Feedback 100 hours of experience (Long post)

This will be a list of all the feedback i got for the game, on what needs improvements, what needs to be fixed and a list of bugs discovered that are game breaking, atleast in my opinion.

Feedback Combat

-Combat needs to be smoothened out, at the moment it is abit clunky.
It feels abit like Guild Wars Origins or Warzone when it comes to controlls, it’s just WAY less responsive, making reacting to actions a clusterbuck rather than skillfull.

-Hit boxes seems abit all over the place at times, arrows and ice gauntlet shots often go straight through someone, this might be the projectile hitbox as it doesn’t seem like raycasting is an option when you got gravity on the arrows.
This is super important as headshots makes a difference.

-Bodyblocks in this game is so wierd, and doesn’t feel very natural for an MMO.
Especially when tanking you get pushed into a wall whenever your blocking, causing you to either tank the mobs in a really wierd way, or get pushed into some corner you now can’t get out of, and/or get stuck in the corner.
It feels abit like those old N64 or PS1 games where some A.I’s would act abit wierd and start running into each other pushing one another into the walls.

Feedback Talent, equipment and Statuseffects

-I am abit confused as to why you went with your own terms when it comes to things like stuns, interrupts and effects like that.
I am lvl 46 now, and i am stil not sure what stagger is, is it a minor knockback? a tiny stun? an interrupt?
I’ve figured partially what Grit is, but even when i got grit on some of my skills/spells i am stil able to get interrupted by some effects.
Can’t we just have normal names for effects like this?
Every other game uses “Stuns, Interrupts, Static, Silence, Freeze, Frozen… etc” it’s so much easier to use terms everyone knows, rather than going through the New World dictionary every day just to learn basic terms all over again.

-Talents should synergize with one another, even from sepperate weapons these talents should synergize making the weapons combos more senseable and gives alot more room for different builds that actually has effects.
This would also reduce the amount of questions as to what you can apply, can’t apply and what remains after switching weapons and what doesn’t.
We also need WAY more variety in talents and spells, WAY bigger talent trees.
At the moment it just feels like your forced into a single build if your doing one job, and another if you do another job.
Rather than being able to experiement and find fun builds, i feel like a computer waiting to push the right buttons in a forced build.

-Shields is something that has caused alot of confusion thus far.
It seems like sort of a trinket spot, but apparantly it is not.
It has some effects but doesn’t?
I get alot of mixed answers when it comes to shields, one of them being that all the shield stats only apply if you run Shield + Sword, but some effects on shields stil remain.
Also shields add to the weight, so if your gonna have sword as an off build choice you will need to take off your shield and keep that in your storage along with the sword?
It’s just confusing, and making shields get random stats like Int or Focuz just gives more confusion to this whole matter.
Imo this should be a weightless Trinket spot for additional stats, then give an option to not show it for those that don’t wanna show it, it just seems so odd where it is.
The positive part of it is that visually you can have a sepperate look on the swords and the shields rather them being a combo of 1 weapon with 1 visual.
But besides this it’s a confusing wierd spot.

-Great axe has some non-sensible talents like Whirlwind.
As this skill can’t be gritted and pretty much every mob has some sort of stun or interrupt of sorts so i have never been able to actually pop off 4-7 spins.
Same goes for PvP as this gets easily interrupted.
It acts as a skill that should be usefull when pulling large packs of 3+ but simply can’t be used if you’ve pulled more than 1 mob.

Feedback overall gameplay experience

This is a light transition over to the next topic which is bugs.
The game has so many at the moment, even those that get’s patched out like the mining bug stil remains on alot of the mines, and now for the first time yesterday on some of the skinnings.
These are things that needs to be adressed quite fast, i think you have the audience now, for it to remain the game has to feel proper onward.
It’s quite game breaking as when you only have 3/6 spells/skills to manage and one of them doesn’t work, then essentially 33% of your spells is not working.

The best parts of the game this far which truly sepperates you guys from the rest has been the RP elements, and the generall looks of the game.
The armor looks fantastic (Ignoring the mage faction armor).
The housing and furnishing is such a fun and well wished part of an MMO that should have been in every MMO from the get-go.
WoW really messed up that part with the garrisons that everyone thought was gonna be a fun way to get your own house and show it off, instead of turned into this daily quest nightmare.

I have mixed feelings about the houses being a part of questing and combat although i get that it gives an incentive to actually buy them, and buy large ones.

There is just so much potential in this game, and i’d rather see this succeed now than moving on to another game in the years to come.

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Bugs i’ve discovered so far

Ice gauntlet
-Ice Spikes sometimes trigger on it’s own causing the path to be shorter than intended.
It will trigger on room entrances as they have a little ledge, and will often trigger at the opening of a combat if you havn’t been in combat for acouple of minuttes.

-Ice Storm Doesn’t apply ultimate chill properly, this has been adressed previously but needs a fix.

-Entombed doesn’t always wanna break, nor does it wanna explode like it should.
Alot of the times i found myself just stuck inside the tomb til the timer runs out.

