[Megathread] November Monthly Release Update Feedback Megathread

A little late, but greetings Amazon Games and congratulations on the release of New World.
Great looking game, very immersive gameplay from gathering to combat the game has a good feel.

Despite the ruff release with overloaded servers, I still see a lot of potential for New World.

But I’ve become concerned with the direction it’s headed with patches that seem to break more than they fix, reduce player reward, make some progression points more difficult to achieve, and seem to complicate things instead of simplifying them.

I bought the game the day after release, and avoided the overpopulated servers and joined a new one.
Seems my server’s population has drastically dropped, so I’m focusing on farming and raising my crafting skills before I transfer and hopefully can get into the PvP side of things.

Ok, on to some feedback…

Crafting XP changes made it more difficult/expensive to max most professions.
Rather than complicate things and hamper an avenue of progression by reducing XP gains after unlocking next tier, just increase the XP the next tier crafts reward so players would have incentive to craft them if they have access to the higher tier materials.

Advanced/Masterwork Material Converter cost way too much.
All converters should be a flat 100 tokens.
And converting materials cost too much coin.
Should be little to no coin cost to convert.
The player already loses material during conversion.
The loss of material plus the converter token cost and the coin it cost to convert makes the conversion process drastically inferior to just buying refining components.
This makes not only makes converters practically useless, but it also drives the prices down on the less desired refining components.

Open world elite farming is becoming way too complicated and difficult for no reason.
Instead of making all these complex variables for mob difficulty, just reduce the amount of times a player receives loot for killing the same mob, but also increase the reward for the initial kill.
Like maybe a weekly lock out, but a higher amount of rewards and more guaranteed watermark increases.
This might decrease the traffic in key areas.

Bonus luck for PvP flag seems like a big disadvantage for PvE focused players or solo players trying to get things done as efficiently as possible.
PvP flag should have PvP related rewards.

Housing prices are way to high for average players.
I’m not sure if housing is intended for casual players or just for hardcore gamers, but currently it seems the weekly upkeep for just one tier 4 property costs too much time to cover.
With the bonus not only to storage but dmg buffs and luck it’s seems to put players at a disadvantage if they can’t afford to pay rent on a weekly bases.
IMO rent should be much cheaper.

Azoth fast travel can be ridiculously costly and should be reduced or at least the max cost should have a lower ceiling.
Azoth cap seems low and earning Azoth is too limited.
IMO after hitting 60, town board/faction quests should reward Azoth in place of XP.

Often I’ll spend a day farming/refining materials, login the next day planning to craft, but see a crafting station downgraded and so I need to move materials to another town, and either waste my Azoth I was going to craft with or waste my time running it to another town.

It’d be nice to have a higher amount of Azoth to deal with the unexpected and/or have quicker ways to gain it back.

Anyway, staying optimistic about the future of New World and glad to see devs actively engaging with the player base.

PS just a silly side note for future patches, when making changes please stay focused on positive changes that will keep the player base and hopefully bring new players in.
Fixing exploits is one thing, but hampering progression for no reason is not good.

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Hello Developers,

I’ve got about 220 Hours into New World since launch and have been enjoying the game grinding solo to get to level 60. I spend a lot of time working on my crafting/gathering perks first and really enjoyed your system for crafting/gathering OTHER than the endless grind. I haven’t made it to max level yet and spent several hours grinding away already. With your latest patch, you’ve broken my spirt for crafting/gathering which is the feature carrying your game currently.

I just breached the surface of level 56 after grinding away at Town Boards and Faction Reps to get to level 60. I’m not the type of player to join several random groups to farm materials or work on Watermarking as I find that gameplay to be temporary until you guys figure out end-game. Lately I found myself doing groups of Corrupted Portals to get some Exp and level up a bit quicker, however this was before the update as after doing the update I couldn’t even get through a lvl 45 Portal with another player.

