unless taxes ever go up server wide though…
I wish.
Your initial sentence is a little hard to read/understand so not sure entirely what your point is but no, I didn’t make that claim, I said “most” MMORPGs allow you to access all content.
If something in game takes 100 hours to achieve due to the gathering of mats, killing mobs, etc. then if you put in 10 hours a day, you can achieve this in 10 days. If you can only put in 10 hours a week it’ll take you 10 weeks or more. Everyone still has access to the same content but the number of days/weeks to achieve is different.
Just a final thought on this…
please fix the freezing issues AGS, then I’ll think about paying taxes. A broken house isn’t worthy of gold.
By that definition a house in New World is no different. Everyone can save up enough to buy a house and then everyone can save up enough to eventually pay their taxes and utilize the benefits of that house for another week. Who is being locked out of content here?
From my earlier comment:
If the tax was due after a set amount of playtime (say every 100 hours online) rather than calendar days it would be a much fairer system.
I would still be behind non-casual players due to their time spent gathering, questing, etc but I would still be able to enjoy the full game experience rather than being locked out of things due to real world limitations.
See above comment, didn’t hit the reply button. Facepalm
EDIT: Apparently I did. double facepalm
I don’t disagree that this would be an “ok” system, but “fairer” is a poor word to use because it is so subjective it is meaningless. That being said, it takes around 40 minutes maximum to save up enough money to pay taxes for a house, what percentage of players plays that little? In short, the “barrier of entry” is so low in this case it is hard to take the complaints very seriously. There are much bigger problems to fix and it is impossible to please everyone.
Changing to every seven days will help slightly, but only just.
The whole economy needs a pass.
Territory cost needs to be scaled down.
Housing probably should be cut in half but I could see more. The player base that logs in to play dress up and decorate their house is usually a much larger community than the PVP or “hardcore” players. You WANT the casuals to have three houses. (or more) It will keep them playing and your numbers up. (did I read in Forbes you are losing something like 133kj players a week?)
Fees on crafting should also be lowered, or capped at a lower percentage.
The burden of maintaining a territory should be shouldered by the company that controls it. Can’t afford it? Then you probably should not own it.
This is also an argument for servers to merge and/or population cap increased. Larger guilds to handle the financial burden. Also, why are you not using phasing? Server population is a non-issue if you utilize phasing. Look at Elder Scrolls Online. One server. Millions of players. What major, successful, MMORPG does not utilize server phasing. (trying to think of one and drawing a blank)
The vast majority of players are only barely aware of who owns what settlement. They just want to quest, craft, fish, and decorate the houses that they can’t afford because of the crazy high taxes. Fishing and decorating will not pay your taxes.
I would like to see New World have a system where the people that live in the settlement have at least some say/control over it. Even if it is just a tiny bit. Maybe choosing to not have settlement bonuses and get a tax break. Companies that own territories need to cater to the people that live/quest there, not vs. versa.
All in all, everything economy-related needs reworked.
Quests at higher levels need their rewards increased.
We need merchants to sell our junk to (and buy things from). Auction house costs basically mean most of the mob drops are not worth the listing fees and get scrapped. That tiny bit of money we could make selling to a merchant would help. It can even be a nominal amount. Baring merchants, you should increase the amount of money you make when you scrap an item.
Mobs need to drop $.
Hard Stop on that one. If you are not giving players a merchant to sell their junk loot to then the mobs need to drop money.
Even if it is only a small, token amount. Scale the reward by the level of the mob and its difficulty. How this wasn’t included in the launch is beyond me.
This game plays like parts of it were designed by Project Owners who have never played online MMORPGs. A lot of no-brainers, that all successful MMORPGs have, were not included. If the Lead Designers thought process was to alienate casual, or semi-casual players then never mind. Job well done. Keep that resume up to date.
Hopefully, Amazon realizes that the “hardcore” community usually makes up 10% or less of the player base and that catering to them is a horrible idea.
Another salient point is that only 5% of the player base will ever visit the forum. So when there is a massive freak out here you are only hearing from a fraction of your players. Cater to the 90%, not the 10%.
