Good day AGS. I’ve been pondering on a couple thoughts and wanted to give it some time to see how yall addressed some of the PvP and crafting issues in the game. At this time I think this posting is appropriate to finally show. Throughout my time of testing the game since back in Alpha, combat has always seemed to be an issue. Either yall went the way of nerfing something too much/little, or buffing something too much/little. Some great examples were how broken and OP the fire staff and hatchet were back in alpha, and how the muskets were totally useless. From a PvP point of few I’d like to express my opinion on a couple of changes that would make the combat fairer in the game.
One of the issues that I’m seeing is the ability of escaping after having a hard commit to blowing CCs. I know here with the February patch you have addressed some of these issues, but I believe that the amount of CD that was given to certain skills doesn’t complement on how powerful that skill really is. These combat changing skills need to have a CD to where just simply blowing them is detrimental. From this standpoint even through some skills have been changed by 2 to 5 secs, the outcome is still going to be the same as it is now.
Back in Alpha, we actually had some skilled combat. More so than what we have now. The game promised combat would be in such a way to where the skill of the player would truly shine. As of now, combat is nothing more than a button spamming game of who stuns who first. Almost just as bad as TAB targeting games. First group to get rotations off in war purdy much wins the point fight. The ability to shoot skills and attacks (fire/ice/void/arrow/musket) through a ally without hurting them is completely absurd. That is one big point to where the skill of the player and combat comes in. You wanted real like physics to be added to the game, such as fall off for arrows and bullets, but allowing a projectile to simply pass through an ally to hit an enemy to me is dumb. That would be no different then me being allowed to shoot any projectile through a wall and hitting the person on the other side. Only exception to that rule would be due to perks or skills such as penatrating shot. Because of this decision it doesn’t allow the players to truly focus on being good, or getting better, more skilled. You basically set it up to where everyone has a big handicap when playing and took the skill out of the combat. The homing mechanic you have implemented is also crazy. There is absolutely no reason why I should be able to land a weapon strike when aiming 1-3m to the left and right of a person. What part of that is anywhere close to skilled combat? You were completely off your target and was still allowed to hit him. This is not skilled combat.
Another mechanic you have in the game that I also consider unnecessary is how your elemental gem slots work. A STR/DEX weapon should always scale to STR/DEX. Just because you slot an INT gem into, shouldn’t allow it to spec into INT at all. It should be just a flat based damage conversion to the percentage of what tier gem you slot into it. Now with the introduction of the new perks that drop from mutations that adds additional damage of elemental on top of your weapons damage makes this more relevant. I know it sounds D&Dish, but even the best of MMOs had some kind of requirement, example: you must have a min of 200 STR to wield a 600+ GS Great Axe/Hammer. Without having this, allows some escape and broken gameplay such as: Initiate attack in a clump, blow your CCs one after another, quickly triple dodge roll out, then use Fleshe off rapier to get even further away. The CD reduction given doesn’t complement that escaping is still going to be the same.
Another mechanic that should be brought back and help tremendously is the stagger. Having the last hit on light attack and hit on a heavy attack, really changes how combat works. You have to commit to using your lights and heavies now. Your able to use feints and fake out skill procks. The stagger on a heavy was so much more rewarding. Yes you had to get lucky and get the hit as its easy to dodge, but when you did hit it was a mojor setback for the enemy for not moving. As it is now, most 2 hit light attacks equal 1 heavy attack in damage depending on the weapon. There is no real good reason on using heavies on most weapons beside Great Axe and Hammer for the stamina drain on hit. Most of all the combat at this time is run in, blow skills, run out, wait for CD to come back up. Your right back at that button spamming mechanic again.
Along with the physics of the game, why don’t all weapons have a weight? You gave shield a weight that potentially throws us into a new weight class. Even now you consider it a weapon and not a piece of armor. It’s even crafted now through weapon smithing and not armor smithing to back that reason up even more-so. Also, for the shield, we are constantly nerfed when we put it away by up to 16 attribute points. This isn’t a new problem; it’s been there for a while since the end of Alpha. Adding weight to all weapons forces the commitment to when someone decides to dive and blow their cool downsl. Adding weight to weapons may move them to the next weight class to where a players escape distance is now shortened due to being in a higher weight class for the dodge mechanic. Not to mention how silly it looks for the handle of any of these big weapons to bend like a rubber band when a player is sumersaulting across the ground. The thing is called “GREAT” for a reason, its title literally means heavy and big damage. But yet we can pull it out, and do somersaults with it like its nothing while spec’d in INT. It’s just laughable at this time. If you want to stop some of the escape mechanics, need to make it fair across the board and add weight to all weapons, and re-evaluate your weight tier thresh holds.
Now for the crafting, I’ll keep this one short. The inability to build a weapon, with as taxing as it is to harvest items in the game, just to rely on RNG for a decent weapon roll needs to change. There are many ways to implement customizations for your weapons such as, lock certain perks with azoth and re-roll them for the cost of mats and addition azoth. You could also have two legendries and merge them into one, keeping 2 of the important perks you like for the cost of azoth and the others will re-roll at random. Players that took the time to get crafting to 200, to only be able to make weapons that are RNG, don’t really have anything to be proud about with their craft at this time. It’s all down to RNG. So, what’s the point in crafting when most of the drops you can get from Mobs are better than that of what you can craft. Your crafting system for the most part when it comes to weapons is useless.
