Can’t tell if this is sarcasm or trolling or both. In the off chance that it’s legit, my legit reply is that I wouldn’t play a game with these recommendations.
This has got to be a troll post. No way someone could legitimately believe these are good ideas.
Server transfer costs the same and AGS does not have to shut the transfers down. However, I understand your point as I exist on the most populated server and what started as a nearly balanced server (of course some help was needed), now it is literally chalk full of one faction.
I believe that the most populated faction should not be able to receive transfers from that faction. Transfer overs can only transfer to the least populated factions. I also feel there needs to be a cap of how many transfer over per week, etc.
An even better method of fixing the issue is to just merge all servers into a Mega Server and create instances of the same worlds. Lock the zones so that folks cannot overcrowd them. The game will eventually level off and be a fun niche game but the way it was made, I do not ever see it becoming a major playerbase game.
I honestly do not see how they lost money. If anything they are losing money by the game being live because of servers costs, even if discounted, there are still costs. So lets do the math, nearly 1 million players bought the game x 40 dollar (average cost) = 40 million dollars. I do not know how much the initial investments cost them and what not and current labor costs, but I doubt it was 40 million dollars. If it was 40 million dollars then I agree with you that it cost them money. The reason it would have cost them money is because they also had bought the game engine and game studio so to speak.
Right now, the way the game is made, it will certainly stall growth because of all the power they put into the players hands. Then overpopulating the servers just compounds the issues.
Maybe I didn’t make myself clear.
I’m not saying Amazon loses money.
I’m talking about the companies in the game.
Factions with no members and cities with no player taxes are going out of business due to server transfers.
Added 14:
Because the new world upgrades so quickly, it can reach level 60 in a week.
So, in order to keep the game fresh, there should be a necessary battle every week.
If a week feels too intense, slow down the upgrade.
The reason why the New World is so fast with 60 players has to do with its fast leveling mechanism.
If it took us more than three months to get to level 60, the AG would have time to prepare for the new version and players wouldn’t get bored so quickly.
This is the conflict between the pace of the game’s upgrades and the lag of the version updates
Yeah, I misunderstood that.
I am not a fan of guild ownership of settlements to begin with. I would have preferred a faction ownership method to be honest. But that has its own issues.
Supplement 15: All trades are connected. But I think that’s the wrong thing to do.
First, because the New World could accommodate only 2,000 people, trade links were necessary.
But I don’t think trade should be all connected.
Specialties from each city should be kept and cannot be connected to all cities.
For example, the only specialty in the city of First Light Village can only be traded in that city, which causes the player to start traveling for some specialty.
It’s very interesting.
As a Software Developer I must say:
WTF?
And also NFTs are scam.
Please do not listen to any of that guy’s points
I just want through my self here in this thread (since it could be fun)
But it will be hard for you to get 1million player
So, ummm, ya. That’s a pretty bold claim. And hey, I get that you’re describing what you would like to see in game. I know what I would like to see in the game, but I also know that it’s just my opinions and preferences, so I would never make a claim that it will attract a million players. Might attract a few, definitely appeal to some, maybe even turn off a couple, but I wouldn’t make that bold a claim.
Personally, these changes would make myself and almost all of the people I play with leave. But hey, since you’re suggesting that they shut the game down for probably another year or more to program all these changes, probably spend almost as much as it cost to launch this game in the first place, re-build some systems of the game entirely, and honestly other stuff that I can’t even figure out what you’re suggesting, I would be curious to know where you got that 1 million player stat from? Do you personally know 1 million players who want this? Just wondering.
What he is listing aren’t bad ideas, they’re actually good ideas but you have to understand the thought process that he is enlisting, given the fact that he isn’t a native-English speaker, it might be difficult for him to get his point across.
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Regarding the $100 transfer, this number was arbitrary, it was there just for a sole reason to paint a picture, as in, it would not be used frequently, or abused, it would be a limit to it, and it wouldn’t be worth to abuse it to get gains, such as the points he states with server A and B.
