Before starting, I already want to apologize for my level of English. Indeed, I am not an English speaker, so I tried to write as best I could. So, thank you for your understanding.
To kick things off, I’ll first tell you why I left New World behind:
- The game, in my opinion, as it was designed, does not promote good or little collaboration between players regarding the PVE aspect. Indeed, collaboration is useful in a variety of high-level circumstances in New World gameplay (although, even then, it might be better), but for new players, collaboration is almost just a way to hold each other. company, because it does not bring much profit in the game. So, from this point of view, I experienced a lack of the social side in the gameplay of what should be a multiplayer game.
I also want to talk about what I experienced as a lack of variety in content regarding quests in the game. In fact, at some point I felt like I was pretty much always doing the same things… I I no longer played with interest.
- Regarding PVP, the current game shows its limits. Of course, the content that is currently offered in New World, on this subject, is beautiful: wars, arenas, etc… but what is missing, according to my vision of PVP, is the essential, this thing that puts your adrenaline pumping and thrilling: wild open-world PVP. Let me explain: in the game it is possible to do PVP in the open world, but what is the point of doing this if there are no rewards at stake for the winning player? In fact, I found a huge void from this point of view.
However, I want to make it clear right away that the PVP that I would like, and which I think could significantly improve the gaming experience, is a PVP that respects the needs of PVE players. I will further develop my reflection, by giving those which are for me possible solutions to all the problems which I quote.
Obviously, the PVP, during my New World experience, also frustrated me a little because of the various bugs and imbalances that were there and which in part still exist. But you all know that.
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Regarding the farm, I found myself in difficulty. Let me explain: being a big farmer, I immediately noticed the limit of storing resources. Of course, stocks can be increased, but they are still very limited and I found this very frustrating. The forced solution I had thought of was to sell the resources I couldn’t store through the Auction House…but then again, to a bitter surprise, the auctions a player can make were limited in number… So, with other words, the game indirectly forces you to limit your farming. But why should a game limit the experience I would like to have? I can understand that he wants to direct it, for certain factors… but limit it? Why?
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Last point: as far as I’m concerned, I found the bestiary and the variety of places in New World a little limited… I had the impression of being confronted, more or less, always with the usual enemies with, more or less, the same atmosphere. This lowered my interest in in-game discovery. Of course, there are certain areas of the game that are exceptions, where the enemies are different and have a different fighting style and the scenery also changes completely, but, for my taste, these areas are still few. I know new areas with new enemies are coming soon and new bestiary has already been added to already existing game locations. But it’s also true that, in my opinion, we could do even better in the places that already exist in terms of the bestiary and the variety of scenery. In fact, the first game areas are very similar, too much for my taste. I am looking for a gaming experience that can surprise me regularly.
Now I come to the solutions that I would like to propose and which, in my humble opinion as a gamer, could improve the gaming experience for many people:
- For PVE, whether in the open world or in instances, this should promote much more collaboration between players. It should allow players who want to play individually to achieve their goals, but bring more benefits to players who collaborate with each other, whether they are beginners or advanced players. In my opinion, we should therefore work on new dungeons and boss raids to make available to players of each level. It must be said that the developers already seem to have taken a good direction in this case. I hope it will continue at this rate, that the game experience will improve further in this direction and that we will completely stop putting limits on players as to their PVE experience that they would like. For example: if a player wants to farm a hundred or a thousand dungeons a day, where is the problem? Why limit this gaming experience? And if there is a problem in there for the developers, I imagine it can be solved, with smart and balanced solutions! Quests in an MMORPG game are important, but they are not everything. In my opinion, you can’t focus a game only (or almost) on the quest format.
So: more PVE events, more variety for them, more accessibility for everyone and for each level, and more in-game advantages for players who collaborate with each other.
- My modest solution for an exciting yet player-friendly PVE open world PVP: Indeed, New World’s current open world PVP system doesn’t need any crazy tweaks to improve! Just leave it as it is, but add a concrete reward for the winning player, like, for example, part of the eliminated player’s equipment and/or inventory. Maybe not necessarily a full loot, which is always quite punishing for the losing player, but maybe in between would be fine… Obviously, the loot left behind by the eliminated player should only be accessible to players who choose to tag themselves in PVP. So, I think it would be possible to respect everyone’s needs a little bit, i.e., PVP players and also PVE players who I think should never be forced to do PVP if they don’t want it. The recent addition, in the last update, regarding the “PVP tree”, (which gives rewards to players who do PVP), is good… but, in my opinion, it will never be at the level of a loot (on an eliminated player) PVP in the open world, neither concerning the pleasure felt that such a loot generates, nor concerning either the state of adrenaline that such challenges can bring. This therefore does not satisfy, in my opinion, the requirements of wild PVP players (open world). Then, regarding everything that is not PVP in the open world, in my opinion, better wants to leave it as it is today, that is to say without the loot system that I allowed myself to advise a little above. This will allow novice PVP players to learn more about PVP mechanics without worrying about losing some of their gear or inventory.
