[Megathread] November Monthly Release Update Feedback Megathread

Horrible, absolutely horrible. It’s clear the standards for passing quality testing is very low after this. So void gauntlet, essentially a walking lag switch (I guess no one caught that in the test server) Even better let’s leave it in the game so your community can’t do wars. You do realize food buffs and stuff is expensive right? Obviously not because you made it so now players have to waste a ton more gold because good old void gauntlet can strip all buffs. Yes we can’t forget the unplayable server stability. Since most of the feedback from the test server was ignored, I’m sure 90% of the feedback here will be ignored. The void gauntlet was not ready to be released, but you don’t really care much about your customers, so put out less than half quality updates.

That being said….at least you fixed the 250 STR bug….So whoever did that deserves a raise. Everyone else needs to get written up. GET A BETTER QUALITY ASSURANCE TEAM, YOUR CURRENT ONE IS VERY VERY BAD.

1 Like

combat feels to tedious in any elite zone. i seem to be doing the same damage, but picking up lower level elite chests used to be a lighthearted activity i enjoyed. it just feels tedious now and rather than having a relaxed run (which i thought i was going for) i get another tedious activity.
the mob hp is too much. damage could do some toning down, but HP is the main problem, i don’t want to be shooting at lvl40 ghost for 10 minutes to get… some tier4 items?

****** Please make sure you fill out the following information before submitting a report ******

Don’t forget to check the Known Issues List to see if your issue is currently being worked on by the dev team.
We also have existing workaround for some issues that you can find here:

  • What is your character name in New World: UndeadTyMan
  • What server/world did you experience your issue on: Brazir
  • Describe the issue you are experiencing: Cutting down some Mature Tree’s and they just disappear instead of falling.
  • Is this a bug or an exploit: BUG
  • (if a bug) How did the issue effect your gameplay: I’m use to the tree’s falling down
  • (if a bug) Were you able to recover from the issue: Yeah but I would like this to be fixed regardless
  • (if a bug) Please include a screenshot or video of the issue that you have experienced: Imgur: The magic of the Internet
  • What are the steps to reproduce the issue as you experienced: Just go to bluff’s and cut a few mature trees down and some will do this the trees I’ve been cutting down are close to settlement

Pvp luck favors the zerg/dominating faction => very bad decision
making the already horrible hwm farm even worse => very bad decision
Making the already tedious crafting even more tedious => very bad decision
making the already op GA/WH builds even better => very bad decision

I could go on, but these are the majors for me that makes me not want to log in any more.

2 Likes

For the next patch here below my suggestions:

  • reduce expedition keys crafting cost (or make them free)

  • make a system to allow casual gamers to partecipate at wars (for example 50% of players randomly selected among subscribers )

  • make a full pvp zones (or servers) with higher rewards

  • create arenas with score systems and tournaments

  • change (or at least modify) wm system (if possible at this stage!)

  • Continue to improve weapon balance and continue to add new mobs (improving relevant ai) and quest variety

  • continue to resolve all the bugs (obviously)

Imho if you do the above, you will make the best mmo ever!. Thanks

This most recent patch simultaneously did little to address the lack of accessible end game content, and in some cases even removed accessible end game content. I’ve been playing MMOs since the 90s, and I see this game falling into a lot of traps I saw countless games fall into. To remedy this, there are a few steps they could take

  1. Elite POI Scaling: They went about this in completely the wrong way. Why? It is 100% punitive. The anti-zerg scaling as it stands completely discourages people to even run certain content, because there is no reward and vastly increased risk. This also makes it much easier to grief. Even if they revert the chest issues, as it stands it is not worth it. Solution: If the anti-zerg scaling is going to make even trash into raid bosses, then make the loot raid worthy. Throw out the “less loot drops the more people are around” mechanic. Have loot scale in proportion to the scaling on the mobs. Make it a VALUABLE thing - in that way you have a vastly increased challenge, but also a chance at nicer loot.

