[Megathread] New World Update 1.9.0 Feedback

  • What is your character name in New World: Ronaldo Balcazar
  • What server/world did you experience your issue on: Maramma
  • Describe the issue you are experiencing: Nothing shows up on my compass. Not resources, enemies, or quests. Although I’ve read this has been a bug for years, I didn’t have a problem until this update.
  • Is this a bug or an exploit: Bug
  • (if a bug) How did the issue affect your gameplay: I have no idea where anything is and rely on online maps now.
  • (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: Common bug, plenty of screenshots elsewhere.
  • What are the steps to reproduce the issue as you experienced: Log in and play
  • When did this happen? Ongoing.

@Aenwyn @Centeotl

You need to unbind PvP craft mods. Prior to Seasons we have approx. 2 years to farm these are get BiS (in 2 years I only got max 30 of a specific Mod). Now with Seasons we will be crafting new gear almost every season, and cannot get access to more PvP craft mods. U have no control on when you can get more, and this is becoming the bottle neck in the game.

This is the state of the musket

  • Accuracy perk is useless, perhaps due to the nerf. It won’t help at range
  • You cannot shoot from 50+ m without rng deviation (nobody will wait the reload + 2sec full bloom animation, that’s just bad design).
    DEVS: Have you tested you dps vs other weapons while doing this? It’s insane this even came to live version.
  • Zoom is unusable and makes the weapon accuracy worse

You add bloom to the musket that feels like rng and you nerf the accuracy perk in the same patch.
Knowing we had to drop the 3rd dmg perk to use accuracy now.
Do you really think anybody is goind to wait the reload + bloom after every shot? That’s like 4 seconds of no damage.

Also fix the god damm zoom.

1 Like

Regarding gear sets:

I personally enjoy playing all content that New World offers. This means PvP, PvE (Expeditions) and Crafting-related activities. As I’ve started to create gear sets for all crafting skills I want to give feedback from this perspective - the amount of gear sets available to purchase / use (total 9) is not enough. You can’t have a set for each skill so especially not for each type of content that NW offers.

I think adding more gear sets its good for the players and also for the moneys you would make with it. I hope you just wait for a feedback like mine to have a reason to adjust it.

Regarding the adjustment of Ifrit (1st Forge boss) type to human:

With having different types of bosses within one expedition you had the chance to stretch the required understanding to min max expedition runs plus you also passively advertised the usage of gear sets. In my opinion it is not smart that you got rid of the diversity.

1 Like

OPR virtually unplayable as any form of med/heavy melee. Just spend the whole time spammed by FS or Bow and its a potion simulator. Any time engaging in melee combat pretty much just get railed by range dps.

Sometimes play as FS but its pretty easy can just stand back and ability spam with little risk. Seems most ppl aren’t really enjoying the game right now. Need to drop damage on bow and firestaff quite significantly in order to make melee tenable.

I love this update, well done AGS!
Of course there are a few bugs but, as a retired dev, I feel that the overall quality has improved. I’m glad that you are now able to push back a release date when needed.

Some feedback and ideas:

  • Fire staff: I’ve been using it since Launch for over 3k hours and it feels much more responsive and fun to use, very nice.
  • Gear Set: amazing QoL, I expect more slots will become available as rewards from future seasons, major events, expansion, etc. As the number increases, it will be usefull to have a quick select list pop-up with only the set names.
  • Battle Pass: very addicting, the rewards will be usefull for new players and for my low level alts when they reach 60. I do it on my 2 accounts and expect it to take 1.5 month to complete at my current pace (doing only the gathering and crafting). Later, we could have bonus activity cards after reaching 100: 1 single new bonus card per day with small rewards like 50 gold per stamp, 1 diamond gypsum per line, etc.

QUEST. The Last Argument isn’t showing up on my map anymore, it’s in the journal but when I pin it nothing happens.

There is a UX design problem with the Journey. The Journey is presented as the actual Season content, the reward track is just things to keep you playing, the Journey has the new story, tasks to run the new dungeon etc. I assume you meant it to be a challenge, that in fact not everyone will complete without effort. I don’t have a problem with that, but the UX design doesn’t make this clear.

