[ Suggestions ] for Development - Overall, PvP

Dear AGS Team:

New World is clearly, to me, the best MMORPG available.
However it is not without it’s pitfalls.

I have some insights to share with you, should you decide to take heed:

  1. Character Progress
    One thing you need to understand is the “mind-set” of the typical gamer.
    A gamer will view a game differently based on whether the game is paid for up-front or whether it is a subscription-based game.
    If a game is paid for upfront, the typical player hopes only to gain 10-40 hours of gameplay, perhaps 80.
    If the player cannot obtain to maximum status before the upper limit of that window, he, she tends to quit and you see this reflected in your high turnover rate in terms of players…for such a nascent game.
    Getting to 60 is a nightmare.
    Getting to Gear Score (GS) 625 is another nightmare.
    For…this paid up-front game.

IF you were to make New World a monthly subscription game, THEN you could stretch out the character progression because now the player is in it for the “long haul”.

This mistake of yours is working against you thus we cannot go 1 day without someone asking or asserting that the “game is dead”, whenever we log in to get our Gear Score up to…625.
Their hypnotic assertions derail other players as a “Group Think” takes hold.

[ Suggestion ]: Make it easier to get to level 60 and to get the GS to 625.
(Why on Earth must it cost 6k Umbral Shards to get a piece of equipment to 625 GS?)

  1. Refine, Merge Servers to Concentrate Players, Especially When the Player Numbers Dip
    People play MMORPGs to feel less alone in the Virtual World…
    And they so happen to get bored of seeing the same people, over and over (which is an awful way to be, by the way, but that’s how they are)…

  2. PvP
    This is horrendously imbalanced.
    The majority of players, due to their nature, just want to win to feel good about themselves.
    That toxic tendency is catered to when you have imbalanced builds.
    Currently, most PvP players use Warhammers, Great Axes.

[ Big Problem Here ] - the virutally inescapable stagger from those weapons.

[ Suggestion ]: Eliminate the stagger all-together.
[ Suggestion ]: The character walks after being hit by such weapons and it takes considerable effort to run again…which is ludicrous. You can’t even dodge out of a stagger in time. Make running, dodging from, out of a stagger instant if you wish to keep a [ nerfed stagger ] in place.
At the very least, the stagger from these weapons, the freeze, should be nerfed.

All people do is close the gap, stagger, and it’s game over.

Their toxic tendecy to want to win at all costs, facilitated by this imbalance: Leads to only 1 or 2 PvP builds, styles of gameplay which?

Make the game boring as it limits viable choices.
So then the game becomes even more monotonous.
Then people quit.

I like to play a Battlemage, Fire Staff, Void Gauntlet build.
I don’t do enough damage at a distance.
I can’t compete with Warhammer, Great Axe players (or even Rapier users) up close.

Their attack speeds are also too high.
[ Suggestion ]: Lower melee weapon attack speeds or increase the attack speeds of Void Blade, spells to be able to compete.

  1. In-Game Economy
    This certainly needs to be revamped.
    Although it is a novel idea to have a player-based economy…
    It doesn’t quite work out when gold is hard to come by, player counts are low.
    The unwitting players end up trying to compenstate by charging way too much for goods, which we can’t pay for.
    [ Suggestion ]: An open market for Peer-to-Peer trades and an Armory for quick sales, with the option of the items remaining available for purchase by other players for…a limited duration. Then the items would disappear from the Armory.

You will notice that if a game is too painful to play, like Diablo 3, masochsitic people will keep playing it.
They will complain, but they will keep playing. They want to endure misery, low legendary item drop rates, bad dynamics.

If a game works, and if you take my suggestions, New World will be a greater game…
Then the masochists won’t play it (just like how they ditched Anthem, which had great mechanics and great drop rates…which you are seeing right now, absent my suggestions…New World is still good, and so the masochists aren’t tortured enough to play, so they are leaving…but with my suggestions it would be better).

However the more casual gamers will be brought in for a more enjoyable experience.
And we can hope that people will change to be able to appreciate a well thought-out game (my suggestions)…but we shan’t hold our beaths for that one…
In the case of implementing my suggestions, a “loyal” group of players will continue to play - “Pro” players whom see a working, fair system…
They will likely buy more skins and micro-transact.
And with a less torturous game…well…society will be better off when people are actually entertained while entertaining themselves as opposed to irritating themselves, becoming frustrated from losing all the time; from all of the bad dynamics.

I have many more suggestion to make the perfect game but…
Alas, you don’t pay me to have access to those insights. :wink:

I hope the above helps.

I agree the In-Game economy needs some rework but for different reasons. A player driven economy can of course work and should be encouraged. The player base will always dictate the economy’s volume but not it’s success. A small player base can have a health economy if the right incentives are in place.

Economies are driven by incentives. And New World like many MMO’s has a luxury only economy with few incentives. What I mean by that is the economy is not required for game play, but if I have some extra gold I can save some time buy using the market, IE it’s a luxury, not a need. I won’t walk through the history of the economy in new world, but it’s plagued by dupes, money instability and luxury only goods. Having said that thousands of items are sold every day. People due use the market, but it’s mostly crafter’s with extra money buying resources to raise their skill.

The trade post has all the tools it needs for a healthy economy. The only issue is finding what you want to buy can be very time consuming, so its less efficient.

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