My concerns:

-Development doesn’t seem to have a plan moving forward.
-Crafting/ Gathering is done being developed and there are no new resources on the way.
-End game content is stale and/or boring.
-No PVE “Raids” coming down the future. (10 Man Instances?)
-Players already at the end of the content are being rewarded while those still grinding are being punished.
-PVP is unplayable unless you play Axe/Hatchet build.
-PVP is gated behind being level cap, and there is few opportunity to safely engage in PVP prior to max level.

Positives:

  • Developers have been engaging in the community and listening to issues. ( Devs should engage on Reddit though )
  • New content has been worked on. New mobs and weapons are amazing! We need them at end game though.
  • The game is beautiful and very addictive, you have a great core to the game play just need to keep players hooked.
  • Best crafting/gathering system I’ve seen in a game, but dulls out around lvl 150. Need more end-game variety.

Suggestions:

Crafting/Gathering:

The feeling of Crafting/Gathering in this game is amazing when starting out, you’ll be searching for nodes and find some you need to level up to gather which gives a sense of accomplishment. This feeling disappears after you do reach level 150-175 as each new unlockable is so far apart. I recommend adding in new materials to Gather with levels 5-10 levels apart. These materials should not require Iron/Fibers/Rawhide to refine down but compliment those by being a different crafting tree. The grind for low level materials is very monotonous.

Crafting itself should not be a grind as it is, yes it should take some work to level it up, but this should be reflected with the quality of crafts. You should get more EXP for higher level gear created, as it doesn’t make sense to get the same Exp from a Grey piece to a purple that you spend Azoth and Mods to get. In Final Fantasy 14 they even had sort of a Mini-game for crafting that was very enjoyable, potentially inspire yourselves with that type of gameplay.

PVE:
This game is very difficult to play alone. Not everyone that plays this game is the sociable type that wants to surround themselves with random players. I HAD friends that played the game with me, but have all subsequently stopped playing after running into several bugs that double taxed them wiping out their gold, or made it impossible to complete a quest since they were getting respawned on by mobs they killed before trying to search a chest. After this update, you have worsened the problem for solo players and even by the sounds of it players in groups. Why would players want to do content that is now more difficult by for less reward? This mindset is very alarming and it sounds as if none of the Development team even plays the game.

Diversity- I wanted to play as a Mage to do content in the game and found myself falling behind players that played with Great Axe or War Hammer. It doesn’t seem like the builds are very well balanced for PVE and it doesn’t make sense that it’s been this way since Beta and hasn’t been addressed.

Suggestion: PVP Stat - Most MMOs have a stat that affects damage dealt to other players. If you are having difficulty balancing PVE & PvP with each other, look into a perk or stat that goes with PVP gear. This will allow players who want to enjoy PVE content to be unaffected by PVP balancing issues. Mages should hurt in PVE content and it should be fun! Every Expedition has been a slug fest of Hammer and Axes and has very little diversity since the Bow, Staffs, Musket, Gauntlets and Rapier have less damage output than Axes and Hammers.

Suggestion: Training Dummies! We should be able to test our damage output on Target dummies so we know what we are capable of.

Suggestion: Raids! Large scale dungeons that are similar to Invasions but are able to be queued up for on OUR TIME. I cannot attend an invasion at 1am on a Tuesday?!

PVP:
As mentioned above in the PVE section, separate the PVP players with a stat that makes them hurt other players but doesn’t affect PVE content. This will follow up nicely with my Gathering Suggestion of new Farmable Materials that you can add to mix up variety.

How does PVP Stat work?
If having 300 Strength causes you do (let’s say) 300 damage hit to a player. Then having a PVP stat (let’s call is Azoth Charm [AC]) of 300 will cause you do do 900 damage to the player. This will give PVP players some gear to attain to beef up their PVP play and PVE players don’t have to worry about getting balance changes with the sake of PVP in mind. Right now you are balancing the game around PvP and its causing PvE to become unplayable unless you use certain weapons. Look at WoW Mastery System or pretty much any other MMO with PVP enabled. ( Hint: You can sell some gear on the CA$H shop with this stat since you’re producers want money )

Developer communication:

Right now, players feel like you are trying to sabotage the game for a cash grab. Promise big things to players to get them to buy the $60 game then dunk it into the ground so you don’t have to upkeep servers. Essentially a glorified mobile app trailer.

