Ags remove mutation keys and expedeti̇on tuning orb [now hear our voices!]

The easiest and best solution (IMO), is to keep it how it is in terms of crafting orbs and grinding rep tokens to buy them - but remove the gated timer on how many we can get.

If PVE players are into dungeons, let them grind out materials to craft and play as many as they want. People can still make money off orbs this way (same goes with buying from the faction shop). Tune down the amount of shards received at higher level mutations, but the rewards need to be in line with high level mutations. IE: Usable legendary gear with proper stats and perks (no dex + focs or strength + focus, which seems to be the majority dropped). Remove this stuff from the game IMO.

This way portals will still be needed to craft etc, but it will be open to all, and whenever they want. I think there needs to be some sense of “reaching” for something as you progress. Like mutation 7 and up should have some special perks for PVE stuff, whereas OPR and PVP caches and rewards should have some special PVP gear. Similar to gear sets in every other game

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The orb system has effectively left my friends and I with nothing to do which can develop our characters.

I’m fortunate to have a regular group of 4-6 other players who can often run together. I play 2-3 hours per night, others slightly longer.
Between us, we do not get enough orbs to do multiple runs per night. “Spammable” indeed.

I could surmise that the timegate is an attempt to slow-down player progression, as so many players were able to get max gear score early in the game’s life. It could also be about bringinge value and prestige to running high-level mutated dungeons.
In either scenario, I’d say that it’s the completion of the content, not the accessing of the content which matters. You’ve got scores for mutated dungeons runs; heck, make a leaderboard :slight_smile:

We’re finding ourselves logging in with nothing to do which can develop our character in any meaningful way. The dwindling population and the funneling of high-level players into instanced mutations mean there’s little other adhoc activities to do.

I speak with hundreds of hours in this game, who enjoys the combat, loves the word, reads the lore, and would happily buy in-game cosmetics. Please let me experience the game without artificial limitations.

@Luxendra I would implore you to share with the development team, that the restrictions on accessing dungeons is causing such frustration and unhappiness with the game.
I understand that bug fixes is the focus for February, there’s a new patch on the OPR, and while your team has been fighting fire since launch, there’s little time to share the product roadmap with the playerbase (which I’m sure we’d all appreciate).
But you’d generate such extraordinary goodwill in showing that you are listening by removing the mutated orb restriction, or at least negating it (removing timer on faction shop orbs, adding a chest to faction shop with 10 orbs in, just gifting them).

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According to your recent development video (Which this is timestamped to (The developer response here is an absolute SLAP IN THE FACE to players)), Your development team is focusing more on controlling players rather than actually listening to what the player base has been requesting. We’ve already lost many, many megathreads on this orb removal request, and until I see actual evidence of them REMOVING the unnecessary gates for accessing expedition and instanced content, I feel there is nothing more they are going to do. They are hard set on their ways, and no amount of petitioning has caused them to budge.

I still believe this unnecessary system has got to go. It punishes the player way more than benefits them, due to the fact that the 1% that control the economy on the servers basically have free rein over all the orbs in the game.

The reward for clearing a dungeon should be the drops one gets from the enemies within the dungeoin, and the satisfaction that one can actually clear the content versus being able to pay some stupid up front material cost just to access the content… REMOVE. THE. ORBS. from BOTH Normal Expeditions (ALL six of them) and Mutators.

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Orbs are fine.
If anything, let us craft more of them per week.

Agree 100%

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Remove orbs or you will remove half of your player base in february. It’s that simple. EVERYONE I talk to are fed up with this shit. Nobody think its a good idea. It never has been. Accept it and actually do something your entire userbase wants;
REMOVE THE ORBS.

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This whole issue of Orbs is also destroying companies from the inside out. Players who can put in the gold and time to play vs ppl who are more casual, are literally fighting like these are cliques back in high school. Removing the orbs is the only way to go. If you can’t remove that particular game mechanic, make them buyable via the faction vendors for like 1 gold and 1 faction token each or something along those lines. You have the ability to fix this situation NOW before it’s too late.

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Dear Dev’s

I am a dedicated player but also have responsibilities in life and cannot be on the game every time a new mutation drops. The trend is if you are a day late or do not have tight nit group that will always spend orbs on each other you are screwed. You are literally content blocked because at max you can make it to Mutation 3 at most just on the orbs you can craft alone. So i ask you how is this fair to those who try their best to do most of the progression on this game them selves or who do not have a mega company/group that is willing to wait days for you to hop in and run each mutation.

I dont think you intended this to happen but i defiantly is the result of what you have created. I was hours past because I had a job and didnt get home till later and was immediately left behind with the struggles to find a group. I couldnt get a group together to do mutation 3 week 1 and it appears I am going to spend another week behind. People have maxed their expertise and have begun working on other sets already and some players can barley enter the dungeon because no one would ever spend an orb on mutation 1 when they have done mutation 5 and working on 6 and 7.

Either take the restrictions of orbs, make them purchase able with no cool down, or make it easier for players to catch up so they can compete at higher levels. The state of the game currently makes me want to step back simply because i am gate kept on new content with the smallest bottle neck to actually achieve it. Sad to see it come to this because I do enjoy your game and it is making me sour towards the overall experience due simply to poor design and inconsiderate decision making on behalf of the competitive casual player who holds a job.

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Guys… they are not going to remove the orbs.

  • The dev team isn’t stupid. They know it’s an extremely impopular timegate that is making people leave. They have the numbers.
  • The dev team is listening: that is why we have orbs in the faction vendor now. And they are cheaper to craft.
  • The dev team isn’t going to remove the orbs because most likely, the existence of orbs in the game isn’t a choice by the dev team.