This could also be prevented by adding a cooldown on server transfers after each transfer, 3-6 months like other MMO’s would, also not offer a free transfer at all. -
Regarding the Gold Selling, he isn’t wrong about that, there are other MMO’s that already do that, and you can legit sell gold, that you’ve earned yourself, to the market, and where other people buy it, and re-list it, it will be a controlled market where people would use the in-game market as an online currency, such as cryptocurrencies, which is a big thing, there are several MMO’s that has jumped into that band-wagon.
That being said, you wouldn’t have bots running around collecting gold, there would be higher restrictions, and quicker punishment towards automated programs, however, it would encourage more players to play the game to try to earn money, while playing the game.
While others would just play the game to play it.
- Regarding his statement on limitation of gathering is also correct, you as a player, should have a stamina-cooldown on collecting, that doesn’t mean you as a regular player that farms every day would be prevented to do so. nope quite the opposite, you will still be able to play your 10-12 hours (If you even play that much) and farm before your “stamina” runs out, and then you will automatically be flagged for PvP when gathering.
- Again these are just arbitrary numbers and it could be more or less, it’s just to paint a picture, an example of how this feature would work, this would prevent the bots from farming 24 hours a day, and would increase the chance of the community punishing those bots and stopping them.
If you look at it from another point of view, you wouldn’t play 20 hours a day and farm nodes and whatnot, or stand there and fish for 16 hours, this change would actually be a good change, as it wouldn’t punish the normal player, or the overly active player, but rather the bots.
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Regarding his PvP aspects and new PvP options, this would also be a very good idea, World Bosses, Area Bosses, and Rare Bosses should have an area where PvP is enforced, this means these bosses can be faction controlled, company-controlled, or group controlled, which enforces more PVP and more fun, with less frequency of the bosses, and at the same time increase their rewards, which makes the world more interactive.
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Regarding Criss-Crossing and economic fluctuations, he isn’t wrong about that, imagine you’re in a world, where 1 iron ore is worth 0.9 gold (Server B), and in another world, 1 iron ore is 0.07. (Server A)
After selling 10k Iron ore in server B, you’ve earned 9000 gold, in comparison to 700 gold in server A. This means those are completely two different economic stands, and gold would be way more valued in server A, than B, that’s why there should be restrictions of conversions of gold when transferring, where rates of gold would be different, depending on what server you transfer to.
To put it into example, server B has a bot farming there for 2 weeks, and makes 250K Gold, transfers to server A and sells the gold. (Example only)
- In comparison to, that bot would need 20 weeks or more on server A to make 250K (Example again)
Buy’s a new copy of the game because he made plenty of money, and rinse and repeat, economy screwed, this is just 1 bot, now imagine 100.
All of these points are valid, and not trolling actually, and a lot of players did quit because of these reasons, robots, exploits, server transfers causing servers to die, companies dying, tons of bugs that were introduced with server transfer, lack of PVP interactive world, farm simulator.
Any game loses its peak player as they launch, no matter how good, or how beautiful, the “hype-peak” we get as game developers when we release a game, will always end up going down, in a strategical way where it finds its footing and standing, and it slows down eventually, however sadly in New World’s view, that doesn’t seem to be the case, the numbers aren’t stopping, it keeps going down, and further it went, I just hope we’ll find a footing soon, but yes, these changes we are getting, are actually killing the game, sadly.
As a Game Developer myself, I do think these are some good points that some MMO’s actually did take to increase their popularity, not saying it’s what New World currently needs, but, all in all, valid points, not all, but some.
lol no.
Thanks for the recognition. Yes, MY native language is not English. I’m just using translation software to clumsily offer advice.
Not all of my suggestions are going to fit the new world, and I’m bold enough to suggest a million players just to get attention, which I’m not sure will work.
But I believe my suggestion can give AG more thinking, which is beneficial.
Add 16: AG should start hosting corporate tournaments from now on, just like the league, making it a signature large-scale team esports tournament.
Explanation: Currently esports are mostly limited to small teams of 10 players, and if there was a game that could offer 50 and 50 players for 100 players, I believe that would be very attractive.
