RE: New World: Dev Update - June 2022 Attributes/Gatekeeping

Hello All,

This is in response to a few things stated in this dev update video from June 9th.

The Video link is here: New World: Dev Update - June 2022 - YouTube

I want to start off by saying there is a lot here I am excited about, but there are a few pieces that have me concerned and while I am sure you’ve heard feedback on it already, I want to give my opinion as well so I at least know I gave the attempt.

Weapon perks on weapons being more impactful sounds like a solid addition and I am excited about that. No more expedition keys, in general, is good as well and I am excited for that although I am okay with there still being some sort of orb required to do a mutated (just remove or seriously reduce the timer on them being bought/crafted). I like that many of the perks are being reworked/buffed and I think that can be massively beneficial to the game overall. The trade skill changes look/sound solid but my question would be why the change on it? If there just simply aren’t enough players that are 200 in certain professions, I get it but I imagine you also don’t want it to become too easy at the same time. The expedition rewards being given for old keys sounds good and the salvaging named expedition gear to craft expedition gear sounds interesting as well so I am excited to see how that plays out.

Now for the things I am a bit critical/worried about.

Regarding the attribute change:

Single attribute gear will give fewer overall attributes than split attribute items at the same GS. Doing this will destroy the current crafting marketplace as Timeless Shards can exclusively craft items with a singular attribute and not the multi-attribute gear. Not to mention you literally just introduced a system to convert multi-attribute resources into single-attribute resources so this is completely contrary to what you encourage in-game at this time.

If the goal here is simply to have more diverse builds/incentivize people to use a larger variety of gear, simply make it so timeless shards can be used to craft gear with multi-attribute resources… There is no need whatsoever to make one version of gear superior to another.

Regarding the cap on mutated/regular expeditions that is proposed:

Why? Why does it appear that the team is so hellbent and determined to gatekeep the content you create? Creating random artificial gates on the number of times something can be done, especially when it is one of the primary end game elements that is available is only going to serve to make people stop playing when they hit the cap if they even bother to do it at all. It sends the message that you don’t want us to play the game unless we play it a certain way.

I can only imagine that the logic behind it is that you want to force people to do other content, but that’s not exactly how it’s going to work out. If people wanted to do the other content, they would do it… It seems silly to remove an element of content from the table for a veteran player/community, especially when the server populations are dwindling more and more daily… A recent example of this is deciding to put an end to the open-world PVP of Greate Cleave by drastically reducing the PVP XP for the area and once again making the area a complete ghost town.

Lately, it seems that things keep getting added in that people really love, and once people start coming back and those areas start popping off, a patch comes in and nerfs that thing to oblivion making it so players go back to ignoring it. Arenas are another example. After the last change to arenas, they are far less active already due to the cap and this is a new element to the game that is a blast to play if you can find a group/opponent.

My intention here is not to complain, insult, or anything like that so I hope it isn’t read that way. I simply love the game and wanted to express my concerns about what’s coming to the ptr/potentially live.

2 Likes

That’s what i really don’t understand is the caps on everything.

Like, they say that they are to keep people from getting too far ahead, and make it easier for casuals that don’t have enough time to catch up. And incentivize people doing other content. But it has the opposite effect.

Too many caps, on everything makes people just not want to play.

There are just, so, many. And every time we ask for a gate to be removed, if they do they just add a cap. Or if they remove a cap they reduce the reward to where it’s insignificant and not worth doing.

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Precisely. It’s an MMO. Progress is based on time played/committed. You can’t strive to make everyone have a uniform/equal playing field… it simply isn’t. It’s skill/effort based. All this does is ruin it for the people who are the lifeblood of the game. For every 4 man group of casuals there is a 5th person in the group who no lifed and shot calls for them to teach them how to play… you kill the game for those people and the game is toast.

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