  2. Expeditions - The orb system, as it exists, can safely be classified as a failure. Genesis, the easier of the 2 end game dungeons, only has a 2.8% clear rate if you go off the Steam achievement alone. The sad thing is it isn’t necessarily a reflection of the difficulty of the content, but rather the difficulty in even accessing the content. You do eventually get a free tuning orb if you run enough quests in Edens Grotto, but I wouldn’t be shocked if most people are holding them in reserve at this juncture. Even with the reduced orb construction costs introduced with this patch, they are still far too expensive (in both time and resources) and as such, people are less willing to risk using them until they have either gotten to near max watermark, or have formed a team they are extremely confident can clear the content and not waste the orb. The simple fix is either remove the orbs completely as a requirement, or make a system that more or less makes them free or very low effort to create. Maybe add the orb to the faction vendors for 5k tokens (and no coin) per orb, since there isn’t much use for tokens at the moment once you get your faction gear? Add some type of daily limit of purchase if you want to throttle the dungeon usage. The point is they need to get people using existing content and until they make it much more accessible and cheaper (both in terms of time and actual resources), dungeons are going to remain an extremely underutilized avenue of advancement, which is a shame

  3. Arenas: Mini-instanced content that requires a key to enter. Like dungeons, make the entry free or extremely low cost. Encourage players to attempt it, even if you make it a 1-time per day thing. Or better yet, a 1 win per day thing. If players want to keep dying trying to learn the fight, let them. They’re already being penalized in repairs, don’t add additional cost on top of that by gating it behind time consuming keys/orbs.

  4. Cross Realm OPR: Server merges will address this to a degree, but let OPR use a cross server (within your server groups) functionality so people can get into matches. On lower population servers, OPR can be next to impossible to get running outside of prime time hours. And even then, it can be hard.

  5. Invasions - They are clearly overtuned in their current state. Per Steam achievements, only 0.6% of players have beaten an invasion. And out of that, I suspect the number of successful wins were due to the bugged invasions where elites stopped spawning. From experience, even the smoothest and most competent of invasions usually falls apart around wave 7. The game just starts throwing WAY too many elites bosses at you, coupled with giant heads lasering you to death. Repair parts don’t generate quickly enough and it is usually just a matter of time before you get overwhelmed. Main recommendation would be tone down the elite boss spawn frequency in the later waves and also make the elite boss spawns a set pattern. Right now the invasions rely heavily on RNG - I’ve seen some invasions where a Spriggan didn’t spawn until wave 7, and others where we got one on wave 2/3. You also get the issue where one lane just gets dumped on boss wise. There needs to be a more predictable pattern to enemy waves. If they want to keep a little randomness to keep things interesting, fine. But if you’re going to treat it like a raid encounter, it needs to be less of a RNG fiesta than it is now so you can actually formulate a plan and execute on that plan. Another idea I saw floated is have invasions scale based on the relative development of the town - it is likewise unfair that an impoverished hamlet has to deal with the same stuff that a fully upgraded territory has to

The sad thing this game does have content at end game, but gatekeeps it to such a degree that it may as well not even exist for the majority of the playerbase.

2 Likes

there is a bug that i dont know how it activated but once i entered a dungeon i copuldnt be healed anymore, we were pvp flagged as a group

The new patch destroyed all Economy in my server.

Void ore from 10k to 3k priced.

Cinnabar from 100 gold to 40 gold. And so on.

1 Patch to destroy Whole economy.

You flag or you dont gather nothing.

You are forced do flag.

This game become only PVP mode.

PVE Players, AGS don’t care about us.

1 Like

Whats even the point of these threads if you just completely ignore all feedback like the PTR feedback? SMH if you don’t care AGS just say so.

1 Like

I agree. At the moment I feel more limited than challenged. It’s a shame, as I’m really rooting for this game. I’m the guy in the group who’s always trying to hold the crowd down, but even I’m starting to get discouraged. :frowning:

Adding a delay between a light attack and penetrating shot/poison shot with a bow in the void patch was a massive unnecessary nerf to one of the weakest weapons already. It wasn’t in patch notes and jm guessing it got added accidentally when trying to fix the two primary shot bug.
Please on behalf of all bow users remove the delay, it was the only real kill potential of the bow in pvp when outnumbered.
This nerf has ruined my ability enjoy the bow/game.
Will this be undone?

