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.
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.
Here are the fixes I would personally make to the game, along your line of thinking.
- Remove Orbs for NORMAL Expeditions. A successful normal expedition run will reward players with a Mutated Orb. Mutated Orbs still required for Mutated Dungeons.
- Adjust the Expertise System so that Expertise bumps are 5 per (up from 2-3 per bump).
- 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.
- Remove GS scaling in Mutations. Its an artificial Difficulty Scaler that isnt needed.
- 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.
- Bring out Mutated Starstone, Mutated Depths, Mutated Amrine with re-vamped rewards. Basically just create lvl 60 versions of the stuff already in there.
- Re-work the “Tier” system for Mutation Dungeons (Bronze, Silver, Gold, Platinum reward tiers. )
- 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.
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.
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.
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…
the public has already spoken ![]()
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
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!
Be Nice if people that Have a LIFE outside of New World had a chance to get up their Gear Score… crafting… money. but I guess just like All these MMORPG’s they just focus on People that live in Momma’s basement that dont have a Job/wife/kids.
If you cannot give people that dont have that much time to kick everyone’s ass on the server, than make it fun for us people that do not have that time… because picking flowers, chopping tree’s and breaking boulders aint doing it for me.
-New World Hater
Yeah the expertise grind is a little too much. Today I decided to try the topaz gypsum method. So I bought enough materials to craft 50 potions. You can only craft one per day and you have an hour to kill 10 lvl 55+ creatures. And for some reason I didn’t get a single drop in 20 minutes after consistent gypsum drops. Great system, huh.
I hate the expertise system,
Couldnt agree more!
I finally have a day off, go play New World? Heck yea, lets see, what to do? Oh yea…. My expertise is still low, guess I could go do my usual run for topaz, obsidian, etc then run that dungeon again for some bumps. Oh look, theres a chest run going on, lets go jump into that nonsense for some more bumps.
Hmm.
Wait this paint drying on the wall over here seems a little more fun, maybe ill log in next time.
Killed the game*
you all realize they did this to buy themselves time right? same thing with the new pvp reward track, the need to farm will be cranked to the max to buy more time for development.
I’ve found that reading about people complaining (with reason–I’m one of 'em!) about the expertise system is more enjoyable than raising my expertise.
There are about dozen things killing the game right now, expertise is the least of their worries.
Im sure AGS isn’t happy that the same still has 20K concurrent players every day.
They were hoping it would be on its way to less than 10K so they could merge into 3 servers and eventually close shop on this game.