Changes I'd Like to See in The Near Future

Sorry Long

  1. Tooltips
  • Item’s crafted by players should have the players name permanently attached to the item. Example
  1. Harvesting & Logging
  • These gathering skills have a huge gap between 100 and 175 where they can not gather a new material for better experience. Add an additional Tree type, and an additional Plant type into the game with new items that can be crafted in the middle of current items available with the current level 100 and level 175 materials.
  1. Anti Botting Changes
  • Make trading post require being in a Company, which also means if botters make a company, it is easy to identify a bunch of botters at once.

  • Apply a 24 hr denied trading post period for all new players to the game, which prevents players from accessing the trading board for 24 hours from character creation.

  • Remove gold drops from level 1 - 10 enemies, and reduce ammo drops to Tier 1 variant. This will mean bots can no longer farm starting zone enemies infinitely for direct gold and T2 ammo, which sells for a lot and allows them to make quick gold in a short period of time, expanding exponentially with the amount of bots in use.

  • Remove the “Give Coin” function in player inventory until a week after character creation. This makes is exponentially harder to transfer gold to a single player, and also makes it easier for actual players to detect botters attempting to sell low value items for extremely high prices on the trading board to transfer gold to a gold holding account.

  • Botting is hurting the economy across the board right now. The best ways to counter botting is to be able to detect botters in a reasonable amount of time, and to make it difficult for botters to make a profit. If a botter has to buy a new copy of the game, sometimes that can be enough to make botting in the game not worth it. However if they can make more money than the value of the game then it is worth it to continue botting. As such AGS needs to make it harder for botters to see any profit at all before their account or pc software is banned. Finally AGS needs to hand out Class Action Lawsuits like candy directly to the source of where the bots are being acquired. I’ve seen many big mmo companies do this and it stopped bots in their track.

  1. RMT
  • I don’t see RMT spam and such very often in game. However I would have to be an idiot to think it is not happening, especially all through December with the reduced housing taxes. The amount of exploits possible due to that 90% reduced housing taxes change is ridiculous and also means there is a crap ton of gold being pumped into the economy out of thin air. Where is all that gold going? I would suggest looking into that. I am pretty confident that companies on my server are selling that gold off.
  1. Dungeon’s & Tuning Orbs
  • I am not a fan of obvious time gating of content. It is clear that AGS had no clue what to do with stone cutting, and as such made it mandatory to do in order to play the end game content. You are time gated on gathering the corrupted materials, time gated on crafting the tuning orbs, and also are required to hit stone for hours just to be able to do an expedition. It is also extremely confusing that all the materials are bind on pickup. The intent being players can not sell the orbs, or anything used to make them, yet players can sell spots in the dungeon, completely ignoring this obvious limitation.

  • Like many I would love for tuning orbs to not exist, and I would love to be able to do expeditions as much as I want. However if tuning orbs did not exist, this would also mean stonecutting would be a completely worthless skill to have, especially when gemstones are cheap to dirt cheap.

  • As such Tuning Orbs should give additional functions or benefits when used. Using a tuning orb should give expeditions 100% increased experience and weapon mastery gain, and provide a second chest from the final boss encounter. With tuning orbs given new functionality, players should be able to engage in expeditions without needing a tuning orb at all. All materials used to craft tuning orbs should no longer be Bind on Pickup, meaning you can sell any of the tuning orbs required materials on the market. This means that any of the materials required for these will be a good source of income for any player as all materials will always be in high demand.

  • There is no reason to limit the amount of expeditions players can do a day or week. There is also no reason for the tuning orb materials to be Bind on Pickup. If I can sell spots in my group to do the expedition, I am essentially selling what is not intended to be sold, and unfortunately there is nothing AGS can do to prevent that.

  1. Hatchet
  • The Throwing tree is TRASH. I have tried using it, but it is completely horrible. Can I kill NPC’s, yes sure I can. But the throwing tree takes the weakness of the hatchet, and makes it even worse. How exactly does it do that?

