Yeah; it sometimes has a thousand players per server.
Yeah its a pretty sizable game server wise
And making any game or a new game a sandbox is simple.
sure, let me know when yours releases on steam. I will check it out
1 developer is far surpassed in efficiency by multiple.
I’m not saying there are no games to play; New World simply isn’t being played by a large percentage.
Heads up: this feature does exist. You have to click on the item in the AH, then you can hover over the pop-up that shows equipped items and items in your inventory to bring up the comparison screen.
But there are zombie pirates
The OP sounds more like a list of demands.
The conclusion itself has nothing to do with the demands made above. There are no arguments or points made to discuss/debate “New world is not a sandbox” & “nothing to do at endgame”
I’m from the days when a sandbox player would have several activities available and could freely choose any of them for fun or progression.
The only thing reminiscent of a sandbox is the absence of classes, but DEVs have already started the archetype creation process by forcing healers not to wear heavy armor or making light armor better for burst weapons.
What?
IKR.
Here’s a copy-paste:
Content has been listed as the most correlative of subscription count (and plausibly concurrent players). Sandbox gameplay is defined by replacing items (Amount of Money * Velocity Spent = Price of Items * Quantity Available). So, sandbox design is the only relevant option.
Ultimately, it’s about gathering, crafting, and trading and item loss PvP. The how-to velocity of trading is that either one-way or resource intensive equipment durability, and maybe eventual item drops, are even what produce worthwhile variability in power. It’s OK having god loot when how lasting it is comes from evasion / skillfulness.
This would be easy to edit into an existing MMO or make into a new one. WoW has an abundance of resources from the various xpacks, for example; it’s as simple as assigning repair requirements to loot quality… A few developers could produce a few characters, items, zones, and activities per day and have a functional MMO in a month; networking is simply character location, direction, and action. /v/'s best option is making a sandbox MMO.
A lot can be mentioned about strategic design. It’s basically shooter layout for zones: Keep characters safe near the edges; punish traversal to the middle (perhaps reward it). Areas should have choke points allowing control of accessibility to resources. What previously were classes should be replaced with skill points so that everybody has the chance to win. A lot is pivotal about current MMO design.
The genre is the most important because simultaneous characters correlates to skillfulness, options, and socialization. Thousands of individual effects on the world is a lot of content. A quality iteration is visuals (especially performance; New World’s logging and other trade skills have the character and world densely interactive), sound, strategy, and economy.
Could you explain the armor situation?
I see in your picture that you are on the “buy item” page - It’s possible it does not work there. But here are the steps to have it compare to an item in your inventory on the normal page:
- Click on the item’s icon. This will bring up the “compare with equipped”/“compare with inventory” dialog window.
- Hover over any of the items in the “compare with” window. When you do this, the item descriptions for both the AH item and the equipped/inventory item will pop up side-by-side.
What’s the normal page?
If this were a real sandbox the weight of the armor should influence stamina and speed only. Basically the rule would be something like: heavy armor: increases physical and magic resistance, light armor increases dodge effectiveness and medium armor would be balanced between armor and dodge.
Now when you make an armor have more blocking/CC bonus or make another one more mobile and that does more damage this creates archetypes: for example a weapon without CC is not good to be used in heavy armor or a weapon with little damage and a lot CC is not good for use on light armor.
How fairs criticisms of the sandbox?
In your picture, there are three windows stacked on top of one another:
- The item description window
- The “buy item from this order” page
- The listing - where the buy/sell tabs are - this is what I called the “normal” page
So what would make this game economically velocitous?
Storage full restrics buy orders and sell orders; why?
Bump.
^.^
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