I think as a player who loves open world PVP, if I’m not allowed to attack players who have decided not to go into PVP mode, but I can attack others and by eliminating them I can win all or part of their equipment, I’m already very happy! I don’t need anything else… Indeed, this is not Player Killing and could therefore be entirely in accordance with the New World charter.
To finish on the PVP theme, what could still be added, certainly not mandatory, but which, in my opinion, would make open world PVP even more meaningful, would be a bonus for farming raw materials that does not activate only by switching to PVP (open world) mode and remaining active for the duration of the mode. Be careful here I am only talking about the raw material farm and therefore the possibility of having additional raw material resources while being in PVP. I’m not talking about the in-game experience farm that allows the player to level up their character, because that last option, to me, puts PVE players at a disadvantage and is therefore not fair to them. I am also not talking about farming chests or other resources that are not the only raw material resources the game offers, because even this option, in my opinion, would create inconveniences for PVE players and could go wrong. negatively interfere with the functioning of the randomization system for the rarities of objects obtained from enemies (mobs) or treasures.
While a small, moderate, additional raw material bonus, in my opinion, could in no way disadvantage PVE players. Why? Indeed, because of an essential factor: the risk of PVP. Let me explain: if a player chooses to activate their PVP mode to get the raw material farming bonus and manages not to be eliminated by another PVP player, then they will get a greater reward for taking the risk. But if he is eliminated, in this case he will lose all his resources that he had farmed or a large part of them. That is why, in this way, there are no disadvantages for the PVE player, since the latter will have the security of being able to “bring home” all his resources without any loss, unlike the player in PVP mode.
- Regarding the stocks of materials, objects and/or raw materials that a character could have, in my opinion, in order not to weigh down or ruin the experience of players who do a lot of farming, these stocks should be unlimited, but the possibility of expanding them should be subject to conditions. That way, the player would feel like they had to earn it, in a way. What conditions? Indeed, the current conditions to remedy this, in my opinion, are too punitive! I am obviously talking about the system of chests in the personal houses of the players which allows to increase the storage space linked to the cities. I find this system quite unsuitable. But then what other system to expand the storage space in a less punitive, more fluid way? Specific quests? Other types of specific events, but easily accessible? Or simple but concrete payments in in-game coins? Who knows? But something along these lines, for sure, should in my opinion be done to improve the gaming experience.
As for the limit of items that can be put on sale at the auction house, I think that in fact, it is not a good idea to set a limit precisely. Indeed, as already mentioned, this only slows down the overall economy of the game and the player. Do some people prefer to store their items in the auction house, putting them at exorbitant prices to make sure no one buys them? Well, at the auction house we pay a commission to put the items on sale, and the latter is higher if the selling price chosen by the player is high (which is normal), so these players who put on purpose too high prices are somehow already punished, don’t you think? Because they pay a relatively high tax without benefiting from the sale! Isn’t that so? And if that weren’t enough, what’s stopping you developers from raising the tax even further in circumstances where the price is obviously and unfairly too high?!
So, again, why are you limiting your players experiences?
- I expose here the last point, concerning the variety of the bestiary and the places/landscapes of the game, although I have already answered it in part during my previous formulation. Everything can be summed up in a few lines: more variety of enemies, including “bosses” and mobs within instances; more variety in the combat systems of the latter; and a greater variety and diversity of locations and landscapes the game offers, even in areas dedicated to low-level players. Wonder and surprise are always a good thing in this sense and positively excite the player during his gaming experience.
Thanks for reading this far. That’s all I had to say. I wish you (developers) a good job and I sincerely hope that the direction you take will be as close as possible to what is discussed here.
Of course, I want to say again for the last time that I don’t necessarily think I’m right. These are my personal thoughts and clearly you devs may not share them or other players may not share them. I respect everyone’s thoughts. I hope that my personal thoughts will also be respected.
I sincerely wish you a good continuation and if tomorrow the game should evolve for the better (for what I think is better from my humble point of view), I will surely come back to visit you on the game.
My best and most sincere greetings.