Getting casual players to retry the game

Na.That’s what releasing a game that clearly wasn’t ready does.

Those 2 things are not mutually exclusive.2ish decades ago was the start of prime no-life sweaty gaming of WoW…You think those 40 man raids were for casuals players? No its proven you can make a hardcore designed game while still attracting casuals.

NW just messed it up.The bugs,exploits and lack of end-game.Constantly changing things that should’ve been set in stone and tested thoroughly from the start were rushed.

They rushed it.Which is way to common for games now days,and why many games fail so quickly compared to decades past.

Can’t agree with this. 40 man raids in WOW was only a SMALL part of the game. WOW has always maintained a “space” for Hardcore players, but that space was, and still is, a small percentage of the game. Even today, Mythic raiding is for a very small portion of the players. The majority of the game caters/plans around/services the CASUAL player. They even introduced casual raiding (LFR) so that casuals can experience end-game content. (And if you have ever done LFR you KNOW those players are casual! :laughing: )

The whole concept behind Mythic + dungeons was so that casuals could “slowly” obtain raid level gear by working thru the M+ dungeon content. I know players in WOW that are doing M+20’s, that play only a few hours a week. Notice how the WOW dungeon orbs have a 4-7 day expiration date? It was designed for the person that could only play a few times a week. Of course we all know that M+ has taken on a life of its own, with even hardcore players deciding to engage in it and make it their gaming life, forgoing raiding altogether.

I will agree that NW was rushed, we know that, but that’s MMOs in general! They are all rushed out. But the fact remains, the game didn’t care about the casual player, thats what bled the population. Casual players vastly outnumber hardcore players. And as they outnumber them it is the CASUAL that needs to be taken care of. Hardcore players? Not so much.

No ones going to make a triple-A, multi-million MMO for a niche group of no-lifers. And those that do will fail. THAT’s what NW is experiencing.

It is what it is.

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Unfortunately in its current state I seriously dont see any casuals coming back to New World any time soon. The Lands are full of the dedicated and the politics between the faithful can be displeasing. Add on the fact that there really isnt much “fun” content that most casual players magnet to, instead must truly grind their limited time gathering materials so they can “play” the game. Casuals lack the time and attention span, thus need more freedom to experience the meats of the game without the requirement of real-life time expense. In the end all they want to do is play and have fun, not grind a week to obtain a piece of armor to use in a dungeon that rewards lesser items, just mats for more armor and weapons. PvP is a joke atm so no incentive for casuals to hop in and have some fun. The game will need a massive 180 rehaul or a campaign release to the like of Destiny’s Taken King turn-around for the franchise. Until then only the remaining 40k player-base will keep this title afloat.

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Yo this is hilarious. It’s not a coincidence that I chose just before vanilla to start my timeframe: the success of World of Warcraft was quite literally because it casualized the genre relative to the shitfire of game design that were the first generation MMOs. WoW was slammed as being a carebear game by nearly every EQ addict I met at the time. In fact, if it weren’t for the bar having been set at such a horrifically low point to start with it probably would have been even more casual, but like a grown elephant that won’t try to break the leash that bound it as a pup, the devs could only do so much while bound by their own mental shackles. Their actual stated goal for things like leveling was that they wanted players to enjoy themselves so much that they would ding without having realized they were close to doing so. They had the right vision but just failed to execute on it completely.

World of Warcraft was the father of casual MMOs though, make no mistake. It was a casual game that had a place for hardcores not the other way around. A modern WoW, vision-wise, would have no place for hardcores, or at least not one that would satisfy most of them. They generally are not fans of aesthetic rewards, and when they are it’s usually only if the casuals can’t get anything that is also nice. They want actual power over casuals, and at minimum if their reward is riding a golden dragon that only makes them happy if the poors are riding a donkey instead.

But there’s no reason to consider hardcores at all. They’re a minority in the MMO community that nonetheless drives most of the toxic behavior, and while it wouldn’t be completely perfect without them it would be better. Games should be designed for a reasonable level of play and if you are a hopeless addict you can make do however you can, up to and including fucking off. Asking that the 40+ hour per week player be designed around ever is the same as asking that the 30 minutes per week player be designed around. If you exist at an extreme that’s a you problem, and grinds shouldn’t be designed around addicts any more than dungeons should be designed for 10 minute clears for the sake of the hypercasuals.

