Disclaimer: All suggestions below assume that “New Word” is game for years to play. In other case ignore it.
First of all I’d like to use axiomatic definition for me - any MMO game have to be designed with huge social part.
Neither mechanics, nor content can make people stay in your game harder than social connections of players to each other. If designer helps players to communicate, to find someone with the same interests, it might hold them in a game even when there are no updates for some time.
It was an introduction, to the suggestions now.
People play in different time so give them opportunity for delayed communication.
1.1 Add mail (without attachments) so people can leave notes to each other even if someone is offline
1.2 Add Guild bank and Guild messages (on board or in guild interface).
1.3 Add a possibility to leave messages at Townboards by any citizen. It will be a little step forward to a player’s quests that are much more suitable and alive than any NPC quests.
1.4 Add an ability to see names and communicate with citizens for Governor and Consuls of company that owns territory.
1.5 Add Craftmark with crafter’s name on every item and sellers name to auction posts.
Game should be much more slower without end on any direction at least in several years
2.1 Slow down the progress. Right now it looks like x10 and people can’t even taste low level grades of equip and crafting, haven’t seen the word at least by 50% - just started zone, some middle zone and after several weeks - northern territories and other high lvl locations. Harvesting of one irone node brings you to several tens of mining level - it is definetely not ok.
2.2 Bring back instant loose of the item. I suggest soft type of it - each repair of the item makes it’s total durability to decrease. I know that it is pain to loose equip but it’s not the end and a good point for the crafters. In current system with persistent equip with several months there will be no reason to craft any item at all. But with proposed system craft will be always alive and it will be not so painful to loose item. Furniture should be decaying by time.
2.3 Remove quests or at least their rewards.They can be used to tell the story of Aetarnum but not for coin, exp and azoth shower with worldsavior title for everyone. If there is any reward except good story, story is just clicked over.
2.4 Remove drop of any items like weapons, jewelry, armor, meals, potions, furniture from monsters, quests and chests. They should be crafted but items for crafting should be obtained not only from harvesting but from killing mobs too (like it is now with some legendary equip).
2.5 NO BOPs in crafting. I can’t even imagine why you did so.
2.6 Noone might be able to get all 200. I see 800 cap system suitable when everyone has a cap of 800 points to spend on leveling in craft and harvesting professions. For example, someone can be 200 in Skinning, Mining, Armoring and Weaponsmithing or in four harvesting/crafting professions on his/here choice. And everyone need someone and there is cooperation.
2.7 There should be really RARE and consumable recipes, so crafters and some items can be unique (like it is with Golden Chests now). Procedural generation an help with that.
2.8 No Expertise. This unnatural systems disables people from trading and makes them doing daily activities (daily quests in 2021, are you kidding me?)
3 Other improvements
3.1 It should be meaningful how strong have you resisted the invasion. More close you are to the win - less damage to the town is done. Recent system is too demotivating - not strong enough people - can just ignore invasion with no reason to resist except rewards. By the way, please, REMOVE all rewards for this. Successful defending is rewarding by itself and if you loose what for do you get rewards? People should defend towns not for rewards but to protect them.
3.2 Rework Townquests. They shouldn’t be like “kill 10 wolves” or “loot several chests somewhere”. Town Stations have to be crafted. Each project should consist of several elements, each have to be created by getting materials + craft elements from mobs. Those who will to participate have to register (citizens are auto registered). After it they can bring (whole or partially) required materials and crafters of proper level can craft elements and whole upgraded station when all materials are brought together. Price Governor pays to start a project should be divided between all the participants and Governor can write names of participants on a special board.
3.3 Rework AoE (Area of Effect) skills. Let there be a diminishing system. If someone is hitted by AoE skill it will get 50% less damage from the next AoE skill in 5 seconds and immune to the same AoE effect for this time (stun, slow, burn and etc). This will make sieges, group fight and AoE exp much more tactical.
List will be updated. Thank you for your time.