From from running the new story etc you very quickly get Chapter3 complete. It’s at that point there is a signification jump in the effort required for Chapters4 and 5, and one that casual players may not complete (again I have no issue with that, but the UX should make it clearer that completing it is a challenge)

e.g. You said in the videos that the track track takes around 50hrs, Chapter4 gives a trophy that 5% increased experience so a player might assume they would get it (say) around track lv50, since then it only actually saves them just over an hour. Also, as I said a casual player will get Chapter3 complete with ease.

So in summary, I am assuming you meant completing the Journey to be a challenge (much more so than completing the track), but that is not obvious; from looking at it, from the first exposure of playing it and from the trophy reward (given the 50hrs casual play statement to complete the track).

Gear Set Suggestion:

Allow players to save “Attribute Skill Points” to associated Gear Set(s). This way, switching from one gear set build to another, the allocated attribute skill points will follow suit, for example:

         FROM:

460 INT and 100 CON

          TO:

200 STR, 200 DEX, 100 CON

So, players can save the Attribute Skill Points for one set then whenever players want to switch gear sets, to STR/DEX gear set build, the allocated attribute skill points will follow suit when the player switches to the desired Gear Set.

This would also be ideal for PvX content since players have both saved PvE and PvP gear Sets. Allowing attribute points saved to desired Gear Set would promote ease of access to diverse builds that players can switch back and forth between content with a click of the “Equip” button.

Thanks! :+1:

2 Likes

First off, the Seasons expansion is not bad. Forge is challenging and fun. A bit (a lot) overtuned for casual players (they won’t stick around and run it as normal is too overtuned) so you need to fix that.

Speaking about EF, what gives with the Molten pieces? Heavy Dex? Come on AGS! Haven’t you learned from past mistakes? Players are frustrated with the extreme randomness of gear in this game and just when it seems you listened and did something right you insult us with the heavy Dex Molten set. Wonderful traits on a “could have been fantastic” set (when legendary) but ends up being 100% trash because it’s heavy. DPS plays light, please understand that.

Gear set storage. Too few. Need at least 20. Cost at 5 each… definitely a big money grab but… I get it. Add attributes and weapon skill trees. Please, but at no additional cost.

Gear set UI. Tighten it up, a lot. Clunky at max.

Storage… why do we still not have a decent search capability? This is crazy. Almost seems like an intentional time sink. For gods sakes just add text search to the other text fields in the item properties!

Market search. Allow searching by 2 attributes where “both required” as the setting.

Hatchet. The experiment failed. Fix hatchet dps. Why was it necessary to kill a weapon players enjoyed? Wouldn’t you rather have players play the game and enjoy it rather than forcing them to other weapons that are viable but they don’t enjoy?

Vargarian ice storms… NEED RED EFFECTS! It’s crazy that an NPC enemy ground effect looks identical to players. Come on. Just an unnecessary frustration. We have plenty of other things to worry about other than something else that makes ice less desirable in expeditions.

Thanks for listening :slight_smile:

Thank you for the gear sets! My issue is the limit of 8. As a healer I have a set of each enemy type. The season challenges and activities require the use of different gear sets for all types of enemies. Since I can’t always heal, I also need a dps set for each type of enemy. That covers 10 gear sets! I also have a luck set, an acid chest set, etc. 15- 20 sets would be optimal. People will pay cash money for this ability!
Also add Attribute settings and weapon skill trees tied to the gear set.

This is not accounting for the harvesting and crafting sets that we are supposed to use for each of those individually. Is there a way for y’all to create a system where as we collect individual harvesting and crafting gear that it goes into a set place that is like a gear set but only for those specific pieces. Not something we have to buy but something ingame that is given so players can use the harvesting and crafting gear without being encumbered with finding it over and over and clicking on all 5 or 6 pieces to transfer to bags then click to wear then click to store?

I am enjoying the new season and expedition.
Crafting mats for the Major Human Bane Trophy is ridiculous. 50 Flame cores needs to be taken down to either 25 or 10 given the Basic take only 5. None of the other Major or Basic trophies take more then the one Epic or Legendary special item why the human one?
FLame cores are hard enough to get but we also need them to use for the Forge as it is one of the season challenges and an Activity point for the card.