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I’m a casual player level 60 with 540 GS.

I play maybe 1 day in a week or maybe just connect for do one dungeon once in a while.

The reason of my unmotivation is the bad experience I have in OPR. I think low GS level players are very underpowered compared to high levels. Personally I feel like fighting people makes no sense for me. I can not be competitive vs almost no body. They even troll me and the only thing I feel me useful is doing pve things… which is not the reason I go to do pvp… lol

And really is like I don’t feel like put many hours of life doing the same over and over again also with the thing in mind that if I reach GS 600 then I have to level up to 625 and that the gear system is also beneficial for guilds with a lot of money that can craft so many pieces as needed till they get what they want.

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The issue is, NW only offers different kinds of grind and repetion. Difference between casuals and hard core is, casuals do mutation runs 2 or 3 times and hard core players 10 or 12 times. But they do the same content. For who this should be fun, is a decision of each player.
Most players think, they dont like that.

In good MMOs there are different contents for hardcore players as well as casuals. Problem is, when it comes to PvP. It s like a pro vs hobby. Would you race with Usain Bolt ? No, because no competition for him, no fun for us.
NW needs open PvP AND gearscore equalized PvP (Arenas, Instances etc.).
Last but not least NW needs Dungeons for casuals and hardcore fans. Mutations was supposed to go this direction. Unfortunately the implementaion was not that successfull.

Just bring back the Souls Like Alpha Combat System and watch those that like Elden Ring swarm to NewWorld.

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Removing tuning orbs from the game would be a step in the right direction.

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First off lets ditch the terms “casual” and “harcore” and go with less than 15 hours per week to play (we’ll call them “workers”) versus 40+ hours per week (we’ll call them “basement dwellers” or BD for short), with someone in-between being dubbed “typical” MMO player.

Right now, IMO, NW is very unfriendly to “workers” and unfriendly to “typical” MMO players, for all the reasons go over for months now on the forums.

For “workers” to be able to play an MMO that is non-P2W, they need stuff to do immediately when they get on that is either (or both) fun/rewarding. Like BGs, gather some and craft something useful, pop into a dungeon… etc. They can’t spend 1+ hours on setup. Currently, really none of that is available at all for a “worker”. IMO, NW will never ever be viable for a “worker”.

Now, a “typical” MMO player does have about an hour for setup, maybe even 2, because they usually have 2.5-4.5 hours to play when they get on. Of course, with setup time comes the expectation that the eventually rewards or fun will be reasonable for the investment. NW is a mixed bag on this and “typical” MMO players don’t like doing the same thing for the same fun/rewards, the lack of variance and the lack of fun, pushes “typical” MMO players away.

All of this was pretty obvious after about 2 months. I though AGS would provide things that help keep “typical” MMO players, like better: UI; armor sets interface; more BGs; crafting adjustments&balance that provide viable stuff/gear at any level; etc. Players with less time want to get on and have fun right away, not slog through a poor UI or have to micro manage 10+ armor sets some of which no idea if they actually work… along with many other examples. Plus you will never have solid open world PvP with large gear gaps. There are never enough “BD” to keep open world PvP going, especially since many just want to gank rather than have competitive PvP. Competitive PvPers are mostly in the “typical” or “worker” crowd, since… well, a lot to explain on that, just take it as an observable fact (or not, idc). (I will add that a small percent of the “BD” crowd love competitive PvP and are exceptional at it, sadly, a vocal minority from that group). So forget open world PvP at this point; it will happen but rarely. Plus PvP needs better responsiveness because of how it is designed, so far very little improvement on that front.

Eh, so much to say. Bottom line, AGS has decided to make changes that force “workers” and “typical” MMO players away and without some drastic changes in philosophy on their end, NW is a niche MMO that seems destined for about 10-15k average on steam charts. I find it really sad and disappointing, NW could steadily be modified into a 100k+ MMO.

