Expertise System is killing this game

other source that like 80% of focused group based activities, or exploiting solo elite chest and boss camp?

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Oh no, you need to do group content in an MMORPG? Noooooo.

Realistically, you can solo most chests in elite zones or you can farm nonelite chests in Myrkgard.

You play MMORPG, it won’t be balanced around single player experience, deal with it. Its not single player RPG game where multiplayer is optional, its mandatory in MMORPGs to fully experience it.

Difference in dmg between fresh lvl 60 without any Expertise with 590+ gear bought from TP and 620 almost bis geared player is around 15%. If you don’t do any group content and play alone you don’t need to care about your GS anyway.

Its absurd you complain about Exp system with how easy it is rn to increase it.

I would love to see a standard 5 points bump per Gympsum chest.

Additionally, it feels confusing to have 2 different systems to raise Expertise, one before 600 and one past 600, I would love to see Gympsum chests working after 600 even if slower. (Perhaps only 1 point per chest ?)

A friendly reminder that when everyone was asking devs to remove orbs to let players run expeditions over half of the try hards came to the forums claiming it would kill the game. Now based on principal many don’t plan on coming back until the orbs are removed. That’s just step one. Step two involves listening to casual players like your games life counts on it. 30k players online that’s disgusting. Probably time to stop telling everyone how “it’s so easy to get to 625”.
“If you want things handed to you switch games.”
“Group finders destroy games”

Your golden answer Is simple if the game is fun people will play it. If you want more stuff to do create more difficult options. Make the expeditions have hard options. Like actually hard npcs. Best thing for the games isn’t holding people back. It’s giving them fun Let everyone get to 625 let them tell all their friends how cool their build is. Let all of them brag about beating a difficult expedition with their friends. That’s how you get more players. Not holding them back. That’s some cooperates exercise. That’s not having fun bro.

Joe - the problem is forums like this have 5 super try hard players who put in 2-5 hours a day. They can’t even imagine a world we’re a player logs in and wants to attempt to play some expeditions for a bit. Ohhh and we’re not trying to get our stone cutting to 200 cause that’s sounds miserable. So for the past several months we attempted to play the way they wanted us too Get you one key. Go to the global chat and deal with that mess. But hey. I’m with you. I literally can’t imagine the disconnect between casual and complete fan boys

If you spend all day gen, pve just spam BB’s expertise and only get 10GS per day is it worth it? That is why there is this topic for us to discuss.

If I liked playing csgo I would have played it and didn’t care what was going on in the new world.

Oh no, i have to do exact stuff with other people just to remove progression barrier, otherwise i have to wait months in this game? Noooooooo

Realistically, you can purchase 600gs at market, yet most BiS are expensive. Either way, you will have to spend time to grind your cash (something like doing group content in an MMORPG), but it will be way more beneficial if you have 600 expertise.

@Drewzbored I think im also count as 1 out of 5 super hard since i already play this game from Pre-alpha (and another 400 hour on release, and still able to take a break for months :stuck_out_tongue: ). Yet im still against the current expertise progression, Again not in general, but the comparison between player who tried really hard and the one who don’t.

And since actual gear score matters on general progression in New World, i believe thaat the barrier between low level expertise and high level one will keep getting higher if this thing continues.

Im playing at the highest population server on AP Southeast, and it’s already has less than 700 average player per day. So i really-really-really don’t want this “petty” issues keep playing part on our servers decline.

The experience system was a total mistake, or at least the way it’s implemented right now, players who logged in recently did it to play pvp with the new weapon and see how the balance goes, but without the expertise they can’t compete with people who they have a lot of expertise, that system is so boring and unfair to casual players and that’s why the population is dropping so fast.

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Yeah, logged into the game for the first time in a long time, the gearing system still sucks.

MMO just means multiple players in the same world. RPG stands for Role Playing Game. There actually isn’t any hard set rule that states in order to be an mmo players must group, that is a completely fabricated confine, that only exists if you choose to design it into the game. It’s by no means mandatory design to qualify as an MMO, or MMORPG.

@Zelme you got the best answer immediately under your post.

Make Expertise bumps 5 per bump, and the system will work just fine. As indicated, it would only take 20 bumps per slot rather than 30-35 which I believe is the current number/target.

The best solutions are often the most simple. No need to reinvent the wheel here.

People have an issue with “time-gated” content, which is why the daily thing is a turn off to some, I think people don’t quite get there are in game activities that bump expertise with NO time-gate, like dungeons.

Right now it only feels bad because a player hits 60, runs a dungeon or two, gets some gypsum casts, and they look across the board and feels they have barely moved their expertise.