I am very frustrated with the attribute pool distribution when getting gear, especially crafting gear.
IF I am playing PVE I don’t want PVP gear drops or those attributes on my crafted gear for PVE.
There should be a button to select for a random attribute when crafting, PVP or PVE as the random attribute. I would always select PVE!
33% for a PVP perk is way too high.

Since the latest update, I can’t track anything on the compass. No animal or resources show up.

Fortify/Rend changes were massively overlooked. Changes need to be done to the entire armor system if you’re going to make fortify an amor buff and not a generalize damage resistance. (Example. Helmets, Boots, and Glove pieces of the same class all offer the same protection and weight, but Helmets cost significantly more to craft compared. Following along with the resources needed to craft compared to other pieces, Helmets alone should have their weight and armor values adjusted)

Which leads me to my next point, All armor categories should be simplified. Light armor should be all light pieces and so forth for each category. Adjust the values of armor to more accurately depict their intended roles.

We desparately NEED A DETAILED CHARACTER STAT PAGE. Why on gods green earth are we not able to appropriately look at out characters, their buffs and debuffs, and what all is currently affecting them. This would benefit not just the players but AGS as well. We’d be able to identify errors much more easily and then forward them to AGS, who would in turn, fix them.

Playing Music is bugged and the game doesnt register notes 1/4 of the time.

Weapon attacks and hit registry issues are beginning to pop back up again.

The new Seasons idea is fantastic but poorly implemented. There are several activities that do not give credit (Example: Refine 50 T5 resources) unless they are performed 1 at a time.

If we are going to start implementing PVE/PVP only perks then we need to have a way to filter them when crafting gear/weapons for those designated activities.

This entire new update has hoards of bugs and issues. Your customer service department needs work as well. AGS recently announced that any players who lost items in the recent update would be comp’d but because myself and my fellow company members had our ENTIRE COMPANY DELETED, we can go piss off. No reimbursement, no compensation. I’d even settle for Marks of Fortune but no. We got a shrug in respone. 350k gold down the drain.

Please fix the aoe hit boxes for the Meatballs in the new dungeon or, at the very least, fix the camera issues. You could have easily designed the boss room more open and just surrounded by lava (thematically appopriate) instead of having the camera pushed into the wall and unable to see everything going on around you.

You need to address your PvP and PvE player bases separately. Combat and calculations that go into it should be affected differently. This would massively change the aspect of players bickering with each other to “nerf this” and “fix this” because one thing is broken in one activity but fine in another.

There are so many issues that I know I’m forgetting but I hope that in the future at least some of these will get attention. Would be nice if AGS actually read and listened to their player base, but I know for a fact that they don’t. Your DEV video’s are insulting. Why don’t you read some player feedback that is actually well thought out and poses decent questions instead of reading troll comments and waving them away.

1 Like

Removing grit from 300 strength disproportionately affected sword users.

Of all the strength weapons, Great Axe, Great Sword and War Hammer all have a talent that adds grit to their heavy attacks. They also have enough talents and synergy that it’s viable to play them all using only heavy attack + abilities (the majority of which inherently have grit). Basically, nothing changed for any of the “problematic” weapons because they can still get grit all of the time.

Sword has no talent to add grit and relies on light attacks for DPS (and threat, if you’re into that), sword players actually need to complete the light attack chain in order to activate a number of talents, which is very problematic without grit.

Also, tanking without grit is just torture. If you ever wanted to know what a pinball feels like, just try it. Sword tanks are now completely pigeon-holed into running 300 CON.

You should probably add a talent that gives sword builds grit on light & heavy attacks, outside of running 300 CON. Adding it to Confidence seems really appropriate.

Adding grit to 300 CON is still overall a good thing because now lots of weapons can be used as tank builds.

1 Like

I went back after a pause of 3 months to discover this new update and the Season Pass. From the patch to this message I finally got the 100 levels which kept me in the game. But I’ll be honest, I’ll go back hibernate to next patch.

First of all here is what I think about this patch as a full PvE player:

  1. Season Pass

I feel the paid rewards are good for early 60 players:
-that need a bit of money to buy stuff/houses
-Gypsum orbs to push gs/have umbral shards
-Boost all masteries

But what I thought as end game content with some rare rewards I got seriously disapointed by the rewards and by the way to grind it.