The reasons i say this is based off the fact that the majority of peopleive known or are in my company 100+ at this point have left due to the endgame issues, ui bugs. Desync, lack of pvp content etc. Not because its not casual enough. This game had a 100k hardcore player base that they lost due to giving players things they did t ask for and not focusing on core systems and a better variety of pvp. Casuals come and go, the true hardcore will stick with a game forever as long as the basic systems and events are worth the time.

“So upcoming patch we are getting reduced housing taxes, 10% reduced on crafting grind, and much cheaper azorth teleport costs.”

One of my favorite things is how instead of doing obvious fixes to broken systems (or removing said broken systems), or compensating players for dealing with their nonsense, they just arbitrarily add and remove timegates and grinds, so if you were unlucky enough to grind crafting when they made it harder, their stance is “fuck you you shouldnt have played the game the way we told you to, and now we are going to rub it in your face”

I’ll still check back every once in a while to see if its worth playing again, as the winter event gave me hope that every once in a while the NW devs can do something right, if even by accident, but nothing in this update seems to warrant a reinstall.
Is desynced combat fixed? Do ranged shots still not register a solid 25% of the time? Does chatting still break entirely after leaving an expedition? Wake me up when they fix the major bugs that have been around since launch day

Real talk.

Housing taxes again, this is really laughable.
They cost nothing.
I shoot 500 arrows every 15 minutes. These 500 cost as much as the weekly tax for a house.
Every 15 minutes.

Last chance will be in about 6 months time when the game goes Free To Play.

It is just too soon to go Free To Play, as casuals will just leave because of the annoying grinds and if they are PvPers, bascially be sheep for the wolves to slaughter them.

Between now and then, they need to streamline and drastically reduce the grind for casuals (99% of players) to get to endgame, and make the game fun enough to retain them. Also they need to work out a way to make money from players (in game store) because if there is no incoming money = Amazon will pull the pull.

The turning orb system is definitely broken, with the mutation system it’s even worse with players being split into different tiers everyone is aiming for, and players saving orbs when it’s Dynasty.

I agree that New World has problems with gear sets, having 4 different harvesting set’s when going for high tier materials is bothersome, having luck on gear and being out farming, then needing to go back for your pvp gear when Company things happen.

That every monster has it’s own ward protection seems excessive if their want us to get 5 different ward’s sets for later when we get different mutated dungeons and if their make higher mutation tiers super difficult.

It’s feels like to much micro managing, don’t really see why all harvesting and ward perks can’t be combined into 1 perk working for all, that would still mean 2 pve set’s 1 for dungeon’s 1 for harvesting and 1 pvp set needed.

Even if someone is only interested in one aspect, but interested in other roles their still need multiple gear sets, that’s also why luck on gear is sorta a problem it just multiplies the different sets players need.

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if you prevent pvp players from playing the game a large amount of dedicated people are surely gonna quit, ESPECIALLY if you don’t add some sort of cross server ranked arena together with this

All the stuff you bring up/discuss is reasonable and would probably help more players to stay and any new players to stick around.

I just have my doubts that AGS ‘gets it’, but can always hope. Can wait and see. I’ve left MMOs before and come back later to a much better game.

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I was talking about some war fatigue after having done 2 war’s in 24 hours for settlements, doing a third settlement war within 24 hours a debuff would be applied to the player then.
Not about excluding players from OPR, open world pvp or whatever other sort of pvp things that be added later.

If their is no discouragement for a Company to hold all settlements. What would stop 1 Company from taking every settlement as you said yourself, that some settlements are so worthless so no one bothers doesn’t seem like the best either.
It doesn’t encourage more pvp between different Companies where some are still gaining experience.

war is the only meaningful pvp content in the game, if you add a cooldown for that say goodbye to your playerbase
settlements making little money means casual companies can fight over them, however they are still casual companies and obviously the better companies get rewarded more for their skill level
nothing stops the best players from taking the whole map but this rarely happens anyway since it’s a stupid ass thing to do lol
and it’s not true that no one bothers with bad settlements, there is war in cutlass and restless all the time

I am actually surprised nobody has come into the thread yet to thank you for this feedback, and let you know it’s being sent on to the developers. :wink: :upside_down_face:

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