This is a business decision. It comes from above the devs.

Look, games with an in-game store such as this need to have an assortment of non-essential items they can sell that are very valuable for the player. At the same time, the items should be either cosmetic, or if they gate gameplay, they should be also obtainable thru normal gameplay, but easier to get from the store as a convenience.

At the beginning, it is hard to know what will the playerbase value to the point of wanting to spend real money on it, and what will not. Also, it’s scary to get into a game with a lot of gameplay-gating stuff in the store from the very beginning. It scares players away thinking that the game will be a money sink.
So most of the “convenience” stuff in the game is, at the beginning, not in the store.
AGS needs to first gain the trust of the players, before “moving to the second base” and start introducing real stuff in the store…

Also, AGS needs to first create a demand of items. Once there is a great demand for them, they can start selling extra of them in the store, “for convenience, only”.

You can see there are already many things in the game which are there just to artificially limit your gameplay, which you can get by grinding a bit, but that many people would gladly pay for getting it more conveniently: azoth, repair parts, cooldown resets to recipes, tuning orbs, umbral shards, faction tokens, rare drops, ammo, buffs (food, tinctures, honing stones, coatings…), and yes, gold.

Now, the devs have created one sort of item, turning orbs, which is really really demanded, to the point of people paying over 50k for a spot in a mutated expedition.
The “higher-ups” must be really thrilled about it!

I can imagine a meeting like this:
Devs:
“We got feedback. The players are hating this. They want them gone”,
Management:
“No, no! Hmm, give them a couple more, but we need to sell that in the store. This game needs to start making money. Now we have something they want. So our priority number one is to gain the players’ trust first, so that we can start selling this stuff to them. Yeah… Go say that in those videos you make: ‘We want to gain the player’s trust back’. That’s good.”

Devs:
“There is no point of doing this if the players leave.”

Management:
“Those who leave without paying gold for these things your made, wouldn’t probably pay real money for them either. They were never going to give us a dime anyway. So we don’t count them as losses.”

I would like to be wrong. But I think tuning orbs are staying, and more gating-removal items are coming in the future.
First create a need, then supply the demand.

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It’s the tuning orb, global cooldown times and watermark that keeps +900,000 people out going. How are they going to keep the remaining 50k if they don’t remove it? I think they should consider that.

Nah, you dont.

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This could have many flaws but why not have 1 craft per week for your mutation orb and you only keep it on gold runs. Farm low level until you can secure gold on tier above, lower umbral scaling across the board until M10; allows for experimentation and in-depth knowledge surrounding each dungeon.

Please don’t remove orbs. I know if you removed them, you would reduce the quality of the rewards for running the dungeons.

What if you made it so that players could craft as many “standard” orbs as they wanted, but the chance of getting good drops in the dungeon are dramatically reduced. So if you just want to run the dungeon, burn materials making the keys, and not get the really good loot, knock yourself out.

The issue with that is… I’m really just tired of grinding crap at this point, and that means I don’t want to grind orbs or grind faction tokens.

Seriously, have you done Corrupted Portal grinding? Like an entire zone’s worth of portals - a level 60 zone - can net you 1 epic stone, or even less. Half of what an orb needs. From 20+ portals.

And stones… like 1 round of farming 7k+ stones and enough lodestone to convert that (which can take hours, assuming the nodes are all up) nets me enough to make 1 round of Runestones.

Then there’s… you get the point, right? We’re talking hours of investment for 1 orb, which nets you maybe 45 mins of dungeon time? Terrible.

Faction quests might be quicker, but they get boring really fast.

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@HeavyForce We assure you that feedback is very vital for us and the team. We want great improvements for New World that will enhance the player’s experience. This is why we have gotten the team to become more active in the forums every week so they can review the feedback and answer some questions for the time they have, and also with the creation of the dev videos that will continuously be released. We want to be transparent with the community and show we do care and we are listening.

We will do everything in our power to make sure the feedback of our players continuously reaches the team!

Each successful run of a mutated Expedition, leading to an increase of Mutated level, should give everyone in the party a mutated Orb. This goes on until you finish level 10, where, on succesful completion, it will always drop a mutated orn.

E.g.:
Finish M1: Get a mutated orb
Finish M1 again: No mutated Orb
Finish M2: Get mutated Orb

Finish M10: Get mutated Orb
Finish M10: Get another mutated Orb

Yes that means you can run mutated orbs over and over again, assuming you finish it. Imagine that, not being hindered by a time gate from doing the content you want to do.

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@SneBjorn We assure you that we are trying and we as moderators want to be as transparent as possible with the players in our community. We will continue to push the constructive feedback that will only assist New World to the team in an attempt to get your voices heard. We appreciate you all!

How do you know if the people complaining on these forums make up a large majority of overall players?

@Shakor We know it may not be everyone’s taste and we have received both positive and negative feedback concerning the system. We are not trying to destroy the experience, but rather enhance it so the players can find it more enjoyable. At the release of New World, there were a lot of issues the players had and the team continuously worked to improve New World. The team needs time and that is all we ask of the players. The constructive feedback is great (both positive and negative), and we have such a passionate community that we are truly appreciative of. We will continue to do everything possible to reach the potential we all know New World has.

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We have endured every mistake. We could keep folding. All we asked of you was to keep the balance.
-We said fix the unbalanced earnings of the city owners, you didn’t listen.

  • We said to remove mutation orbs and tuning orbs, you didn’t listen.

For example, if it was a mistake, we could continue to endure. The real mistake was your insistence on your wrong methods.
You haven’t done anything for 4 months for 2 things you can fix in 1 day.

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