New World needs to be more accessible to people with lives

You’re not wrong but at the same time the point is what should those people be spending their time doing. The game struggles to award legendary drops and the named expedition items are not even guaranteed 600 when you have 590 expertise. Maybe this changes with 600 expertise but the effort should be spent trying to get BiS 600 items not grinding the materials to gain entry to have a single chance at the RNG rolls on the Loot Tables.

Take a look at the Major Combat Trophies. That is a brutal grind for a 0.5% chance drop that is not affect by luck. The boss timers are around 6mins so you get 10 chances per hour that is on average 20hrs of playtime for a single drop. People will go unlucky and need 30-40 hrs.

That is on average 1-2 weeks of standing at a single boss for a 1% damage increase. Please explain to me how that is worth the time for anyone or even enjoyable when standing in a corruption zone that is constantly ticking for damage.

I agree and disagree. I don’t expect to have nearly as good gear as someone who plays the game full time. If someone puts in the time, they should have better stuff. For that reason I’m not too upset over the expertise bump and umbral shards like some have been.

On the other hand, the content that more casual players participate in should still be fun and feel meaningful. Right now to do a dungeon you have to both grind out resources and wait for time gates to expire. The grinding isn’t fun, but the time gate makes sense because those who do put in 50 hours would be able to do too many dungeon runs too fast (the thinking goes). The issue is that the resource grind also creates a play time gate in addition to the real-world time gate. This prevents casual players from even participating in the fun end-game content at all, which just sucks.

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That’s one of the best posts I’ve seen about not having fun and why. I hope this does get some dev attention.

Thanks for not posting a hateful scree about a particular thing in game that will end the free world.

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Out of curiosity as I am not familiar with this grind (yet). It sounds like a lot of coin spend, I think you referenced 18k in total? With just an hour here and there playtime, what’s the income to support this? Sounds to me like I’d be broke within the first two weeks of this cycle? :slight_smile:

Generally agree though that the game needs to be more accessible, good feedback!

He referenced additional money drain for using the cool downs on top tier materials which is not part of the expedition orb grind. These materials are used to craft gear which would likely be used in the expeditions and other end game content. The only top tier material needed for expedition orbs is the Runestones.

Buy 50 obsidian voidstone for 1250g and craft 10 runestones
Place buy orders for 450 earth, air, fire, water motes and 1050 soul, life, and death motes for about 5000g
Buy two asmodeum chisels for 1500g ← corrected this one to 2 chisels

This also assumes you are getting the other orb components your self but I will add their cost below
Genesis 3 corrupted runes 375x3 1125g 3 molten runes 50x3 150g
Lazarus 3 earth totem 15x3 45g 3 glowing spores 3x3 9g

Total: ~9000g may vary server to server

@zorrownaitor explained well and this may have made the post unnecessarily confusing, so apologies for that. End game gear requires special crafting materials and each player can only make 10 per day, so it is important to craft your batch every day if you want to eventually put a full set together unless you have enough coin to pay the premium for materials off of the trade post. In my experience the only people who can afford this are owners of large territories and people who spend their time doing market arbitrage on the trade post.

On my server, one slot for Genesis will sell for 2000g and Lazarus slots are 3000g, so assuming I participate in the expedition I will make 8000g from each Genesis orb and 12000g from each Lazarus orb. This will net me 36,000g per week that I will mostly dump back into making orbs for the following week and maintaining my daily refining. To be honest, I’d really prefer if my friends in my company could join my runs with me but I don’t want to charge them. Unfortunately, if I don’t charge for my orbs then I will go broke. As a result, my expeditions are usually filled with randoms who can pay the fee rather than my friends.

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Boy is that the sad truth and will cause more people to quit if they can’t play the endgame content with their friends.

@Luxendra You asked what we want in endgame content. My answer is playing with my friends!

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I dont mind the grind. I just hate have 19 Silly timers to keep up with. And if you play time is different one day you either skip stuff that day or the day after because cool downs are stuck.

wouldnt it be possible to cycle around orbs within your friend group?

its 5 runs a day of laz between the same 5 people should be enough to make another orb right?

id love to get to this point as i got expertise to grind bad.

I made a similar post as well! but it was more related to the timers being a huge pain to work around for people with lives. I agree things are picking up with work and life now that the holidays are over and i cant be on at the exact same time every day to try and work on “Progression”

This doesn’t have to be the case though. MMOs are so much more than just grinding. Like, I get that grinding has been common in the genre forever, but I feel very sad for the people who define it by grinding when there are far more important aspects which are unique to the genre, like the massive overworlds and communities.

The devs should tell nolifers to go fuck themselves, frankly. If you want to play 50 hours a week then figure out how to make your own adventure and create your own fun within the world or find a new game once you’re done with the content. The mentally ill shouldn’t be dictating the pace of the game, and especially not when pacing the game for them inherently excludes most of the playerbase from participating fully.

This is fine in a purely PvE game, but in a PvP game your combat prowess should level off after a period of time which is predicated on the lowest common denominator.

If the sweats have an edge it should just be having perfect sets for more weapons (and more variations on each set), but a casual player should be able to have a powercapped set for a couple weapon loadouts, or every possible combination for a single loadout.

I totally feel the same lately and I am pretty fresh to lvl 60 so my main target should be to increase my Gearscore and get good gear either by buying (gold needed) or by crafting (skill, gear & trophies needed).