  • The hatchet is not good at fighting multiple enemies, unless they are super close and directly in front of you. There are no AOE’s, no hard Crowd Control, and very short reach. The throwing tree removes your ability to block, making you an even weaker target up close. Coincidently you also get worse and worse ability to hit your target the closer it gets to you. Essentially having to look down, and to the left of your enemy if they are standing in front of you in order to hit them. To make things worse your hatchets are thrown vertical instead of horizontal, along with weapon drop. This makes it harder to hit your target, especially when enemy hit boxes are trash, to a point where at a certain angle bow shots and thrown hatchets will literally disappear through the enemy and not register, particularly if you are aiming for the head.

  • If you are going to remove a defensive option from Thrown Hatchet users, you need to give them a beneficial trade off. " On Fire" should be changed to increase thrown hatchet damage by 25% for every consecutive landed shot, including thrown hatchets from the skills in the Throwing tree. “Critical Throw” should give at least 10% increased critical damage. It is significantly weaker than a bow, and really needs something to make it good as an alternative. At my current gear I can hit a target with my bow for 2k damage on a headshot. With my hatchet I can maybe hit 700, I lose stamina, I cant block so I need to waste more stamina to dodge, and as such eventually will be unable to throw a hatchet at all. Just because thrown hatchets don’t use ammo (which also increases damage), does not mean that they should be 2-3x weaker than other ranged options. Strength could really use a ranged option, and hatchet is not making that possible. On top of the above changes, and maybe increasing aimed throw to at least 110% weapon damage, I would like to see thrown hatchets be thrown horizontally instead of vertically, meaning they have a wider hit box and are more likely to hit your intended target. This would at least improve the gameplay feel of hatchets. If their not fun to use in PvE, imagine how much less fun they are to use in PvP.

  1. All Quests
  • Doing quests in New World sucks. Not just because they are all generic boring quests, but because they also all force you to travel long distances, back and forth, often requiring you to go to the exact same location you were just at as many as 5 times in a row. Town board quests require you to go to the specific town you picked them up to turn them in, which is even more wasted time if you accept quests in multiple towns. I like my time to be respected, and this is another design choice that I very much dislike. Many MMO’s have solved this problem in unique ways.

  • Have all quests automatically be turned in when you meet the quest completion requirements, and when possible, be given the next step of said quest automatically.

  • For town board quests, alternatively allow us to accept any town board quest for any city our faction currently owns, without needing to be in town, and allow us to turn them in, without being in town. Simply add a new button HERE that shows the town board quests available in that settlement, and hide the button for settlements not owned by your faction.

  1. Territory Standing
  • Allow us to reset and pick new choices for our territory standing. These choices are currently permanent choices, that can be negative choices, especially when made early and not understanding which choices are the best in the long term vs the short term. Especially when many of your choices will turn from positive to negative as you progress to higher levels.
  1. The Long Term
  • The emphasis on crafting for everything is a potential problem. Eventually there will be a point where most if not all players on a server will be near or have maxed all their crafting and gathering professions, meaning none of that stuff will have value as demand drops. Likewise as a majority of the player base reaches a certain tier in gathering or crafting, all of the none rare drops or BIS crafts also plummet in value as the supply increases. This is very bad for the economy long and short term. For example currently low tier gatherables and such have more value than high tier resources. Low tier gear is easily sold quickly , yet high tier gear is hard to sell, unless it is BIS.

  • This game would benefit from having drop only items and gear from enemies of all levels, that are desire-able by all players. A game called Archlord did this by allowing Unique / Legendary jewelry to drop from enemies as low as like level 7, all the way up to max level, with items only obtainable from specific enemies in a specific level range. Like X ring only drops from these specific enemies level range 7 - 13. You could then combine 2 of those rings or amulets together to get a random unique ring or necklace of 3 types that are simply a better version, and each of those 3 possible uniques were all good for a specific build. These existed for items all the way to max level and even players near max level would still use some of those uniques from when they were low level, if it fit their build, until they could farm a near max level unique that was simply better.

