[Megathread] New World December Monthly Update Feedback

I’ve been playing Great Axe as my main playstyle since day one. I think this nerf is knee jerk, in an effort to retain players. There needs to be further thought and consideration from your team for how you effect players in every situation, not just engagement with PVP. I went from doing between 2-2.5k light swings to 1.7-2.2k… Losing that kind of damage is disheartening and makes me uninterested in playing as increased time-to-kill in PVE is taking away from my personal time, which is limiting the amount of content I complete daily even further. People may argue that it’s still good damage, but for a weapon class that typically uses heavy armor and low mobility in an exchange for being up close it’s subpar. It already takes longer to get to wherever I’m going and now it takes longer to kill what I’m trying to kill. Not cool.

Why was base damaged touched? I understand the skills needing to be nerfed and the lunge, which I think was needed… I hated the previous lunge… as it would occasionally ghost teleport and I would be swinging hitting nothing.

Additionally, can you just remove tuning orb for Lazarus and Genesis? I don’t understand the reasoning for gatekeeping people who are already level 60. I get that there was an oversight for what people at cap would do other than pvp, gathering, and crafting, but isn’t the quick solution to convert what’s already present into the endgame content explicitly? Or create 10-man versions of those as weekly progression with more enemies with bigger hp pools with good weapon/armor drops? The current MMO formula for raids as endgame works as your predecessors have shown, so just implement it in your own style.

Grinding is not fun. Being gatekept is frustrating. Disempowering players is the wrong direction. Please stop taking the easy way out, because it’s just as easy for players to stop playing. I went from playing everyday to only playing when I’m in the mood. I’m personally on my last leg with New World and I’m sure there are many who feel the same.

I like the update.
What I dont like is the gypsum ORB CD. No problem with the casts and their daily cooldowns. But the orb shouldnt have a cd. I farm multiple gypsums and cant craft them all into orbs, as they drop earlier then the orb cd is, meaning i have to wait for the stupid cd, to be able to craft an orb. Which is a pure waste of time.
I get that you want to limit the daily casts we can craft, besides the 1 per type limit, but why? I makes no sense to limit this, you are punishing people who actually play and farm this game.
Please remove the gypsum orb cd. Sometimes people simply forget to craft their gypsum orb, but still have their gypsum in their inventory. meaning they just stack these up and up everyday, and will never be able to remove them, if they dont stop farming these… This is so stupid :confused:

2 Likes

also, different amounts so can’t be in same recipe. star metal is 2 and plat is 3

totally agree with this. On a med - high pop server invasion’s are a thing of the past unless you know someone. You can be first one signed up and you still get booted and don’t get to play. There’s got to be a better way to que invasion’s. The same players do them all everyday if they are in control of the territories.

Here is a feedback… AGS really needs to relook at how the quest are designed in this game. Those newly added side quests on this winter festival patch are so boring and shallow. I was hoping it would be a breath of fresh air in this game with this patch, but it’s just so lame it literally makes you wanna fall asleep doing it.

What’s more annoying about it is that the design of the quest makes you go all around the map back and forth just to prolong the time spent doing it, doing almost similar objectives, (e.g. kill this mob, kill this no. of mobs, click on this etc… rinse repeat). There is more time spent just moving around the map than actually doing the quest itself. It feels like I’m playing a delivery/relay simulator rather than an MMORPG. There is neither depth nor interesting objective/mechanic in it.

PS. fixed all those bugged faction quest already.

1 Like

I Just earned a tier 3 fishing expertise box, however it is not in my inventory. I relogged, still not there. The notification did show up on my screen. So far i have only noticed one box missing but i will be checking for every box earned from now on. HELP DEVS!
Player: Ornate Tater
World: Diranda

Weapon swapping seems completely broken since the latest patch.

More details here:

Don’t they use different amounts?(Plat 3, starmetal 2). AFAIK, any of the other drop downs will use the same quantity.

  • What is your character name in New World: YosemiteeSamm
  • What server/world did you experience your issue on: Helheim
  • Describe the issue you are experiencing: I give coins to buy a house. But he doesn’t buy the house
  • Is this a bug or an exploit: Bug
  • (if a bug) How did the issue effect your gameplay: Big time
  • (if a bug) Were you able to recover from the issue: No
  • (if a bug) Please include a screenshot or video of the issue that you have experienced:
Summary

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im not sure where to post this but i have left feedback 1000 times about this exact issue
i dont know why every other weapon is getting buffed while hatchet and greataxe get nerfed especially hatchet the tracking and connecting issues with hatchet are terrible right now void gauntlet is a better melee weapon than hatchet and that is unacceptable check out this video

2 Likes

thats a small clip of what its like for me every opr with hatchet, my axe can touch enemies and only register 50% of the time if im lucky, my abilities are strong on paper but practically useless against an enemy that moves slightly, in the video you see some server issues with great axe but the hatchet connecting issues any hatchet player can attest to and im not sure why no one is making a big deal out of it, right now almost any other melee weapon is more effective in melee than the hatchet even the void gauntlet and just to make it worse that hatchet doesnt even register 50% of attacks and abilities even well aimed ones

Looks like a lot of lag there… and poor gameplay… both don’t add up to a winning game

Wars that are scheduled to happen during maintenance or downtime should be rescheduled to the following day or the conflict level kept sp that the company who declared war can decalre again.

At the very least the faction influence gain multiplier should not register as that area recently having a war/conflict and be so difficult to push again.

