a skill?” Or, “from all the bow and musket item perks, why are only 3 of them actually viable?”

  • It feels like, if something is “powerful or fun.” It’s taken away. E.g. The “secret” spot to get Wyrdwood is gone, now it’s just 1 wood per wolf. “It’s too much too fast, nerf it.” I played less because of this specifically.

  • I honestly think devs should ignore everyone who complains about the economy and focus on the player experience. The feeling, not numbers.

    • War experience > tax system
    • Player experience > Gear score
    • Obtaining materials > getting materials

Competitiveness

  • From 0 to 60, it is generally regarded as a PVE MMORPG. Quests, mobs, expeditions, leveling. When a player hits 60, it turns into more of a competitive game where skill > gs.

  • PVP is the main aspect of level 60 and 600 GS endgame. Where 600 GS should be reached in a relatively easy manner.

Plateau Curve

  • This is how I think the leveling and gearscore should be. Leveling 0 to 60 should be quick and then the general 600gs should plateau quickly near the top.

  • Once a player nears “max 600gs plateau” skill should come into play. This directly relates to the longevity of New World and its potential monetary returns.

  • Most highly successful games involve skill. The current input and user responsiveness of New World simply doesn’t feel good, but can be fixed.

  • edit: If not skill, there needs to be fun game modes. Literally anything FUN! Have players queue up together and do stuff in place of expertise grind. In place of performance should be fun, instances, dungeons, 5v5 modes, 10v10 capture the flag, 5v5 escort missions, 5v5v5 king of hill. There’s so many modes that can take place.

I play the game at level 60 with ~584 GS; however, when I use my weapons, skills, perks – it doesn’t feel like a “skillful” game. It doesn’t feel like there is a “skill cap” where I have the ability to get better and outplay others.

  • When I use Sticky Bomb – I need to wait, then throw, then wait for animation to stop, then I can finally run at normal speed.
  • It should feel like any other grenade in an FPS. I use grenade, it instantly throws.

But it doesn’t and that’s why it’s so frustrating. Instead it brings the player to a painfully slow walk. These small frustrations add up. The result are posts ranting about weapons not feeling good.

  • End-game PVPers want responsive skills and movement – user input needs to feel good.

  • Skills need to be fun to use

PVEers

  • PVE based players can craft, kill mobs, do quests, craft for other people. They will always consume content faster than it can be released. So the focus needs to be on the ability to be “skilled” at PVP.

  • PVP players quickly grind to 60 to play the game competitively. Give them the ability to play competitively with skill.

I keep repeating myself because it is so important to the longevity of New World. I want everyone involved to understand that. I don’t provide feedback to be rude. I’m providing feedback because I want the game to feel fun to play.

  • I am playing less because my user input doesn’t feel responsive.

  • I am playing less because some skills make me walk for some reason?

  • I am playing less because some skills are useless or don’t work consistently.

  • etc.

This cycle repeats until people stop playing.

I understand that it takes time for these changes so I provide the feedback now.

The question I ask is…

  1. Does New World want to have a competitive skill based end-game where all players can compete in multiple skill based instances.

    or

  2. Does New World want to be like all the other MMORPGS with general RPG input and progression

The current state of New World leans to #2 but it doesn’t have to.

Once a player hits 60, it could be like any other competitive MOBA, FPS, or Battleground. It could literally be all of them and an MMO if done correctly.

11 Likes

So you want the devs to only listen to you when you call others out for suggesting issues.

So you want the devs to only listen to you when you call others out for suggesting issues.

Huh? When did I demand that developers only listen to me and disregard others?

I didn’t.

This is my sole opinion.

The true point of this post is that every post regarding player experience is generally the same at its core.

Players are “suggesting issues” because the responsive feeling isn’t there. New World, in it’s current state, lacks polish.

This lack breeds frustration.

Frustration - > Not fun

Not fun - > less playing

less playing = lower player count

lower player count - > less players

cycle continues until no one plays because no one plays

1 Like

It didn’t really sound like you want to play MMORPGs, you are looking for something competitive. I’m sorry, but the MMORPG player base just isn’t up for this whole competitive gameplay. People want to win based on other factors like time/money spent on the game.