I am NOT advocating for making New World easier. (ok, maybe some aspects slightly)
I AM saying that players who do not want to PvP, Outpost Rush, do board quests nonstop, etc, need a place in New World.
And for the love of all that is holy how are you not giving players alts? Once I hit 60, do most of the end game content, I will put New World on a shelf until they updated it a few times.
There is no reason whatsoever for me to play.
Why craft if you can’t make things for lower-level alts? Crafting gear, furniture, food, etc is the whole reason you craft in MMORPGs. Making that one end-game item that only a small percentage of your player base even cares about is not a good reason to max out your crafting.
There is no good argument at all to not have multiple characters on one server. You can only log in on one of them at a time. There is no extra burden on the server. Logging in takes a few seconds more. That would be fine.
Apologies for the rant.
I don’t post often but all my points are salient to the long-term health of the game.
Playing basically every MMORPG from the past 15+ years gives me a unique perspective. I have been a progressive raid leader going for world firsts, Love PvP, and also a total casual. I see most sides to this.
Being a Full-Stack Developer and a Project Owner/Manager also gives me a unique perspective.
YMMV
I think “fairer” is the right word in this context.
Everyone would get the same value from the tax they just paid. If you play more often you would use up this tax quicker but ultimately would get the same amount of playtime out of it.
I think “fairer” is the right word in this context.
Everyone would get the same value from the tax they just paid. If you play more often you would use up this tax quicker but ultimately would get the same amount of playtime out of it.
I still disagree, but again the problem really should be a non issue for most players. 40 minutes a week.
if yer level 60 you can Q up for outpost rush and go AFK and get paid like all these other fuc tards on my server the devs dont care we reported them 10000’s of times
or… stop gating it behind a stupid mechanic beyond the initial purchase price.
I hope you are right.
I’ve never found a way to make the amount of money I need (between 600-1k gold) in the time I have available (4-6 hours) whilst still having fun and without it being work. My level is only in the late 40s so I am still learning the game and I do my best to avoid spoilers so I’m hoping I’ve just not come across it yet.
Sorry if it was mentioned and correct me if im wrong, I have yet to purchase a home.
Someone told me if you let the tax lapse, you dont lose the home and when your ready to use it again you can just pay it, right? Really makes it a non issue for casual play if thats the case.
I very much like that I have to actually think about how I’m playing the game.
It’s not a game where lots of gold is given to you easily.
I spend about 30 minutes on gathering runs a few times a week and it covers my house rent as they ALWAYS sell at the Trading post.
Ore, fibers, rawhide and especially farm crops Insure a steady income.
This is correct, you pay taxes upfront. The issue is that if you only play casually, it can be very difficult to make enough money to pay the rent every week and if you are using the house for the extra storage, this causes a few issues giving you less free playtime to enjoy the activities you like.
There are several post saying it’s easy to make the gold required but I have yet to find a way to make the 600-1k gold (2 T1s) in 4-6 hours if that’s all the time you have. The best way I’ve found so far is quests but these are finite so can’t be relied upon. I’ve also found using the Trading Post very unreliable due to the state of the economy and the fact the market is flooded on my server.
Yes. Casual players who can’t afford upkeep should probably not buy the item. While we are at it, they also shouldn’t participate in wars if they can’t make the time to join companies and practice strategy. Not every part of a game belongs to everyone. Some things require extra time. A casual player will never be a town owner either. It’s for people who play more often.
Also 350g per week? How casual is this person who can’t spend 15 minutes chopping trees or gathering basic mats to sell them?
We all paid the same amount of money to play the game and so are all entitled to experience everything the game has to offer, regardless of how much time you have available to play each week.
Except this is a mmorpg not some competitive moba. Maybe you should go play one of those instead with that mindset?
There is no valid reason not to remove taxes on housing, it wont hurt anyone and the devs idea that it’s needed for the economy is a load of BS.
I’m sure that once the servers die out even further we’ll get some kind of too little and too late consolation prize in the form of lowered taxes or boosted coin gain. They already lowered the cost of redistributing weapon traits and character attribute points.