Its very demoralising to spend all day pushing a Territory, planning for a war only for it to be cancelled due to the haphazard maintenance and updates, with the zone then being reset to 0% and having to repush without the multiplier and then possibly not win the next bid for the declaration.

I strongly suggest a huge rethink into how wars will work around maintenance because as it stands, it’s really unfair to the people who pushed and declared, especially when wars are already designed to favor the defender.

Void gauntlet is also a melee weapon and the tracking, aiming and hitbox is awful, usually I stab harmlessly past enemies wydm it’s better? Lol

One melee qeapon being better than another being “unacceptable” is a weird complaint, I don’t see people saying how unacceptable it is if someone with a hammer does better than they do with their axe?

I’ve never used hatchet so idk the issues you’re having or if they’re issues at all or just user issues, but complaining that one weapon being better than a other being “unacceptable” is not really helpful.

Hello!

Not sure if it is in the works already, but it would be nice to do outpost rushes and maybe other pvp group events (similar to battlegrounds on WoW) at lower levels. I’m under the impression you have to be at level 60 to participate in an outpost rush?

Thanks for taking the time to read this!

I have two topics to discuss:

1. Functionality issues (and bugs) exist in the inventory and stash menu.

A prominent bug affected by most players is the inability to store or take all items in one category from inventory to stash and vice versa.

The search functionality is often inadequate when searching for gear in the inventory or stash. Intimate understanding of attribute mod nomenclature (of the Priest for instance for Con+Int), are things that has to be done externally to properly look for gear which I feel isn’t something that should be necessary for users. Other perks (Luck for instance) can’t be filtered, and there should be more ways to specify search parameters. Because there are multiple categories and a wide variety of items in the game, an increase in the functionality of the search bar would most likely result in a big quality of life improvement.

2. Direction of some recent patch changes are making it unintentionally difficult for smaller groups and solo players to play the game as intended.

High player and community interaction is generally good for the game and recent patch changes seem to have this in mind. While this is welcome, many of the changes have indirectly had a negative impact on smaller groups of players and solo players which are a large part of the community.

Smaller companies, small groups of friends, and solo players face multiple barriers in both smaller and larger population servers alike. These groups generally can’t participate in Wars, and invasions (they aren’t picked) which are key components of the game. As well as this, there are economic barriers:

A. Significantly higher tax expenses for trading post usage and leveling trade skills.
(They will never belong to the company that owns the territory. They can join the large companies, which would mean they are no longer a small group or solo, or they can forego most of the trade skills and rely on the market at a higher net cost)

B. Higher usage of Azoth with sub-optional means of production.
(They cannot participate in Wars, and Invasions. Higher level corrupted portals and breaches can only be done when joining large companies. These large companies decide the time and frequency.)

C. Extra costs for dungeon participation.
(Most smaller companies don’t have access to the same quantity of keys, or meet the tradeskill requirements for dungeons which requires paying fees to key owners for joining dungeons.)

D. Restricted access to Elite Zones and Expertise upgrades.
(While Elite Zones are a challenge for small groups, they are not impossible and very rewarding. The issue with these zones are that they are usually restricted to large groups. Smaller groups and solo players are usually at the mercy of large numbers of opposing faction companies which restricts access)

These are some of the main barriers that significantly slows progression for smaller groups and solo players. The most direct solution to this for this group is to join the majority faction, and/or join the large companies but eventually this would eliminate small groups in a server or even a whole faction (two faction servers aren’t uncommon). I feel that consideration for small groups or even solo players should be explored so that deciding to play this way doesn’t only have unintended demerits.

Ending thoughts:

While the negative reception by some of the community in earlier updates to changes in drop rates of repeatable, solo-able named monsters for Expertise upgrades were most likely misplaced, I feel that the core issue they found with the changes were the lack of options available to play in small groups or solo. Most people playing and developing the game probably do not want things like elite chest looting (Scorched Mines), and repeatedly farming the same monster (Fay, Last Protector) to be a main feature or activity of the game. But the reason why these things are a main activity despite efforts to change that is because there are no other options to progress the game for smaller groups otherwise. Until this this changed, it is one of the only ways for small group/solo players to progress in the game. The most recent patch changes in 1.1 and 1.2 to chest locations and increase of monsters gave a confusing message to small/solo group players like myself. On one hand the changes increased the difficulty to the point where less experienced players could no longer solo certain chests which seemed to indicate that solo chest looting was off limits (Imperial Palace Princess and Daisy the Dancing Bear), while on the other hand for experienced solo players, it increased the time and difficulty but clearly seemed to indicate that it was still allowed since the chests were not locked. Maybe these changes are a stopgap measure until a better solution is available, but just to make sure, I am posting this for consideration by staff since I feel like it is an issue that is widespread, but most likely under reported.

I have given this topic a lot of thought from both my perspective as a player and from the developer’s side and have some solutions which if inquired for would gladly provide in a separate post or privately.

Thank you.

Hello,

I think some of us will need special merges (world set merges). I am on Vanaheim Soleil which will probably die in a few months because it’s hugely under populated.

regards

Lag… I have had 0 (zero) lag issues since day 1. Yeah, yeah, I know, I’m one of the lucky ones. Having said that. this morning has really hit me hard with lag.

I am not talking about just a bit of rubber banding or hesitation, but I was unable to move for minutes (not seconds) and about every 3rd time, I was being booted to desktop after waiting 5 minutes for the lag to clear up. Not sure whether it’s all servers or just mine (Themiscyra,) but the game is literally unplayable if you’re doing anything other than moving furniture around in your house or chopping trees (sic.)

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