Majority of the issues in New World at the moment are PvE related anyway. Ultimately, the game just isn’t fun.

It didn’t really sound like you want to play MMORPGs…

Nah, I wanted to play an MMORPG. I enjoyed the experience from level 0 to level 60.

I love MMORPGs, it’s my favorite genre.

What I love about New World is that it’s not like other MMORPGs.

I’m sorry, but the MMORPG player base just isn’t up for this whole competitive gameplay.

I get that, but I think 800,000 players quit because it was a MMORPG. I also think that OPR is always queued up on popular servers because they like the competitive nature of PVP. They want to win, it’s fun, it’s engaging, it’s dynamic.

People want to win based on other factors like time/money spent on the game.

I do not want to win based on the amount of money I spend on a game. I want to win based on skill, not gearscore button mashing numbers. Time is good, but time shouldn’t be a major factor.

Why shouldn’t time be a major factor?

  • Because it discourages new players and growth of MMOs

  • New players will never feel like they can compete if it was time based progression because instead of skill, its just a gearscore button mashing numbers game.

  • The player who sinks more time into the game is not powerful because they are good, they are only good because they have more time/money to sink into better gear, potions, etc.

…the MMORPG player base just isn’t up for this whole competitive gameplay…

  • The thing is, New World doesn’t have to appeal to the traditional MMORPG player base.

  • New World can be so much better than it. I honestly think the nature of MMORPG dies because of their old restrospective outlook on the genre itself.

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800,000 players quit because it isn’t that good of an MMORPG. And the gameplay just isn’t fun.

Also, you’re wanting to win based on skill isn’t the consensus in the MMORPG community. One of the biggest appeals of playing MMORPG is the fact that you are able to win against people without having a skill. There are plenty of games where skill matters already, and those are better suited for this.

They don’t have to appeal to the traditional MMORPG player base, but if you have been following the game the past 3 years. That’s exactly what they are doing :slight_smile:

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And the gameplay just isn’t fun.

  • This relates to my point in User Responsiveness and Gamer Sense

One of the biggest appeals of playing MMORPG is the fact that you are able to win against people without having a skill.

  • New World can have both

They don’t have to appeal to the traditional MMORPG player base, but if you have been following the game the past 3 years. That’s exactly what they are doing

  • That’s the sad part… the traditional MMORPG player base is louder. They follow the game development for 3 years and provide biased feedback based on previous MMORPGs.

  • They are doing it but their feedback isn’t a consensus of the majority of gamers.

  • New World was supposed to be a PVP game. They changed it not because they wanted to but because their players told them to. This is the true fault.

  • New World didn’t change the game for their own vision, they changed it because they didn’t have one.

Amazon doesn’t realize that if they want to make money, they can’t listen to a narrow sample size.

  • Most of the past MMORPGs die because they try to mimic all the MMORPGs.

The nature of MMORPGs is doomed to fail because no one is trying to change the nature of the MMORPG.

They need to understand what they’ve created, what players enjoy about it, and double down on the fun factor.

1 Like

One point in favor of the post, it actually feel urresponsive even in PVE. There’s something weird on how everything in games knock you out of 3 meters. You open a corrupted nest door and you fly away? Wtf is that. Like in Darksouls you
can get “stunlocked” but at least it looks fair. The mobs near the corruptions are the worst. Every arrow they shot at you makes you staggered wtf lol.
Try to fight a high level crocodile and you bug out left and right, top and bottom, while attacking it. You literally teleport from back to front of his head. Feels totally bugged.

Imagine typing on a keyboard and some letters don’t work and you have to press them 3 times. And instead of one letter sometimes you get an other one. Just imagine that and see how it feels to play this game.

3 Likes

I don’t think that is the problem. I just think players find the knockback annoying because they encounter the same mobs in every territory.

The mobs in First Light are the same mobs in Shattered Mountain, just scaled up numbers wise.

A crocodile in Cutlass Keys is the same crocodile in Shattered Mountain.

If it was a different mob, I don’t think I’d standout as much or be much of a problem.

