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.
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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.