  • As such, I think “Drop Only”, Legendary Rings, Earrings, & Amulets should be added into the game. The benefit of these items, which makes them desire-able by all players would be their ability to improve or add new functionality to existing skills. For example we already have some armor that has perks that improve skills. These jewelry pieces could give much better alternatives which could vastly improve the viability of under used skill trees. Ideally these would not be Bind on Pickup, but Bound on Equip.

  • I am not really sure what settlements can do when they are maxed but what I do know is that maxed settlements are worse for leveling players. That means significantly less town board quests for players, and as such players leveling in that zone progress significantly slower. Settlements that have completed all upgrades should gain access to a new set of town board quests which are available for players who own a house in that settlement. These should be replacements for the 3 upgrade sections of quests in the town board. They should be something related to the achievement of maxing out a settlement and provide much better reward : time investment.

  1. PvP
  • IMO PvP in New World is trash. It is completely unplayable, and completely unbalanced. From poor hit detection, to poor skill design, and few incentives to engage in PvP at low and high levels, I just don’t even see the point of engaging with it at all in its current state. OPR is free money I guess, if you can get enough people for it. The wars are cool I guess, If their not rigged, and a faction is not intentionally throwing (or selling ownership of land to another faction). It is cool seeing a faction helping another faction gain territory when that faction owns literally nothing at all.

  • PvP needs a metric ton of work. If it was just smooth to play that would be a step in the right direction. If hard CC was countered by CC resistance and CC immunity after recovery from hard CC, that would be a bigger step. If self rooting and slow when activating skills or buffs was removed, an even bigger step. Add in PvP level ranges, so high levels can’t clap low levels, and that opens up open world PvP viability to every one. Finally adding in partial or full loot drop zones as new zones on the map would be the game changer. From Black Zones in Albion Online to The Wilderness in Runescape, Full or Partial Loot PvP can be fun, provided it is opt in optional content that players can prepare for ahead of time, and gauge the risk in comparison to potential rewards. ( Such as access to rare resources, better grinding and farming spots, as well as the loot of players they kill, even if its just non-equipped gear )

  1. Map Traversal
  • Traveling across the map sucks. Please increase movement speed on roads from 10% to 50%. Currently traveling on roads is significantly slower than running from point A to B.
  1. AFK @ Trading Board?
  • You can be kicked for being AFK while using the trading board. It can be pretty annoying Buying / Selling / Browsing the trading board, and getting kicked all of a sudden for no reason.
  1. Lush / Rich Resources & Large / Empowered Wildlife
  • I have seen a few mmos where resources (Gatherables) or animals (skinning) can have different tiers. For example you might see normal hemp, then in the distance there is Lush Hemp which provides a larger quantity of Hemp, or gives higher chances for more rare secondary resources. You might see a normal Iron Vein, then later on see a Rich Iron Vein, which would give more Iron, or higher chances for rare secondary resources. There’s a normal turkey, but over there its a Giant Turkey, or there’s an Empowered Wolf which is stronger but gives more Hide when you skin it, and so on. I would like to see this as a reward for exploration.
  1. Lingering Mob Experience / Weapon Mastery
  • Some games increase the amount of experience enemies give when killed based off of how long they have been alive in the world, incentivizing players to explore parts of the map that see the least amount of traffic. This could be a great addition to the game, and provide a nice boost to a players progression if they are willing to spend longer times traversing around the map.
2 Likes

Tuning orbs are fine.
They should stay as they are. Just provide each player 1 free entrance to Lazarus weekly and 2 entrances to Genesis.

Some suggestions from myself:
Make this into a much polished Albion Online

1)Create a new zone much like Albion’s Black Zone, where equipment burn and drop on death is possible.
2)Make end game gears easier to craft, higher chance to drop more in the black zone dungeons and raids, also possible to earn them in PVP free zone through dungeons, raids with lesser %.
3)Gears will become consumables and cheap as more are dropped.
4)P2W is non-existent as a p2w guy can just drop his loot in the black zone if he dies.
5)Game company to sell gold instead since p2w is not possible, so gold sellers cannot thrive.