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New World is the only game I have played where I consistently feel like their servers can’t keep up with my mediocre actions per minute. Like you have said, the delays that they have incorporated into seemingly everything is probably the reason why the game feels so unresponsive to our inputs.

Losing in PVP where you get outplayed or outskilled is to be expected and I don’t have any issues with that. It is losing when (a) your weapon doesn’t swap and you overload your musket instead of riposting with your rapier, or (b) you can’t dodge or block even with full stamina because you are bugged out in a 1vX situation while a greataxe is just LMBing you to death that is rage inducing.

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OMG! I love your post. I hope devs pay attention to it.

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Yea, something weird is going on. I don’t know but it really feels like someone is sabotaging their patches or DDOSing their servers. Post patch, can’t use “store all” function, players skipping around on OPR.

I’d say they just need some to really fine tune everything or rework some skills.

Thanks, me too. I also hope they improve musket traps and sticky bomb :sweat_smile:

Winter Convergence Bugs

  • can’t craft convergence wrapping paper
  • random server lag RTT: 400ms spikes
  • can’t “store all” from inventory to storage
  • territory standing no longer shows numerical values

The constant bugs are driving me crazy.

  • OPR, You can literally jump over the wall at a fort, so building a gate is pointless.
    • This has been an exploit in OPR since launch, no fix.

I think different versions of the game are being pushed out each patch, something isn’t getting synced correctly.

I don’t understand how something works pre-patch and then doesn’t post-patch.

  • More players will quit → Territories and their upkeep will eventually downgrade → New players will quit because they can’t craft Tier 5 items → Empty World

These bugs are really killin it for me. No matter how good the content is, these bugs simply suck.


I’m pretty sure the developers/coders gave up. There’s too many bugs, numbers are all over the place.

  1. They launched the game too early.
  2. Known bugs become glaring evident bugs
  3. Developers scrambling to patch existing bugs
  4. New World forums pile on more bugs
  5. Still being asked to add content = more bugs
  6. The cycle continues.

Why?

  • Because they don’t have time to think. They literally cannot think of balancing things because the list of things to do is so long.

They keep adding things to the list without fixing the core problems first.

I completely agree with your whole post here. I tried reading through some of the replies and wow haha kinda getting frustrated. People seriously think skill shouldn’t be a factor in a game? Especially a PVP based game. WHAT?!

But yeah bow used to feel really good. I leveled my first 60 with about 95% of my combat being bow. And then they nerfed the animation cancelling and it feels TERRIBLE. They tried correcting it a bit in the last patch and it still feels terrible. No clue why they would take a weapon that actually feels good and make it feel horrible. That’s not how you balance something.

Your point about it seeming like the devs aren’t gamers and/or don’t even play the game is spot on as well. If devs actually played the game, why is the trading post UI so bad? Why are there obvious bugs in the game after every patch. There are obvious bugs that have been in the game for months and they are still ignored every single patch.

Game dev is a notoriously brutal industry to work in so you’d assume that everyone who chooses to work in it would be really passionate about games and would be a gamer themselves. But so many of the decisions that have been made so far have left most gamers scratching their head.

This game has an amazing foundation. If they start making decisions that cater to the experience, like you mention, instead of analytics, this could be a wildly successful game for a long time. The endgame should be skill-based. It should be responsive. It should be satisfying.

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At this point, I don’t think the developers have time to play. They might play it, but they don’t play it to the extent of gamers who play everyday for the “grind to max 200 and BIS.”

  • So they don’t feel the enormous crafting experience required to get to 200 post 1.1 void patch
  • They aren’t grinding out the materials personally, so they don’t understand.

Developers, at this point, can’t play the game because the bug list is so long.

  • There’s too much to fix with countless things being added
  • They really need to patch everything first before adding anything new.

This way, developers can patch new things immediately as they arise.

  • This will make gamers feel immediately heard, there shouldn’t be a backlog of glaring issues.
  • The reason bugs persist so long is because there’s too many
  • As said in their previous video, some bugs are put on “non-priority”

Yea, I might have gone overboard with the “skill-based play”

  • I’d say they just need more end-game instances where players interact with each other
  • This will keep players coming back, similar to OPR or Wars
    • But the bugs are breaking OPR and Wars

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