Players are at the end of the game already, you need to accept that and stop trying to prevent more players from getting to the end game content so quickly since they likely just want to join in on the fun AT END GAME. Right now, what fun is there to be had at the end of your game? What reasons should players keep logging in?

PVP? No cause you will get stomped by players who exploited and have been at level 60 for a month already.

PVE? Run Dynasty for 100 times? Invasions that you cannot win? Upgrade gear which has now been slowed down and made 30% more difficult?

Crafting/ Gathering? We can only find the most efficient way to farm Iron and get bored of it quickly.

TL;DR

Love the game, just feel like Developers don’t feel the same as the players and the latest patch punished players who are still working on the grind. Wish there is more content at the end of the game for PvE players and that PvP was more balanced between weapons. There should be a PvP stat to help separate balance of PvE & PvP.

Devs, you have something great here. The core of the game is very strong, but you’re unwillingness to add on more end-game content is only killing the player base. You’re currently punishing players that have been playing “straight” and rewarding the players that boosted with exploits or however they got to 60 so quickly.

Right now, I have no reason to log in since my progression to Max level is pointless if you’re going to keep moving the goal posts. I’ll be playing something else in the meantime.

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I want to play. I really do. Today, though, I logged in post 1.1 patch, and I find myself wondering why. I checked my company’s discord, and I saw a slew of “I’m taking a break” messages. Out of 90+ in my company (territory owner), on a Saturday, I was the only one on. EF had 3 people in it.

So I did a couple corrupted portals in EF to get some azoth. Fished for 5 remaining fillets to get the stuff for a quest. Ported 'round to vaults to pick up some stuff to craft starmetal bullets, did some unsatisfying GS grind for an hour, and logged off. I have no idea when I’ll be back on. We’re being invaded tonight, but what’s the point of showing up for that to watch the downgrades?

Please roll back the 1.1 patch. Test in PTR. Break the releases into smaller chunks. Listen to the customer and improve the customer experience. Being misunderstood for long periods of time is when you are delighting your customers, not disappointing them.

Identify the top 5 user complaints using NLP AI/ML to free up your devs to dev rather than post. Develop narratives on how to address customer issues. Put your devs with customer support to get first-hand customer experience anecdotes that reinforce data. A better game will result when decision making gets pushed downwards, closer to the customer.

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There are certainly things that I think were done well in this patch including lots of big bug fixes that have plagued the game for a while (and personally I like the PVP luck change), but the changes to elite mobs to make them have more health and deal more damage is simply un-fun. I can’t even go into a level 60 elite zone with a buddy and roam through killing enemies. It takes WAY too long to take out the larger mobs and nearly IMPOSSIBLE to do the level 20 weapon challenges in places like Great Cleave. Don’t even get me started on going to Myrkgard. They’ve taken a game with minimal end game content as it is and made it so you CANNOT complete any remaining quests without 5+ people. How is that sustainable for a playerbase that already had the alternative to questing (crafting) nerfed?

Please consider reverting the change to elite zones. There needs to be SOME kind of content that solo or duo queued players are able to do.

I know that the Devs are trying hard, but honest to god it feels like the guy making the decisions of what to implement is a sadistic fuck. Every patch everyone gets their hopes up “oh fuck yeah can’t wait” then it releases “why TF did they do that, how stupid”

You say you’re listening to the community, so please DO THAT AND NOTHING MORE.

Your team is on the same rails as the fuckers who butchered the final season of game of thrones, they tried their own ideas when there was no source material and they fucked it.

In this case, you have source material. All your fans, all us players, all of us who have dumped hundreds of hours into this game.

No one asked for increased xp needed for crafting levels, we all felt it was a good balance

No one asked for mobs and chests in elite areas to change, we all felt it was a good balance.

