Lack of endgame content is killing this game

First, you have to admit that this game’s endgame is pvp-based no matter what. What will spice things up are territories all around with maybe just 10% better resources/chests that comes WITH forced pvp AND a must have FRIENDLY FIRE so zerging won’t become an issue (so skill and coordination will become priority and more fun) then, also having a small chance to drop 1 equipment item upon death as the largest incentive for pvp.

Wonder why the games failing………

From a QOL perspective, I’d like to see things like Raid Groups so that it’s easier to manage runs through elite areas.

In terms of activities, I’ve been hoping that there would be more activities that would be instanced faction v. faction activities, like an Outpost Rush style activity that would pit one faction against another, giving a temporary bonus of some kind to the faction that triumphed.

I know this has been hinted at, but I’d also like to see a way for individuals (at a PVE level, perhaps) have activities they can conduct to build some kind of insurrection level, so that companies who govern individual towns have an additional aspect they have to manage that is focused on keeping members of that settlement happy. It could introduce a whole new level of subterfuge gaming, in which factions not only have to manage outward pressure, but also manage their relationships with each other.

Using corruption portals is also another possibility. If a region has too much corruption (possibly another % meter per region), then an increasingly-dangerous number of mobs and world bosses start to spawn, eventually sending waves of enemies into settlements, thereby making it impossible to ignore the problem. This would have to be a very gradual increase, but would add a fun new dimension to the game.

2 Likes

Corruption breaches are a good foundation but having more open world PvE situations like enemy raids or resource drops (starmetal gleamite style meteor shower) would be exciting and draw people to them.

As for rewards sure armor/weapon loot is nice but Titles, cosmetic transmog armor, coin, and Company achievements as rewards for those actions would be amazing.

This idea but have raids as well from the Vara knights or future enemies that can affect local resources and travel. Force the community to band together (scale it to player count on server of course)

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Well; the big obstacle in PvP currently is gear progression disparity. Since the developers have decided to move away from scaling and more toward gear progression, there needs to be a release valve that allows players to earn good gear faster.

This can be in terms of raw gold, or scaling the rewards generated by doing a GS check of the players killed.

Since full loot is out, this would provide a way for a skilled player to gear quicker if they are consistently killing players of higher GS average. This isn’t fully fleshed out and is clearly it can be exploited as stated.

But the overall gist would be rewards that put me in a more even footing in power disparity with veterans for successfully engaging in PvP content would be a great boon to overall engagement and play. A simple and readily available option would be the ability to upgrade and retune the current faction gear based on a series of enumerated drops earned while engaging in PvP.

Something along the lines of way we earn gypsum orbs now for PvE content but these tokens are used to upgrade existing armor in various ways

Stats
Perks
Armor distro
etc.

Another area would be ofc exclusive gear/cosmetics. Wolf’s Den rewards in FF14 PvP have some really great transmog potential that ppl engage with it simply to get that really cool looking item.

Bump to the corrupted portal idea I love that

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This.

I’d also like to see named sets, so that a set like “Isabella’s Sailor Suit” with a “1 of x” mechanic that grants increasing bonuses based on the number of pieces you have is nice. It adds value to old expeditions, and could even be set up so that certain expeditions are known for specific kinds of gear sets (e.g. Amrine is known for mining, Starstone is known for Jewelcrafting).

You could also have scalable armor sets that could have their gearscore increased by using either gypsum orbs or by adding specific material recipes to the set. For instance, a set of mining shoes might start (always) at gearscore 200, but could be increased by using specific rare resources up to to higher levels, thereby increasing the effectiveness of the pieces.

Would love to see a sort of caravan missions .

In the lore we know that we come from another continent and we crash .
In the meantime, there is other ships crashing and maybe some can come through .

We could add pvp type caravan where there is 2 phases , gathering then escorting .
Let’s say, there is a ship crash near a beach ( should be a random location every maybe 2-3 days or 4 days as invasions or even a full random between 1-5 days as we dont have any contacts with the outside continent )
Faction members of this territory need to gather and defend in the same time , then this caravan need to go to the closest town ( carts can be destroyed if not defended )

This could give rewards for participants as stuff loot with some special skins that we can loot only there and special resources for maybe a T6 workshops (they add a yield bonus of 5-10% for example )? or at least add options to beautify the towns and make them little more modern and finished .

So after the caravan got to the first town, we could be able to transfer it to other towns by creating a new caravan that have to be defended again .

For more complexity , 1 faction could be able to sell it to another one then the 3rd faction will try to attack and destroy it .

2 Likes
  • More expeditions/dungeons
  • Raids (10-man or 20-man) [since groups max at 5]
  • (Both of these need a group/finder and match making system badly though)
  • More PVP modes; 1v1 duel queues, duos, etc.
  • More Invasion style modes; maybe alternate out between Corrupted, Lost, Ancients and Angry Earth?
2 Likes

Lack of a functional, bug-free-ridden game is what is killing this game.