In absolutely all cards you’ve all kinds of content that can please or not. I’m a PvE player but can enjoy from time to time some PvP.
But the cards are not made for full PvE players and if they come in any PvP content are aren’t feeling good in the game. And take the invert for full PvP peeps that when it goes for harvesting/hunting for some of them is deeply boring and isn’t what they considered about the game. That’s no way for them they’ll look for grind on this pass, or at least from full completed cards which can offer a great exp/level boost.

I don’t find it really exciting to only focus on missions to grind the pass and would have prefered to have more world experience to grind but be rewarded a bit like the grind to 60 was.
→ By that way I mean earn passive experience for any task, and have more and more experience required the higher level you are. It will increase the grind so the time in game.
Receive experience for everything but make it the hell of time to have it completed would have been nice. because right now I’ve all time to hibernate the time the mutation that interest me come live again.

2)The rewards are way too common if we don’t care about the skins and the pet doggo which are really nice (good job the design team!)

The rng in the attribute perks is the same as in any chest of the open world, nothing accurate. Salvaged 90%+ of what I’ve received!
The furnishing got salvaged as well as it was craftable thing (almost prefered to have the recipes than the item itself)
–>Expected more rare+ furnishing drops from stockpiles. I mean, non-craftable pieces of furnishing.

So to be fair, if you’re an old player I feel it’s not really worth to pay for it. Basically paid for some skins that if I needed I’d directly bought from the store. It might be a bit rude to say but, got hyped about the new story and the new dungeon, But now I just have so few thing that can be naturally grinded that it will come with time, during the next patch if I become addict again (almost 3 800 hours spent on New World)

If you’re close to 60 or early 60, it’s a big boost for sure to catch up with people that are already fine in the game.

  1. Flame Cores

And well, about Flame Cores, what the hell of a grind it its! And can craft only 3 orbs per day?!? Why ?!? Give less ubral from it and make us able to craft more and convert the gypsum orb from the toy dude into flame cores. I feel tired that my day is to only do Flame Cores loot for the heartrunes/trophy/Flame core challenge and be conciously stuck by that mechanic that give only drops for the new dungeon (if not hand crafted like I did).

So, yeah, I’m disapointed about this Season Pass, and that mutations aren’t as 3 but still 2 active on same time. I still have an eye on future patches that would (will! I hope and I think!) improve the game but, right now, I feel the season ends right now for me.

Edit: Some ideas in mind
–Different paths for the pass to fit with all population:
****PvE only missions (harvest any amount of ressources/kill x mobs/fish/Expedition focused and not only the new one)
****PvP only missions (Overall the same as in the pass right now maybe with a bit more stuff for arena and opr (killing blows in arena/damage or heal in opr/ damage or heal in open world/time spent taking forts/more pvp missions)
****Regular experience like said previously more frequent

2 Likes

Nerfing weapons is lazy game balancing.

The Hatchet and GS were really fun to use before this patch and should have been used as the standard of weapon level.
Instead of bringing them down everything else should have been brought up to their level.
Now anyone who used those weapons has had all of their hard work taken away from them.

PVE feels terrible now and you’ll find out soon when all the servers numbers die down a lot. I don’t know any PVE players who are happy with the changes.

The focus on making the game harder in PVE is also badly timed as the dungeons are still not 100% functional. The Caretaker fight for instance in the Garden of Genesis does not follow any sort of pattern we can master. It seems worse now then when the game first came out.

The only good thing in this update is the Bane increase on ranged weapons. That was needed and well done to you for doing it. It should have been raised a bit more however and the GS & Hatchet should have been left alone.

Ultimately the game needed more content not a complete shakeup of the core fundamentals of combat (fortify changes). All that was needed: more content & buff all weapons except GS and Hatchet.

3 Likes

please look at m10 clear rates from before season 1 and now, this is unreasonable, used to log on and do m10s, sometimes 5, sometimes all 25 some weeks, mostly gold. (full pug, never in premade). post season 1, every pug is a struggle fest, usually bronze, sometimes cant even clear. random abilities that use to do 30% of a dps hp now 1 shot, and its a miserable experience for everyone. fix the pve or im not coming back to this game lol