-Basic attacks, alot of the basic attacks just flies top right for some reason.
Looks abit as if it hits terrain and bounces off it, it’s super wierd and causes alot of basic attacks to miss.

-Ice gauntlet has locked my keys when i get hit several times in a row.
If i pulled 3+ mobs using the icegauntlet then ran away, the ice gauntlet locked me from drinking potions, eating, switching weapons and using abilities.
This would often kill me when i was trying to kite mobs.
This is the only weapon i have experienced this bug with.

Firestaff
-Pilar of Fire casts on your own position at the start of combats after not being in combat for acouple of minuttes, the same way Ice Spikes does.
This seemed to become an issue after picking the Fire Rune talent.

-Fireball, this could be a hitbox issue but the fireball does VERY often go straight through enemies, in the end i managed to make this work 90% of the time by hitting their feet.
But this would also sometimes cause me to hit the ground instead of the enemies directly, essentially making my “Catch” talent useless 10%+ of the time.

Great Axe
-Gravity well sometimes won’t gravitate the mobs.

Sword and Shield
-Taunt acts wierd, if the enemies have already decided to do an action like using a skill on a team mate, then taunting won’t make them move towards you instead.
Instead the taunt just gets ignored leaving you to run after a mob you’ve already used 1 of your 3 spells on, which had no effect.
And again when you have 3 spells to use, they all better work.
Even if a single spell on WoW 200 spells didn’t work a mass drama would act out as the game would be broken.
And that would then be 0,5% of the spells, here every spell is essentially 33% in most builds.

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Ending my post
As an ending to this long post i wanna say.
I overall enjoy this game, as this isn’t a hate post, it is feedback and criticism.
And i find the mechanics of the game really new and fun although it being buggy.
I am posting this as i hope it will help the game and not bring it down, despite this being my personal opinions on things.

-Ngin

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Stagger is an interrupt/hitstun and the concept does not come from MMOs
Grit counters primarily stagger but does counter some knockdowns and knockbacks but never stun.
The long story short is that stagger used to be more prevelent since it gave mor depth to combat but now it got gutted because some people couldn’t be bothered to take five minutes to learn a mechanic.

It does make sense for shields to get focus or int because there are gems that split the damage of your sword into damage that scales with that attribute. I think that the shield should only be visible and applies its stats when a sword is equipped and not just when drawn.

Its intentional and if the mob activates a skill before the taunt and ignores it you can chalk it up to lag.
This usually happens when the mob is already mid action or mid skill, its kind of hard to change momentum you know… Though it does suck that if the skill is a grit charge then you just wasted a taunt since that charge can last for like a whole minute before it decides to stop.
This is also usually followed up by a complaint that threat generation is broken in either direction as well.

Yea… so which is it?
That’s kinda the whole thing about it, it’s just so unclear.
Not sure why they would move away from a basic concept like that.

This also is incredibly defuse, “some knockdown and knockbacks”.
I’ve experienced it countering several things, and other times nothing.
Again a confusing effect that seems like it should apply to tons of skill/spells as you only have 3 and getting interrupted is as close to game over as it comes except for PvE.

I did read the pros and cons of this effect during the betas, and for what i see there were more cons than pros with this effect, didn’t seem like it was about learning a skill, it simply seemed like it was about getting in the first hit.

This makes more sense for it as it is now, but stil doesn’t make it more sensefull overall.
Though a weapon can stack with a stat using a gem, you would never play Sword&Shield that needs a taunt gem to be able to tank properly with a stacking INT gem.
You could argue for the DPS spec, but it’s so wierd.
It opens the possibility of more builds but it’s incredibly confusing and just poor design in my opinion.

This is more than just “Mid momentum” this is as soon as the mob has made it’s choice.
If the mob wants to charge a player it first turns around, then start casting, then starts running.
Once that mob has turned around theres no going back.
It’s way before we can argue that a “momentum” has even happend.
When a skill has long CD and is one of only 3 skills, then it better have an effect.
Taunt is unreliable, and to tanks reliable skills is where it should be at.

I find the combat to be infuriating. Getting interrupted on every. single. hit. no. matter. what. gets tiresome very quickly.

And when you’re not being interrupted by an enemy’s sneeze or glance in your direction, you’re animation locked and left hitting the same button for 2 or 3 seconds before anything actually happens.

It’s clunky and flows about as well as quick-dry glue.

I honestly don’t care what sort of mental gymnastics other people go through to defend the current combat system, they’ll most likely never change my mind that it sucks. I would have liked to sit in that board meeting where stagger on every hit was discussed because someone definitely wasn’t Gibbs-smacked hard enough that day.

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Yea the combat is so buildt around 1v1 duels that it gets frustrating going up against 2+
Yesterday i got locked on a quest because the mobs kept respawing before i was able to kill the next, and then they started stacking up and pushing me into the walls.
When i tried jumping up the stairs to get away one of the mobs kept dragging me back, not by a skill but simply by walking with their hitbox towards me in a such a wierd manner that climbing got bugged and just dragged me down constantly.
So my only means of escape got taken away, and there’s no way to deal with such a massive mob with most builds, because all the mobs will just constantly stagger/stun/whatever they wanna call it.

