I can tell for a fact that people could only craft a certain amount of orbs per week.
I cam tell for a fact that people hated to farm orbs back in the day and hated it even few weeks ago.
I can tell for a fact that a lot of details are still up to be faced. They said 20 mutations per week but didnt say how they are going to stop you do more mutations, will you not be able to join? Will you not get loot? Will you not get shards? There is still to be shown.
And for that reason alone I would be patient for the PTR and test it rather than just shooting trash talk like this here. Day 1 of dev video release which no other game does, ever.
We need to be able to inspect the players gear
We need to be able to not let them on the team if its not up to par
We should be able to give them a rating after a successful dungeon completion similar to a “likes” or a 5 star rating system but intended as a way to gauge that they are good and not just possessing the correct gear.
It also needs build archetype slots, and the ability to swap them around in your expected group comp so you can choose to make a 4dps 1 healer group or a 2 tank 2 dps 1 healer group etc.
m10s are super easy. But if you have one person not wearing the right gear or that doesnt know the fights or is just a bad player it turns that m10 into a massive waste of time.
You can do them in luck gear, long as it’s leveled. Meanwhile I have seen plenty of players in ward sets gemmed specifically for the mutations that can’t dodge simple mechanics. All this is going to do is create a toxic hell recruiting.
Exactly right. Its definitely going to get a lower drop rate. Otherwise people wont be enticed to get orbs at all. Even with an orb it will probably still give junk.
I think many people here mix up the terms “gated” and “capped”.
AGS designed New World in a way that gated much of its content. Meaning - access to certain activities was hindered (e.g. expeditions) or hard-gated behind a level or company requirement (OPR, Wars). The reason behind it was to keep crafting meaningful and to facilitate cohesiveness among the server population (who brings the orb?, who gets picked for wars?, etc.).
The big downside of this was the unintended exclusion of casual players that did not engage in the server community as much and who felt repelled by the fact that running an expedition required you to approach the community directly through chat and maybe even farming and crafting an orb.
I think the change announced, going from gated content to capped content is a direct and effective measure to handle this problem without setting the stage for inflation. With very little spare time I can spend in New World my character progress was always behind other players. I had difficulties finding groups and aquire orbs. I haven’t played since early Dec. '21 and clocked less than 100 hrs. My character is ideling somewhere around level 40 and I have only seen 2 expeditions until now. According to the achievement statistics on steam only 49% of all owners of the game reached level 30.
AGS made an effort polishing the endgame and the level 60 experience. I have hope they realized that they need to try to regain the interest of players that stopped around level 30 also. The announced change could really motivate me to come back and give New World a second chance.