4 Likes

I agree with you.

As an archer, the bow it’s very clunky and slow.
They mess up and they should reverd the bow changes.

They should allow us to ligth attack and penetrating shot like before.

2 Likes

Are you freaking kidding me with this nonsense? Doing the “Excising the Blighted Root” quest chain in Reekwater. Solo. Not an issue, right? Get to the ship on the beach, defend it, and then the last mob that spawns is a 3 gold bar elite that three shots me in heavy armor? that I barely scratch before I die? What the hell is this garbage?!

2 Likes

The idea of bringing a patch is amazing. A mmorpg needs constant new content to remain fresh and interesting for the player base.

However, this patch really didn’t bring anything that interesting

the main addition was the void gauntlet. It felt like there was no significant addition for lvl 60 players that has no interest in playing void gauntlet. You guys brought new monsters, but it really only affects low level areas. no fun for me again.
You guys brough the legendary items that we can craft some legendary named items and added the resilient perk on the faction pvp, but that also falls short when you nerfed how we get experience for crafting.

Working our way up on the crafting to be forced to craft a good weapon (that is not even that good because the best items are with random perks) is not fun. Game has limited resources on a crafting system that requires thousands of ores/resources to craft items just for experience.

Even primary resources nodes like Iron ores are being camped by players and bots alike. And I fee like I am wasting my time. It is not fun to walk several minutes to get in an ore node area just to find out several bots mining it or players running around taking everything.

Then you can’t simply buy them from the market. Unless you are in a company that took Everfall, Windsward, Brightwood, the gold you can make is very limited for crafting purposes.

But then, you also did not address the taxes spread issues except for the bandaid you put unifying the marketplaces

On top of that, you also did not think of the consequences of allowing deliberately and uncontrolled merging from low pop servers to high and med pop servers. Servers that were healthy, are now croweded with guilds, and now even if you have a huge guild running pvp missions for influence for hours on a map, a small guild can come in, do 10% of your work and win the lottery of the influence with a lot less effort, and all the work of your members, fighting in the field, spending hours pushing influence is wasted.

That when you don’t have the influence bug, where your company may done the majority of the influence, and you still cannot declare because “not enough influence” non sense.

Crafting also alternative and best gear is completely tough. you can only choose one perk. the mats are not very available because of limited resources/bots/players camping. again, only mass benefiting major guilds owning the best territory and having infinity gold available to purchase mats from the market to have a shot for the mass crafting the best items. if anything we should be able to choose always 2 perks like the dungeon item s(which btw, you force us to lvl 200 on everything because the item is BoP), and again, the journey there is not fun, especially on a big pop server for the same reasons I already explained. If anything, the dungeon sets for that work should be able to secure 3 perks instead.

Ways to fix your game:

  1. Make Resources Nodes work as Chests. Make it individual resources to player on a cooldown instead of making it a resource to be competed with other players/bots. For future professions, or levels, force players to have to choose among 2, 3 different professions instead, so players will have to buy from each other and have a fluid economy.

  2. Rework Crafting for Best gear: Make it you can choose 2 PERKS for regular gear, and 3 PERKS dungeon replica gear.

  3. Outpost Rush is fine, but it has way too many players and the map is way too big. Consider reworking it in a smaller version. Or bring us a small 5 versus 5 small scale arena with 3 points, but a much smaller map. I promise you, if oyu do that, we gonna have faster queue times and you gonna keep us the pvpers of the game busy and entertained forever.

  4. Rework influence gain. You already give the deense the advantage on siege wars. They don’t need advantage on the field. wars should be fluid and allowed to happen. there are already invasions and a timer where a territory can’t have war more than once every 2 days.
    So don’t make it difficulty to push influence. The new missions are cool and help us deal with zerg pvp on defense using campfires, but you should reward a lot more influence per player than it is, so it doesn’t take several hours to push the influence on a territory that pays low tokens and gold for missions. Also, MAKE LOTTERY respect company WORK, not fairness. I don’t care if you think it is fair that a small company of 10 ppl just show up and run 10% of the work and win their chance at a war whe na bigger company has been there for h ours fighting off people on the field and running 90% of the influence. you are not rewarding the hard work of that other company.