The story, gameplay & potential of this game is much better than Albion, if you want a continuous thriving community and economy in-game, hope you can consider such suggestions.

I like a lot of your suggestions but I feel your glossing over the good parts of PvP, Wars, and OPR. While I get this combat system may not be your type, even with it’s issues, it’s still a solid core.

There are good features across the board for the game as a whole. This is targeting specific issues. I could write a book on all the bugs and inconsistencies in PvP. How poorly balanced weapon types, weight categories, and so on are. This game was never meant to be a PvP game. They literally changed the entire game to do this, and it is obvious.

Combat as a whole lacks polish and can not compare on any level with literally any other MMO’s combat.

For a game that is practically copying Dark Souls, it has done very little to emulate the experience. The game does not even have defensive options for Crowd Control, Stun, Elemental Damage, and so on. There is only really a single way to easily remove depuffs or debilitating effects from yourself. There is no built in counter to infinite CC spam. Across the board there is just issues upon issues.

I just hope they can get closer to what Soulslike games do well. Smooth varied combat, with a plethora of ways to play, and largely full control of your character at all times. Combat should be about skill, and currently it is not, especially when it is easy to make a target unable to even fight back.

I guess you didn’t play early Alphas. They actually changed it from a survival MMO to a more balanced PvE/PvP MMO.

BDOs combat had and has just as many flaws. Just the consistency is at least there. Wildstar was worse, too, but again there was a consistency to what was broken. I agree with you, stuff is all over the place.

We both know they aren’t practically copying. There were many action games before Dark Souls that did these types of combat systems.

Dodging, Positioning, and Purify

Healers, Purify, Refreshing Toast, and some abilities.

Dodging and Positioning, if you play any high level wars atm, spreading out is huge.

They will never get closer to Souls like, but they can be more consistent with how things work and fix the things that don’t.

I agree with pretty much everything Aodan stated above. The one thing I do wish they would introduce, however, is diminshing returns on status effects. They have had a lock-down problem from the get go, and they keep trying (imho) fix improperly. At first they took stagger away from lots of weapons, the reduce time, they reduce distance, they nerf heals… when the matter is that all of their problems could have been simply handled with diminishing returns on status effects. If you are stunned, your next stun is either heavily weakened or you are immune to it for the next second or two. If you are healed, you either get a lot less hp or no hp from the next heal within the next second or two, Cool downs work only on an individual basis, while diminshing return works on a group basis.

If you get stunned, you should be given stun immunity for like 3 seconds after you recover from stun. Currently you can be chained with CC forever until you are dead. There is only 1 perk in the game to transfer debuffs or debilitating effects on you to another player. The HP healing is fine, you can already apply a debuff to reduce healing amounts. Maybe that needs to be a little higher, or a way to get a stronger version with more specific application. They could maybe increase the cool downs on targeted heals, meaning over time, or with poor use of heals, a team will eventually lose to attrition.

I have seen a plethora of skills simply not working, their hits either not registering, or it lands but the effect doesn’t do anything. Nothing like seeing a player shield bash someone multiple times and nothing happens, or kicking them, or sweeping them, and all not registering. This happens literally all the time, players simply walking, and none of your hits register, even so far as to do 5 + hits in a row that literally do nothing. That is how terrible PvP is right now. Hard CC is over powered, and high mobility is also over powered. There is way to many problems with the combat, completely ignoring animation locking, self rooting skills, and weapon effects that apply a mobility speed reduction, such as aiming with a bow. Hit boxes are terrible, and even if you are dead accurate, your ranged shots can go straight through and do nothing. I didn’t realize that if I want to use a bow or hatchet, or the musket that I need an aimbot for fun gameplay. Shots not coming from center of screen but actually off center from the right means at certain angles your shots will miss, and enemies directly in front of you require you to be looking down and to the left to shoot / hit, just poor.

If you do enough PvP you see or experience constant issues non stop.

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