No one asked for you to make it impossible to sell when you’re storage is full (what the absolute fuck)

Do you know how frustrating it is when something you love is slowly being destroyed by incompetence?

Please, next time you guys have original ideas, ignore them, and listen to the many, many MMO vets we have on here, ONLY.

I guarantee you, if you keep this up, this game will be dead within a year.

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I’m going to try and give an unbiased review of the patch, wish me luck!

  1. Healer nerfs went to far. Reducing SG time feels like it isn’t worth casting. Why not use simple multiplication to Focus to come to a healing value? Reduce the the number by using weight load of armored E.G., 300 focus ÷ 35.7 weight load x 100 for heavy armor (100 being an arbitrary number I made up). Light would be 300 F ÷ 12 x 100.

  2. Crafting nerf only helps the 200 skill players and hurts everyone else. It makes people who don’t already have 200 by costing more time to grind useless items that no one is using because of a drop in player base. Reducing the cost of time and xp would have a positive by allowing players increase to the top tier of crafting faster, and giving them a morale boost in the process. Especially new players would benefit, but also the ones who play at a slower pace.

  3. The elite HP and Damage increase. I’m a firm believer in rewarding harder challenges. The issue is, you are making people who didn’t Zerg the elites every day feel like second class citizens, while making the game less deep. A. I. enhancements would have been the way to tune elites, not making them damage sponges.

  4. Loot drops. There is no nice way to say this, I flat out don’t believe these changes were unintentional. Every other nerf that increases the grind was intentional, but decreasing loot drops wasn’t? The issue with a lack of endgame content is the reason why all these grinds have increased. I get it, you all were pushed to release the game, that isn’t your fault. Making artificial changes that push players away are on your shoulders. I prefer deep as a river, not shallow like a puddle.

  5. PVP Luck, great idea! Honestly this is the best change in the game. I picked up one void ore and 2 adder stones this morning.

  6. PTR and Feedback. You all need to hire someone whose only job is to get information for patch notes from the Dev team (Any programmer worth having will keep a detailed list of their work). No other responsibilities, let them get the information, and then either let them post it on the forums or have them relay it to mods.

  7. Bows and Fire staff. In my opinion, when nerfing something, you should always err on the side of caution. You can always nerf more, if players leave because the game feels less fun, when these nerfs are turned back a little, all of the players aren’t coming back.

  8. Great Axe and War Hammer. These need to have their CC’s tuned back or implement an Iframe for stun, root, etc…

In closing, please under tune things, it really hurts morale of players to see a game they love become less fun to play.

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Pretty bad when 2 lvl 60s can’t take down ONE lvl 50 veil. Sad for sure. Please, please, please, realize the potential of this game and fix it!

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My furniture is still bugged. I’ve purged what I can but I’m running around with all my rare housing items after logging back in and moving them all with plans to buy a house.

I also jumped back in to server time jumps this morning.

Maybe you guys should add a blinking status light to the game:

green means it’s in an optimal/playable state(never light)

yellow means check the forums for fixes because the devs won’t do it

red means you’re going to have a bad time as they’ve either turned off wealth or item trading and have probably broken wars/upgrades/taxes and the fall out from this will ripple for weeks and the devs don’t care and won’t fix it.

The pvp luck bonus is a very horrible idea.

1. Big impact to the economy
In low population server.
people are leaving. (demand is dropping)
the markets are now starting to flood with legendary mats (e.g. tolvium, cinnabar) and some rare items (e.g. silver of adderstone)
And I think this is also gonna happen in high population server.

2. Create a bigger gaps between new players and top players
Top players are rewarded with no risk.
New pvp players are never able to catch up, as the top players can always be flagged and get the rewards from the bonus.
And this will eventually lead to the faction imbalance problem even more severe.

This recent patch has turned me friends away from playing your game. Read your recent steam reviews. You’ve made the game way more tedious.

2 Likes

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.

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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.

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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.

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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: