I was discussing in NWDB Discord how NW would be much more enjoyable if it was tailored about customizing your gameplay, like it was before going full MMORPG, instead of being a casino pursuit for the best in slot gear…
Rather than getting perks on gear, wouldn’t it be more fun and satisfying to improve and customize your character skills, including weapon and magic/azoth mastery?
A bigger, unified Weapon Mastery tree would be much more interesting to achieve, for example.
Attributes could alter some gameplay features instead of being just numbers for damage, healing and health.
I love New World and Aeternum, but the game feels… Dull.
Anyway… What do YOU think? Please share your thoughts about the matter. Maybe we could inspire the devs to make the game more fun.
And to the devs, a big thank you as always for the hard work you put into it!
Adding features / skills / mechanics / attribute perks / etcetera is risky because there could be exploitative / unintended combinations. So they should focus on making existing systems more satisfying, e.g., reduce crafting RNG.
And any solution still needs to address botting, RMT, and players using “pay to win” by buying RMT to buy the best gear.
This is not a suggestion topic though. It’s rather an invitation for discussion about what matters most in the game right now (gear) and what id it was more about your character (skills, mastery, attributes, etc).
You’re not wrong… I think the issues comes to depth. 19 points per weapon is tiny. There is no depth of build with 19 points. A complete redesign or trees would be a great change for new world and create more build paths rather than have cookie cutter builds that are exactly same for each weapon.
yup, the rng lottery that affects gearing up a charater is… way too much.
we should not be spending 500k in a single item, that’s just wrong. it blocks people from trying up multiple item builds and is a major wall in character customization.
I wouldn’t mind paying that much for one item, like a ring or something and be done with it, but we are spending that much for every single item slot and that’s unreal.
I do think at least one slot should be expensive rather than just one. Maybe 2 slots expensive and 3 easy. All 10 slots being gold cap or more each slot is a little nuts…
Weapons are a good solid expensive approach to gearing.
Its ok, im just saying its not something which holds people back in PvP but hey, at least they got an excuse for their loss right? We all know it, we all are top 1% PvP players and we play without mistakes, if we lose its definitely because of gear
This, gearing is such a chore, add into that the swingy nature of the devs balancing. You could have spent 100s of hours on a build just to have it nerfed.
If the progression was more character based swings in the meta wouldn’t hurt nearly as much.
Far more, they’ve allowed for companies who just min/max the meta, and can do it with the coin they have. These guys don’t play for fun, they play to win, which Im guessing they find fun. How they do it, isn’t relevant.
Could be interesting with a much larger Skill tree like in Path of Exile, but i have to admit, this could also Drive people away if its getting too complex.
I’d wonder how this Skill tree would work, maybe similar to weapons but for armor and jewelry slots?
I really appreciated the fact that New World lets me switch builds fairly easy (allthough its missing a lot of QoL in this Department) and a more complex and broader Skill tree, to compensate for loosing perks/Stats of armory/weapons, would feel like i’ve been forced to play exclusivly one build.
I’m torn about this topic, but intreagued what others may think.
Here’s some of the design goals that I think hurt New World:
Gear Bloat- There’s too much gear and it’s too easy to get. You end up salvaging over 99% of the things you find.
Exploration- The game is too easy to explore and thus loses magic quickly.
RNG- This one is a doozy: Piggybacking off of Exploration, since the game is so easy and meant to be repeatedly farmed, important gear is forced to be EXTREMELY RNG-based. Instead of having a difficult boss in a difficult area drop something nice 20% of the time, you get an easy boss in an easy area that drops what you need 00.05% of the time. Instead of challenging content and engaging gameplay, AGS uses RNG to gate players from achieving their goals. It’s also why crafting is tedious. If I’m the one crafting a weapon, I shouldn’t have to forge 100 swords in the hopes that -I- make one with stats that I want. Make it harder to get the necessary materials and make it easier to craft an item I want. Part of the reason crafting is so bad is because there’s so many bad stats that can be rolled. THERE SHOULDN’T BE BAD STATS, and if the game’s combat were actually skill-based there wouldn’t need to be bad stats because “BiS” would vary from player to player based on their own skill expression and in terms of PvE the “BiS” would change between areas/dungeons/encounters.
Thanks everyone for sharing your concerns and discussing here!
Seems like we all still like the game, but the lack of depth and the amount of grind and RNG… Is making me stop playing. Lots of people quit for something around these lines.
The question here you pose is a poisoned chalice; both affect pvp and pve differently.
Gear progression is something that PvE players have always been part of. RPG is not always character progression and finding the next best loot is the basis of a MMO right down to its bones. Power scaling through gear is what makes the gear grind lucrative, its the power gained extrinsically.
It affects PvP the most, as trying to have a level playing field becomes a race of who gets what first, rather than a show of skill. This is of course dependant on the gear, given that if every player can get the same gear and play with the same pace as everyone else. It doesnt however.
Character progression however, is more in tune with horizontal progression. New skills, perhaps upgrades to animation or a progression of levels that every player has to go through. For PvE, an extended duration of character progression does not necessitate a power scale increase. For PvP though, it gives a sense of level playing field, although in certain situations, the power scale might not reflect truly.
I would certainly favour gear progression as it has clear lines of power scaling but given ive played ESO, im inclined to agree with you on character progression. However, PvP players might not appreciate that line of thinking.
I’d probably enjoy the game more. The thing is it’s impossible nowadays, in any game, to avoid minmaxing with social media, forums, database website all around us.