Just make it 5 per bump, and players will be able to feel they can more easily, smoothly go from 500 to 600.

If you want to further “bridge” this gap, you might suggest enabling people to use Umbral Shards at 590 expertise, rather than having to be 600 expertise in a slot.

This would GREATLY help, and would be intuitive, considering we can use Umbral Shards on items at 590 already.

So now what you have done is moved the Expertise System Grind from 500->600 down to 500->590 and at the same time gone from it taking an average of 30-35 bumps to hit 600… Down to 18 bumps to hit 590, and then can use Umbral to “speed up” their expertise above that.

This will VERY LIKELY solve this entire issue.

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A real fun system would be to move away from the stat-based combat system this game revolves around and move back into a skill-based combat system like we had in 2020 during Alpha/Preview.

That would remove pressure on players to grind out archaic vertical progression systems and allow them to play amongst their peers while leaving the grind as an optional aspect of the game for players who wish to min/max.

More emphasis on players playing for fun and less on chores and grinds and predatory FOMO systems.

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Here are the fixes I would personally make to the game, along your line of thinking.

  1. Remove Orbs for NORMAL Expeditions. A successful normal expedition run will reward players with a Mutated Orb. Mutated Orbs still required for Mutated Dungeons.
  2. Adjust the Expertise System so that Expertise bumps are 5 per (up from 2-3 per bump).
  3. Allow players to use Umbral Shards at 590 Expertise (down from 600). We can already use Umbral Shards on GS items 590, just make that the trigger point on when you can upgrade.
  4. Remove GS scaling in Mutations. Its an artificial Difficulty Scaler that isnt needed.
  5. Remove Mutations levels 1-9, and make ONE “Mutated” version of the dungeons at the M10 level difficulty. It would simply be called “Mutated” Dungeon.
  6. Bring out Mutated Starstone, Mutated Depths, Mutated Amrine with re-vamped rewards. Basically just create lvl 60 versions of the stuff already in there.
  7. Re-work the “Tier” system for Mutation Dungeons (Bronze, Silver, Gold, Platinum reward tiers. )
  8. Allow people to run ANY Mutation Dungeon at ANY time, assuming they have an orb.

This would completely smooth out the end game, and make it a fully fleshed out endgame with plenty of activity to do. Expertise would be a short “ramp up” INTO the Mutation Dungeons. Would take very little time to go from 500-590 where you can then use Umbral.

Now that you wont be artificially “dinged” for being <625. You could run Mutations at 600 GS or whatever. You will miss out on the stats and better gear, etc. But still run them.

This would put the game in a GREAT spot IMO, especially if you had some really nice sets and named items from the dungeons.

Then with Burning sands coming out in FALL, I would focus on bringing out like a 10 man Raid Expedition there.

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Can we have a system where we craft the items +0 and then we upgrade the items with upgrading items? This expertise system is very weird. They tried to much to create something new but this is unnecessary.
This opinion is from someone who has left the game after hitting level 60 and discovered the expertise system.

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Only time the expertise system bothers me is when they add new weapons like now. I want to use the new weapon effectively immediately, but I can’t because it’s sitting down at 500 expertise while everything else I’ve got is 600 or better.

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Another crybaby post

I’m pretty casual and not all that competitive.

Early on I liked leveling up and finding gear I could use. Fun!

Then I hit 60 and bought gear because the stuff on the trading post was better than anything I could loot due to the (then) watermark system. It isn’t fun to absolutely KNOW that it is not possible to loot anything you will use.

Then I quit.

I’m playing a bit again and even in its new form, the expertise system is a fun dampener as it’s tied mainly to specific activities instead of increasing naturally as you go about your business…

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the public has already spoken :stuck_out_tongue:

Agree with this post 100%. This is the one thing that is preventing me from telling my friends to give the game another try. Most of them never made it to max level because of the grind. While that area of the game has improved, the endgame is just another painful grind for expertise. I am currently 600+ expertise but the process to get there was not very fun and felt unnecessarily restrictive.

This is also a big issue for pvp. It prevents newer level 60 players from participating because they are at such a disadvantage. The idea about 20 expertise per gypsum is a great idea or even having the main story quest put you at around 585 gs would be a great change for newer players. Switching the faction gear for 60’s to 585 or even 590 would help close this gap in conjunction with the other proposed changes. As it currently stands this gear becomes useless quickly.

As an additional note, the umbral system is a great system in my opinion. Being able to progress your gear is extremely rewarding and it would be better if this were more attainable by players who are newer lvl 60’s.

Big Bump

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Unfortunately, you are not looking in the right direction.
What is important right now is to get as many players back as possible… and if we have to sacrifice expertise to get them back in numbers, then let’s sacrifice it!

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