That, or create a new influence system where there are lines or something like that, because the current system is ass, and players are just feeling discouraged to push influence because people who put a lot less work on a territory may be rewarded with the war. I will give you an example: Company A brings 30 players to a territory. Enemy team controlling territory brings people to stop. Company A runs missions for several hours while fighting the team controlling territory. Company A makes 50% influence on the map. Now, company B sees that, and brings 10 people, they run 10% influence, then they just leave, and now company A, who was already trhere, put the work and run another 40%, and it takes hours to do so because of enemy resistance. Now, the territory is in conflict, and Company B wins the war declaration lottery. HOW IS THAT FAIR with Company A, who ran influence for hours, fought for hours? It is NOT fair.

  1. I am aware that if you change the item above, you will incentive even more bigger companies with sister companies. To fix that, ADD A WAR FATIGUE SYSTEM.
    Players shouldn’t be able to go to WAR more than once a day. If you give players a cooldown to war ONLY ONCE a day. The core of big guilds won’t be able to impact the whole world territory as easy and wouldn’t influence as much the outcome on war for their sister companies. Thi dwould also give the chance to rookies and other players to enjoy going to wars as well.

  2. Even more taxes among territories: Either create more ways to spread taxes so territories payouts are more equalized, or rework the system entirely. In my opinion, upkeep is a gold sink that shouldn’t exist. Player’s cant materialize gold in a rate that can make every territory viable. Consider: 1) share taxes more effectively, 2) reduce upkeep prices, 3) Create more ways to make gold. Make outpost rush pays more like 700 gold for win, wars 1.5k gold for wins instead for example.
    Create “craftable missions”. New Revamped townboard missions bsaed on CRAFT LEVEL. The higher the craft level, the more gold you make on certain missions and craftabkle packages you sell back to town (similar to bdo imperial cooking). this way you reward players who push crafting levels, and give them some way to make gold with crafting by selling packages to towns instead. You could make it so TOWNS can TAX these packages!

  3. Fix the lag please. It is very frustrating to play a pvp game like this and have to deal with lag constantly…

  4. Rework PvE. You funnel every player to the same areas/places to farm when they get level 60 because it is the only places they can go to get better gear, but then you punish them for grouping by giving them reduced loot from mobs and chest? That doesn’t make sense. Loot shouldn’t be affected by how many players are in the area. Watermark farming is not an enjoyable experience as it is, you shouldn’t make it harder as you funnel players into a farm that is not even fun anymore (it was in the first couple days, then it got too repetitive and less efficient as more players got to my level/server, but I guess it is ok i should be punished for it for some reason). That said from someone who played a lot of elite farming, and somehow I am still not 600 on everything…

2 Likes

As a pve player with some tradeskills at level 200 I came here just to leave the same feedback.
This update must be retroactive and whoever has reached level 200 in a tradeskill BEFORE the update must have their level adapted to the new exp required.
I decided to stop playing for this even if I like the decision to make tradeskill harder to level up, this is just unfair so I won’t play until my level 200 tradeskill will be recalculated according to the new exp tables. (and the massive lag during war is fixed).

1 Like

To be very clear, I think the balance changes made with the 1.1 patch were a mistake.
Specifically, Elite enemy scaling, Fire staff and Ice Gauntlet nerfs.
The combination of all the changes at once, just made end game content not rewarding or fun to play.

I felt strong enough about it that I decided to stop playing the game. Hoping that my single metric would contribute to a trend, that would get through to you where frenzied posts on your forums seem not to.
I also updated my steam review from positive to negative, based on my experiences with patch 1.1. I don’t know how else to really get through to the decision makers, that something truly game breaking was done.

The deciding factor for this was reading your ‘explanation about your vision’ where it was clear you had no idea what the impact was of the changes you made.

Before this, I was playing every day, for as many hours as I could. Before work, Lunch, night.
I always felt like I had something to do… So many things to do. I was enjoying progressing.
Our usual group size was 4. The four that were still playing regularly.