But it takes time and money to cultivate that market.
But it would be a good advertisement.
Supplement 17: AFK monitoring must be terminated immediately.
The only thing AFK does is get players to log in too often, which makes for a very bad experience for normal players.
When I’m immersed in a game, maybe I’ll take a break once in a while, but if we’re still in the game, I’ll play them all the time.
However, if AFK makes me log in frequently and may queue up, it will reduce my immersion.
Yes, AGS might say, I’m trying to get more players into the game.
However, we have a lot of servers, and I want all the players to be in the game 24 hours a day so that I can get new servers to accommodate new players.
Yes, you don’t have to use AFK to take a player out of the game and replace him with another player.
We have a lot of servers free, and players who can’t join can go to a new server.
This is the result of AGS 'lack of understanding of the game.
Hopefully, and quickly stop AFK harassing players immediately.
Supplement 18: City missions and faction missions must be less repetitive.
Explanation: Repetitive tasks will only make players feel tired and boring. This was the game design of 20 years ago.
Recommended change to 10 free city missions and 3 faction missions per day.
Players can use gold to buy ten more city missions and three faction missions for a fee each day.
Added 19:
Suggestion # 18 would slow down the player’s leveling, so we could also introduce a “garbage collector NPC” that would collect a fixed amount of garbage items each day in exchange for leveling experience.
Added 20:
When recommendations 18 and 19 enter into force at the same time, we can introduce the death penalty.
If the player levels up too quickly, we reduce the amount of redeeming experience; If players are slow to level up, we can increase the number of redeemable experiences.
With these three tips, we can get players to level up as fast as we want them to.
Added 21:
Find the core gameplay of New World and focus on making it the best it can be.
The biggest problem with AGS right now is that they are running New World like a completely inexperienced beginner.
Or maybe they were caught off guard by the unexpected sellout of New World, and they weren’t prepared at all.
Even AGS didn’t know what the core gameplay of New World was or what players liked best about the game.
You can see from their operation all the way, they really didn’t think it through.
For example, in the first month of the game, they started working on server transport; In the second month, new classes were introduced.
And, new occupations are the focus of the new edition.
In fact, these two updates are completely meaningless to current players.
The first is server transport, which is a bad update that creates more problems, as I’ve said in many previous suggestions and won’t repeat here.
Secondly, we players have only been playing for two months, and we haven’t played all of the classes in the game. I, for two months, have only played with swords, axes and hammers.
I don’t have time for any other career. I’m sure you’re all the same.
So, my new career makes me feel nothing.
So, what’s at the heart of New World? What does AGS need to do first to satisfy the needs of players?
There are two answers, PVP and PVE.
If you had to prioritize the two, PVP would be more important than PVE.
AGS should launch 15V15 PVP, 5V5 PVP, 1V1 PVP in addition to 50V50 PVP.
And more Pves.
And, as an important core of the game, try to improve the team and hold events for them.
That’s what AGS needs to do right now.
New 22:
While BUG fixes are ensured, new content must be added to distract players.
As we all know, the new world is full of bugs, maintained every day, generated every day, and maintained frequently.
In fact, it’s not scary, they’ve done it in every game I know.
But other games are smart enough to distract players with lots of new content.
So should the new world.
Speed up the development of new content, be it PVE, PVP, engage players with new content, and slowly fix bugs.
Supplement 23: Trade links must be restored to 1.0.
1.1 trade connectivity makes town travel and town trade a joke.
As a player, I like the change.
But that kind of change makes a lot of things meaningless.
Factions no longer have to fight for the high tax cities of E and W, which takes away the fun of PVP.
Players no longer need to travel, just stay in a city, upgrade the city to the highest level, and enjoy all the benefits.
Whose advantage is that?
Definitely not a real player.
It’s good for robots and gold farmers.
Because robots and gold farmers can get the best deals without going to fancy cities.
So, AGS developers, please get trade connectivity back to 1.0.
Your original idea was very good. There was nothing wrong with it.
Please stick to your original Settings.