So for now i’ll end the banter here. There is some more that I’d still like to descuse with issues throughout the game. But if this posting doesn’t take off, then all my time writing this has gone to waste and just furthermore goes to show the “Friction” yall talked about in your Dev blog.
Again, everything is just an opinion from someone who really wants to see this game succeed, but at this current time it now even has me questioning the life that this game may have left.
Some great ideas here, if you ask me, Zeljin. I just wanted you to know I have put together a report with info from this post and will be sending it over to the developers. We respect our community members and appreciate all feedback. Thanks for taking the time to suggest some solutions also!
Thank you for the hasty response, look forward to see what may come of my insight.
A lot of us have been testing this game since alpha. I started in A2 once the vision switch was made to an MMORPG from the more Rust survival like gameplay, and personally am a player that was excited for toggeable PvP, and less toxic behavior of the original, raiding, big bosses and what Amazon’s take on “Souls Like” was going to be.
The combat was the most unique thing New World has going for it. A big complaint I hear is not enough skills/morphing of skills as 6 is too small but personally I didn’t care because the game felt like a fun simplistic hybrid of Albion with fighting game elements. Now the game plays like League of Legends or WoW where gear and gear score matters much more than individual skill.
Group combat, revolving on primarily 2 weapons for the past 5 months is a very sad state of affairs. The fact that diminishing returns on stuns not being implemented yet when it was vocalized for over one year is rough. Gravity well hitting for sometimes on critical hits anywhere from 4-5k while also healing, and soon to be a root is just absurd.
I’m curious to see the new changes but why do weapons that have harder damage scaling than almost any other weapon hit so hard, and bring so much to the table.
Diminishing returns on stuns, as well as big impactful CC not also simultaneously doing big damage.
For example, theoretically if 30 hammers used path of destiny simultaneously it would theoretically one shot another group. Pound of pound there is nothing that has such a large AoE radius, 18 by 9 meters? that also does 1 to 1.3 k damage and also heals. It’s not even a question.
Why weapons are balanced in a way that big CC also does big damage just makes no sense, power through pain being a 35% flat damage increase on hammer, but fire staff needs a 50% damage nerf across the board? So DoT damage, stacking 35% damage all the time versus something primarily on a 30 second cooldown or needing to stack critical hits to get damage.
Dex users are un catchable, free dodge roll right now is just a cheap excuse for no diminishing returns. Also I liked it better when everyone had 2 dodges no matter what, a lot of the stamina management is just non stop running with a stamina regeneration earring.
Overall, people loved this game and were attracted to it because of the skill based combat, all of the other stuff has been done before in a game. I honestly think that a New World 2.0 Release would save your game, and re kindle interest. It worked for FF14 it is literally the last hail mary you have because when I talk to my friends who aren’t super fans like me they have 1000% given up on the game.
All that had to be done was listen to original alpha testers and if the game released as it did now it would be far more healthy if you waited to release but yet another episode of rushed game down bad.
The foundation is good, but there is not enough PvP content end game barred behind toxic politics, and 50 people roster counts and a PvP foundation that is inherently toxic.
Arenas, raids, even 10 man raids like Kharazan from WoW. Elden Ring, people wanted a Dark Souls game, and you have the foundation for it you just need to commit and not gate things behind unnecessary farming and grinding.
Stop the see saw balancing, and really have a talk with the melee mains on the team who have yet to address great axe/warhammer scaling being so much higher than other weapons, when hatchet, sword and other weapons bringing so much more to the table for group fights and wars, OPR etc.
A lot of things to think about, and being a guild leader seeing the various reasons why people quit, and asking them if they would come back to play, and all the reasons from unbiased people, there is nothing that would bring people back short of a re release or months and months of not having another game to play.
I empathize with the struggle of dealing with upper business management and needing to produce, but long term you need to keep New World going for people to have any more faith in an AGS developed product.
we’re talking things like more content throughout the leveling experience, more fantasy creatures, diversity, raid parties, etc, just very basic MMO things, and more ability morphing, or things to look forward to at end game.
I have to give you some credit here. You nailed most of the major issues present with the game.
I still say crafting is one of the most poorly though out things about this game. Its VERY clear no one from AGS has did the 0-200 grind, farmed the trophies, farmed the gear, farmed the materials THEN tried to make ANYTHING.
Im well past 1000 hours played and have yet to loot weapon smithing pants… farming it daily. I have NEVER looted a trophy part outside of 2 legendary fish I caught last night while waiting for Dynasty.
The big issue is the perks. They are ALL random and can be present on ANYTHING. I am making a life staff… lets have a perk bucket for that and ONLY that. Lets be honest… no one is making PVE gear. No one wants skinning luck. No one wants X mob damage increase or reduction. That gear is dropped and scrapped by the thousands every day.
This grinding for 2 weeks straight to farm materials for an ATTEMPT at getting even ONE usable item is what drove a lot of people from the game. You’re lucky if you can even sell half the things you craft.
I dont want to even get started on the hammer spamming. That crap makes my eye twitch. There is NO counter to it. It single handedly destroys wars. 10 people target one spot and its over. Its a brainless action that works every time.
I love the idea of weapons adding weight. That should have been a thing from day 1 and really hope to see that added.
@Zopeki Yeah the pants were hard to get I have them, but ended up one of our group members got the drop. You have to run as little luck as possible or you will overshoot its window.
Thanks everyone for support on this thread, lets keep it going with yalls opinions or additions to the posted above. The more inneractions we can get from the community the better the impact.
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