Level 60 for some time, but I had not yet hit 200 on any manufacturing skills, but I was close (193 Armour, 160 engineering).
Actually cooking hit 200, but that seemed to just happen, given I pickup everything and had to cook to reduce storage space usage heh.

Over the time I played, I always loved the promise of the game. There were so many bugs, but I stuck it out. As I really do enjoy the combat system for the most part. (I played a healer).
In the time I played, I saw my circle of friends that formed a company, go from about 40-50 people playing all the time, dwindle down to maybe 7 that would log on sporadically at different times.
The bugs were just too much for them.

The latest changes were just too much. One of my mates who stuck it out with me finally hit 60 the night before the patch. He was a firestaff / ice gauntlet player.
After seeing the changes post patch. He just logged off. He was done.

The game at the high end just become not fun.
Adding a lot of Health to everything does not create engaging gameplay. It just becomes a chore.
Nerfing the damage of weapons at the same time as raising Health of elites? Too much.
Nerfing healing so I can’t even keep them alive as well as the damage received was raised?

I was mostly just disappointed. I hope the situation is corrected, and changes made to rebalance these elements.
If your game is just not fun anymore… well… no one is going to play.

2 Likes

No mate.
I invested a lot to lvl 200.
After i reach lvl 200 all the exp was wasted.
So if you want the recalculation then you need to count also the extra XP i lost after i reached lvl 200 until now.

1 Like

Some feedback on the patch so far.

Im on a low population server, since the patch came out much of the “5 man content” like for example Myrkgrad is pretty much impossible to do as 5 people. The bonus luck from having the PvP flag has made people who used to do PvE content from different factions discouraged from doing it at all because they miss out on the luck bonus from PvP not to mention all the toxicity it has caused among players that feel “forced” to being PvP flagged for doing PvE content.

These things should not be mixed together, PvP should not give benefits to consuming the PvE content. I know many disagree with me, specially those that are of the “stronger” factions on a server.

Another big issue especially on low population servers is the Upkeep for controlling a city. We own brightwood and the income the city is making is slightly higher than the price we pay to keep upgrading the town after each invasion and pay the upkeep. And this is if we stop at 29 upgrades for the city. Now that even more people left the server and every invasion is a failiure we will most likely start loosing upgrades slowly due to the fact there are less people to complete townboard missions.

So in short this last patch has killed the little PvE content we had to do and is slowly making towns downgrade.

3 Likes

NEW WEAPON: VOID GAUNTLET
I liked the way the void gauntlet was implemented. Some effects only scales with focus (healing effects) that way there’s a better reason to distribute your stats on the weapon’s primary and secondary value in addition to damage, hopefully future weapons will follow something similar. I also liked the way the alternate attacks were done (light attack - 100% weapon damage; Heavy attack - 125% weapon damage with 20% lifesteal; right mouse button- pay life to get mana).

NEW ENEMIES: THE VARANGIAN KNIGHTS
I liked that there is a new type of enemy with such a recent game release (I really didn’t expect it). Unfortunately I couldn’t really enjoy them as they are still very low level (I’m level 60) but I liked their combat being very similar to pvp, using skills that players use in weapons like GA.

FACTION PVP QUESTS
I liked the changes but some zergs will always happen.

EXPEDITIONS
Keys are more accessible and thats great but i’d like for keys and related materials to be tradeable so it is easier to craft them between friends.

TRADE SKILLS
I personally don’t see a problem with increasing the total xp required to max a skill, i agree that lvl 200 should be more of a challenge. I’d say, though, that some recipes need balancing in xp rewards in relation to the tier of the crafted item.

WEAPON BALANCE
In general i liked the changes but i don’t know if nerfing the healing staff will be enough in the open world pvp problem where medium/heavy armor healers are nearly immortals. I also don’t know if the buff on the musket is enough, maybe rework some skills… anyway, in both cases I believe that only time will tell if new changes will be needed.

Fix wars, wars are broken, the game is pointless to play without a fix for that, the lag makes it unbearably bad as an experience, this last patch is the only culprit whatever broke just revert take ou the void gauntlet if you have to, we need working wars more than new items.