My main issue is, the stuff that would raise my GS I mostly dont enjoy doing, or just like doing once a week or so before it gets very dull and hollow. Meanwhile the stuff I was doing from lvl 1-60 mainly exploring, doing quests does not progress my character at all. This makes the game to a task like doing laundry. Even if I fight lvl 60+ mobs I dont get any progress and a new system is around the corner I wont even be able to do as I will never get that much faction tokens to progess there in a way that is worth my free time.

I mean I catch myself going fishing instead and then getting annoyed because I cant store the catch because my storages are full and I cant craft anything remotely sellable or usable out of them. Or I go exploring looting chests just for receipes for cooking and furniture, which I cant craft because I cant bring myself to upp the skill of it, because it is too much of a hassle to manage storage, workstations, crafting buffs, azoth costs and purchase prices for raw material. And that is mostly the moment I log off because I am frustrated or annoyed.

This discussion has been the most interesting and deep I’ve seen on this subject in quite a while, and this comment especially appeals to me.

I know you were directing this at the 50 hrs/week crowd, but I think it really applies to everybody. We all make our own adventures within these worlds, whether we know it or not.
That’s the beauty of mmos: the freedom to be who you want to be, or at least an approximation of that. I think too many people look to mmos to escape the rat-race of their own lives, and rightly so - only to fall into a rat-race in mmos, trying to catch up to other players or rush to an endgame because that’s what mmo forums declare is the right way to play.

Anyway, that’s just my musings. Enjoy the discussion. Have a good one.

In theory, yes. In practice this has only happened for me on rare occasion. Some of my friends only play for a day or two a week now and just don’t have orbs at all. Others play nearly full time and have other friends in game that they will do orb rotations with. Others still have maxed out their gear score and gotten the legendary drops they want, so they just don’t bother with expeditions anymore.

It’s a catch-22. If I dumped hundreds of hours into putting together the perfect set of gear for PVP, then I’d want it to actually mean something. Having it just get nullified for the sake of letting casual players compete would discourage me from putting the time in the first place.

I don’t have a PVP gear set and I don’t mind hardcore players having an edge with theirs. In the end, the advantage is still less than 10% and I feel that outplay potential is still there. I would support standardized PVP gear sets for a competitive arena mode where there are no real stakes at play and the point is truly seeing who is the better fighter. But for wars? I want my hundreds of hours to turn into an advantage.

That’s perfectly fine. Don’t. PvP for the sake of competition or don’t PvP at all. If your only joy from interacting with PvP comes specifically from having power over other players (i.e. your joy is directly tied to how much joy you can deprive others of) I am perfectly fine with you staying away from it entirely.

In the end, the advantage is still less than 10%

Not even remotely. The difference between someone in fully BiS and an average player is buck fucking wild in this game my dude. You literally go from 2 to 3 perks on your gear and gain access to an entire extra attribute perk (so 11 extra perks total) going from BiS 599 gear to BiS 600 gear. I haven’t seen a gear-derived power disparity this large since vanilla WoW.

But for wars? I want my hundreds of hours to turn into an advantage.

Then I suggest spending that hundred hours getting better at the game.

Edit: For the record, I am not saying that the grind needs to be removed entirely, but the combat power growth needs to have an upper limit that is reasonably achievable by everyone. One hundred hours of post-cap grind would actually be like vacationing on a tropical island compared to the current state of the game where there are people with many hundreds of hours played at cap, spending most of their time improving one weapon set, who don’t have a single BiS item, let alone 10. Or they could use umbral shards to change the power curve such that getting 600 GS with three perks is relatively easy and the millennium grind is purely from 601-625 and actually only gives you a 5%ish power boost since you don’t unlock any extra perks on your gear or attribute loadout.

That’s a fair viewpoint and the right solution may be in the middle somewhere. Either way, we’ve strayed a little off topic. I’d prefer to stay focused on how casual players can have fun content to do that still helps their progression. Fixing that alone may help resolve some of the issues you describe.

It would.

The biggest issue with New World right now is that the game isn’t just slightly too grindy, but rather is so cataclysmically grindy that you can’t even see a reasonable grind with the most powerful terrestrial telescope pointed at the galaxy where that reasonable grind currently is. I mean what you described in your OP is basically the same scenario for anything you do, and the average progress you can make per hour is microscopic, and paced in the worst way possible. You can dump literally 300k gold into the void of crafting and have absolutely fuckall to show for it, and then randomly one day weeks later you get a hit and have something to show for it but it’s still not remotely worth the overall effort it took and you had to battle through severe depression and emotional turmoil because the devs seem to have found a textbook on toxic, abusive relationships and are modeling this game after one.

Even for a first pass missing the mark by this amount is insanity. It’s like they don’t have anyone actually crunching the numbers and applying it to real time. Even for the most hopelessly addicted nolifers this game is a huge slog, let alone for people who interact with the game in anything resembling a healthy manner who play for a fifth of the time. But those nolifers are the issue. Their degenerate behavior is seen as some valid data point and that leads the devs to think stupid shit like the middle-point between 12 hour days and 2 hour days is like a reasonable compromise, but it’s not. Nolifers should be left to ruin the game for themselves and run out of content in a month if what they want to do is play in one month the same amount that it’s reasonable to play in four if you are a serious hobbyist gamer.

best part

that hit is also RNG

enjoy your ori helmet of the monk with firestaff perks

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