They need to fix basic mechanics, basic UI and interactivity, buff/debuff/state conditions and error checking. Game is clunky as hell and they think it’s a feature.

I’m glad that you’re eager to get suggestions that help players turn back to exploring and walking around the open world! Let me add a few of my own. =)

Could you guys think of a cartographer and encyclopedic mechanic of sorts?

Kinda like what we had while leveling to 60, where you would get XP upon discovery of new points of interest and lore, but enhanced.

Something like the following:

  • Any registered points of interest could add points to territory standing, not just to player XP. After all, being knowledgeable of your surroundings is also reputable.

And depending on the kind of points of interest that you find…

  • Registering forts or places with high concentrations of a certain type of mobs could give some type of themed bonus against their clade upon completion. For example, more chance of themed loots and rare loots and extra weapon XP when fighting against that clade. The latter based on the fact that, when in level 60, getting weapon XP isn’t as easy as it was on the way up. This way we could have better chances of leveling new weapons without resorting to mindless grinds.

  • Registering lore regarding to a clade (Angry Earth, Ancients, Corrupted, Lost…) could also give bonuses against that type of mobs. Namely extra damage and resistance, I’d say. Also, both this one and the former could have a sort of linked quest to visit all the themed settlements in all areas to unlock said bonuses in a scaled manner. The bonus would have a cap, to make it compatible with bonuses from consumables, trophies, armor and weapons.

  • Registering flora and fauna could have “memory”, as in getting nodes permanently recorded on your map (or general zones of spawn, if randomizing nodes happens anytime). Those should be toggleable in your map, to avoid cluttering.

  • Finding and having all leveled variations of a certain animal or plant type registered in your Zoologist and Botanic logs could give bonuses. I’d make those bonuses unlockable upon the same type of linked quest that I’ve suggested for mob clades. Rewards could be better gathering yields, in this case. This way it would act as a support mechanic for current gathering jobs, and new ones if you hopefully add some.

With only this, you’re giving meaning to the open world exploration and some kind of completion goals. If you also add mounts, even better!

While I come up with more suggestions, please tell me what you think of these!

you might want to check AGS’s track record before you make that statement

to expand on your last point with regards to the invasion style modes;
perhaps not alternate, but once more of the map is revealed, just include additional invasion styles

Lost: since they are around a lot off shipwrecks, perhaps their invasions happen via ships at certain beach head, where they dock/land/crash, or we have to take something out there to board their ship and fight

Ancients: have tombs unearthed at certain open area locations where players have to go in and fight off the ancients to ‘seal the tomb’

Angry Earth: they transform certain wooded areas into their angry earth grove, fight in, chop trees, kill angry earth waves, topped off by a nasty bear with a nasty tendril growing out of its back (lol)

Will respond later with idea of possible ship combat implementation
but that will definitely take quite a bit of work and also not sure how it’d fit into the lore/story of the New World

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KEKW another fanboy

Huttball!

:slight_smile:

End game warzones… no pve in them, no mobs at all. Capture the flag type zones. Expand on the OPR type also but not with universal forts but each start in their own and need to conquer the opponents’ while holding theirs. Arena type 4v4, or 5v5 instances. ELO rating eventually.

Also for pve side, how about in instanced raid? 25-30 person? With awesome mechanics and drops?

To be fair, it was expected for anyone that knew the current style of the game (pve and pvp rather than full loot) was barely in development for just a year whereas games normally take several.

Furthermore, the community can create content. Like FF14. Well, too bad we don’t have Cat girls here lol Heck, I’ve been in games that had Guilds of Dancers and all Women guilds haha

On contrast, NW barely have any Role Playing communities. The only guilds that come to mind are controversial Lgbt guilds… And the Glub community in Maramma.

Good feedback Jax. I think my post from a few weeks ago talks about some of those root cause issues for a lot of players leaving the game. Lack of good end game content (sorry but boring chest runs, 2 expeditions, and limited PvP content isn’t going to cut it). Here is my post if you’re interested:

  • More Expeditions - best PvE content in the game imo
  • Instanced portals - meaning portals spawn, just like now, but instead of zergs rolling them, groups of 5/10/20 can enter it for some challenging content. Also, there should be PvP versions of these portals were two groups of 5, enter and fight each other and whichever team wins, get to fight a PvE boss mob for rewards
  • Introducing scaling for places like Myrkgard so that if 50 players enter the area then additional mobs spawn to match the number of people to make it more challenging than the static spawns that are easily Zerged
  • Instanced PvP instances but instead of 20v20, have 5v5, 10v10 and let lower levels join, who are then scaled up to level 60
  • PvP enabled high level zones where PvP is always on
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Can you guys make mountable npcs like cargo wagons that move from town to town?

We dont have to pay for it.

Just make npcs ridable like a ferry.
And can be at a snail’s pace so it encourages you to walk yourself.

a delete button for the entire game :smiley: