New World, the game that makes you want to quit

Its not a mystery. See link below. Im pretty sure you know this already.

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The combat is a combination of Hack & Slash, CS1.6 and AOE spam. The only tactic is to dodge what you can and have higher dmg than the enemy.

As long as there is no class identity, they keep focusing on the perk system (which is boring and imbalanced) and make BIS items come only from crafting the game will never retain players more than 1 month after some big update.

Every update adds new things on top of a weak foundation. Players, come, see the same old system and quit

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Dang thats interesting. I wasnt following the game until the open beta leading up to the games launch. Thanks for sharing that.

The Albion like full loot pvp game would 100% be more of what I would want out of New World but it would be very light armor dominated in open world with many imbalances for ganking. Cant waddle around solo gathering in heavy armor in a full loot pvp game.

I would have liked to see 2+ years of progression from that point supporting NW’s development as a pvp first game. Inevitably games like Albion do content releases and balance passes much more frequently than AGS does. Who knows if AGS would have designed fun open world pvp content to fight over with good rewards.

It doesnt need to be a full loot game as most of rng gear is crap anyways. But if they created a pvp progression track that was better than what we have now and great rewards out of chests we could fight over faction vs faction it would be fun.

You’re welcome.

The Alpha game was totally different than what it is today.

The gathering game was run out, gather, run back to storage. Rinse and repeat.

Seeing folks out in the open world was… cause for concern.

This is pretty true. I bought purple gear on my second toon and do pretty good in opr even though im 25 lvl lower than everyone and my weapon skills arent even maxed.

I think i spent about 4k on full shirking fort/resilent light suit

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I miss this feeling. Totally gone from the game now.

Agreed.

Its why we need a PVP zone. Not a PVP server, a PVP zone. Like the Dark Zone in The Division.

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Make it instanced so it is known and not “accidentally” crossed into.

Create a map that allows for PvP to occur more than just “tag”. A catacombs/underground ruins would be ideal. many small chambers, twisted paths, blinspots, and dead ends to allow for PvP to happen naturally.

Incentives? Global buffs that are factional or company specific. These 2 types of global buffs can be used to create 2 zones (factional and company) and encourage PvP.

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This would be much more exciting than another expedition or pve arena boss that requires three different ward sets.

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It will give you the “open world” feel but allows for PvP to happen naturally for a big reason.

Make the buffs the same for Factional and Company. Allow them to stack so it encourages more PvP interaction.

Buffs? 10% more earnings overall. Gold, XP (all forms and aptitudes), and standings.

Stacked is 20%.

You can still add individual reward tracks. And make the leaderboards for the community (including rewards). Factional PvP leaderboards rewards the entire faction. Company PvP leaderboards rewards the entire company.

These layers will encourage PvP. It may even be non-stop. Which would allow for those with little time to jump in and out of PvP battles without waiting for a queue.

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Most dont care about xp earning, increased luck, increased bonuses while gathering.

We want to pvp to pvp and fight over worthwhile loot along the way, or kill players who have that. Increasing gathering rates while flagged isnt the spot.

Actual open world objectives to contest and group up for are needed.

I’m confused by the fundamelists comment. In what way do we mistake tedious for challenge?

It’s actually very easy. Some days you get an absurd bargain on in the tp right place right time. Open trading is trash and nobody really buys. As long as you got a decent amount of money patience and luck it’s not hard

Every MMO goes through this? I missed the part where 90% of WoW’s players quit and the game limped along for a year.

It is not about gathering rates.

The XP buff would include Weapon XP, trade skill XP (including aptitude), and XP earned for standings.

Gold is for all gold earned. Kills, salvage, quests, and mission boards.

With just the buffs to tradeskill aptitudes, I see people wanting it to pop more aptitude boxes.

Offering luck is for open world
Offering loot is for the tracks

With different PvP offer different rewards. This allows for several reasons to PvP in player’s own way. And we can see what pushes PvP in rewards (backend data). Then you give leaderboard competition more of a community PvP effort for addition loot rewards.

WoW lost a lot at the beginning, then came back.

Same goes for ESO and FFXIV.

What you failed to use as a variable is how much does the name behind the game influences hype and the curve.

Those arent interesting reasons for pvp’ers to log on and organize content.

LOL

These two PvP instances are not really for organized content (well, maybe company influence and buffs). It’s for those who want no queues when they want PvP.

Individual tracks, community tracks, globals buffs are all in the events. Or did you choose to omit what I said about individual track rewards? Or is the flaw in the argument you present that you assume this was for organized content. Even after I specified it for those who do not need to wait for queues?

And do not forget community rewards from leaderboards would should not be mundane.

i agreed with you at most parts. having bis items not that hard and 2/3 perk items also good yes.

I dont follow some of what your proposing as its not well defined.

What pvp players want is open world pvp objectives to fight over that offer good rewards and gear progression forntheir time and risk.

We dont care about the other nonsense.