It get’s frustrating quickly, and although i absolutly love the mechanics of combat in this game, it saddens me to see how flawed it is.

Though when i heard the story of how New World came to be a PvE MMO as a last minutte resort, i kinda get how the system came too.
It just needs a very good lookthrough and workthrough.

I love the game, but the combat is a tough one to pull through.

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Stagger is an interrupt/hitstun, go look at the preview gameplay and you’ll see what I mean. Its a mechanic from fighting games so you could also take a look there.

Because it is
Originally Grit countered only stagger & knockback but since stagger got relegated to only being on certain skills what Grit can resist expanded but not consistently. For example in PVP, using the spear, you cannot knock down a hatchet player in rage with sweep but you can with javelin.

PVE was completely about getting the first hit except with the punishers, gators and bears you need to block his combos or you just died. This is due to the fact that the enemies didn’t deal enough damage/attacks to warrant anything else besides facerolling into them. But you can’t take that mindset into PVP because you would just utterly destroyed. You would actually have to practice spacing, timing, blocking and dodging in a duel ring since you can’t get even a third of that applicable experience in while doing PVE.

Taunt’s aren’t really that good in the first place, they fix your threat at percentage above the highest threat holder. So using them at the beginning of a fight is pointless since the taunter can’t gain threat until the taunt ends, you can lose aggro during the taunt much easier.

This is a myth perpetuated by a vocal minority of PvP players, and unintentionally spread as misinformation by many others, who want everyone to believe that the transition from full-PvP to PvE was somehow “last minute” as a result of PvE centric players complaining.

This is very much not the case. In fact, the transition happened almost two years ago and was proceeded by a January 2020 devblog that discusses the change. Here is a direct quote:

“One of the problems we observed with this system was that some high level players were killing low level players, A LOT. Sometimes exclusively. This often led to solo or group griefing scenarios that created a toxic environment for many players."

You can refer to their January 2020 devblog that goes into more detail on this. There was nothing last minute about the change (as it was implemented almost two years ago) and despite what the vocal minority want us to believe, it had everything to do with how incredibly toxic non-consent PvP is, and the decision was made based on their own data. (We can’t have nice things, after all, without someone ruining it.)

It seems as if you are defending flaws for the sake of keeping flaws.
The whole point of feedback is simply to get rid of issues and have them fixed.

Saying that “Taunt’s aren’t really that good in the first place” as opposed to fixing the issue with taunt doesn’t help feedback, it simply put the terrible taunt where it is.
Taunts in general in MMOs is the very foundation of a tank.
Well aware of how it works, and it does have its uses at the opening of a fight when it is needed.
A good example is in The Depths where you have the boss with the 2 hounds in the middle, these hounds will often move at their own will, more often than not targetting the healer as he can often get the opening aggro from these guys, a taunt is then a much needed ability.
But this doesn’t help if the taunt has no effect as the hounds will move towards the healer anyways, on top of that equal out the threat, leaving you to either leave the boss and run after the hounds like a bad tank, or leave the hounds and continue on the boss… like a bad tank.

I want problems fixed, not defended for the sake of defending them.

Well to be fair, i have no idea about any of that.
But the original release date was May 2020, so that doesn’t really scream “not last minutte” to me.

I’m not defending the system I am pointing out that it is working as intended. Every time I have had aggro stolen from me taunt or not, its from a lifestaff using a targeted heal or beacon.

You can focus heal for 295% just with weapon skill passives & light armor, using divine embrace and have it affect up to three people. And have practically infinite heal single target % when using lights embrace depending on how many buffs the person has, along with sacred ground, beacon/orb of protection. Now your healing output will also increase by a retarded amount with weapon perks so you can add on 11-40% from having a lifestaff with blessed depending on gearscore with 6%, 9%, 12%, 15% extra healing based on whatever tier cut diamond you slot into your weapon. And I am not even getting started on the sacred ground bullshittery.

But noooooo… taunts/threat generation is broken because I get aggro from healing 3 people for 5-8k hp each.

Lol, that entire sequence is extremely telegraphed, if your healer is braindead enough to throw out a heal only after they begin to spawn then he should get named, shamed and blacklisted.
Also you don’t ‘tank’ Thorpe, you bounce him, unless hounds are out, then you kite Thorpe while the bruiser’s take care of the hounds with heavy attacks.

It was practically last minute, game was still being billed as a souls-esque survival MMO until around February 2021.
During the Late August 2020 preview when the game was slated for March 2021, there was no holy trinity, no dungeons/expeditions. The only PVE content that was outside of killing mobs and quests was invasions which was a level 50+ activity and was brutal. You didn’t need taunts because you could interrupt almost every enemy in the game with an attack.

Well, fortunately for all of us, we’re not throwing grenades here. So “original release date” doesn’t mean anything because that’s not the reality. People have been using that line to spread misinformation to suit their narrative - and that is a problem. It undermines yours and my attempts to push for real change in the game.

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