John “Trust” McGil,
Psalms of Salmon
Barri (Runeberg)
The things is you failed from the start you said GAME .
where is the game ? this is a virtual job , you got to work chop trees all day refine them .
pay taxes , pay to travel . and if you are really good boy one day we gonna let you see
a dungeon . and then back to work .
Moreover, if you add a reward for being present at an invasion, players begin to come there for the reward and do not try to repel the invasion, interfering with those who are trying to repel it for real.
And what is the reason for them to play if they got everything in one month? Such people will lose interest in any case and I think they aren’t core for the game for years. Any achievement is nothing if it is done in one or two months. Designers will never be able to produce content like new territories, mechanics and items faster than players get it. This all in general brings us to slow progress. Noone requires players to go faster, to dive into the game for 24/7. Just play for your fun and for your time.
This argument about “game, not a job” makes me frustrated. What is the game for you? If you want to come and fight with all available items at the moment - there are MOBA games, it is not about MMO.
It depends,
some changes you suggest are good like diminishing returns.
But I already have a job, I play games for fun.
One thing though is I think New World destroyed the meaning of legendary gear…
Current Epic should be blue and current Legendary should be epic if even that.
Legendary gear should be something most people wont get AND it should provide something that really allow for unique builds…Like a bow that scales entierly of STR or a Lifestaff that scales with INT… Or have a unique ability like a sword that shoots fireballs…
Yes this will make few players very strong in pvp but onthe other hand if you die to such a player you also know the fight was unfair since he have Legendary equipment. It also gives you a motive to get some legendary equipment too…
I dont like the idea with equipment that breaks… Good for crafters yes but not for anyone else…
Without touching the point 2 (as the most controversial) I deeply approve of the suggestions aiming to deepen the meaningful interactions between players.
I find it sad and amusing honestly. New World looks like a game constantly being thrown from the one end of the game spectrum to the other. The only true unique thing NW started to offer was the whole concept of cities that you need to upgrade and defend. The cities that depend on your efforts, make you feel meaningful. It looks like together with rejecting the “full PvP” idea NW has thrown into the bin all the other core ideas and turned to generic MMO concept.
But generic MMOs are failing. They can’t catch the players attention. We see it time and time again. The most interesting and meaningful gameplay for a lot of people in NW was linked to the social things. Preparing to defend against invasions. Quarrel about whether to help some other guild defend against PvP. Grabbing forts. Fighting. Crafting for your fighters, helping them. Making your gear and craft better to progress to help defend.
What do we get instead? More dungeons. Hell, I was in each dungeon maybe once or twice, there is no reason to go there again. More presents. Forget you hard leveled your craft, here, take those boxes instead.
I feel like NW is completely devaluing any effort we’ve put into the game. You’ve taken a forgotten region like Restless Shore (our case) and grinded real hard to make the craft stations better attract more people, plan the development? OK, we will make crtafting meaningless with the constant shower of gear and gifts. You’ve learned the names and guilds of the people, sought their help or enmity on invasions and PvP? Made some friends and enemies? OK, we will merge your server and then plan merges again and again till you playing with the complete mob of strangers each month.
I feel completely broken by the direction NW has taken.
Region lock. Any Pvp should create as close to = latencies for all. Like music, how can you play when timings are inconsistant constantly. This PvP game requires synch animations for each action. Latency should always win if a tell happens then the animation. The slower latency would see things after the other most likely reacted. In the attempts to synch say China and US onto the same server you have people 6k-10k miles apart trying to achieve lan like latency to PvP.
How can you do this… You want a PvP game and to make it fun and competitive for all you have to insure fair play and security. Pvp doesn’t require social friends so again region lock to preserve the deciding factor in most PvP. Preserve fair play, security.
As far as I am concerned you can’t make any PvP or competitive game that isn’t a fix without security and fair play.
security and equal opportunity fair play for all and 1 strike permanent player ban. Or don’t promote competition like that is what you are providing.