edit: like i dont mind things being reasonably flashy but at least keep it in theme for the game.
also something id love to see when world bosses comes up.
considering this is a game about a mysterious land with extestetial dread with no way out. there should be skulking world bosses that track players, that can mess with and split up groups and individually takes out people but requires an entire company to deal with for some fat loot.
big spider like corrupted crawler that hides behind trees and stuff. in any area. low levels would see that crap and go OH SHIT and so would lv 60 max gear people too. (especially if the full area gets the corrupted portal fog of war treatment)
also for a semi tropical area where the hell are the bananas i just realized we dont have bananas.
but this all ties into the original vision isue and the theme of the game which ags cant fricking settle on.
Devs please this. Please go through and change mobs in older territories, existing dungeons, add animations, add lore to them, include them in quests, spend an entire month on lore and mobs. This would make such a large change in my humble opinion <3
So true! I really like the designs of many of the overworld dropped sets. The Ancients are one. Pretty much any tier, cloth or leather. But like everything else, getting any of that with the actual stats you want…RNG hell.
This is why I join so many other players and ask for a transmog system that will us take the look of a crap piece of gear with nice appearance and put that appearance on a good piece of gear with a crappy appearance.
I was amore alluding to the fact that Margit the Fell ripped new players new assholes left and right as a significantly challenging gatekeeper boss.
Imagine if people actually felt intimidated to fight something in New World. Like, the closest I get to the that feeling is joining a Tempest PUG and rolling up on Neishatun. It’s like “Ok, time to see if my teammates are actually trash or not.”
I’m not worried about the boss so much as I am worried about my teammates. I want to feel challenged by the boss, not the number of chromosomes my teammates have.
Mark Rosewater is a legend. Not many people stay in the game industry and remain true to their game as much as he has. What a legend. No matter how dedicated you are to the game, he is definitely one you can always learn from.
Specific to #10: One very important thing I learned as a developer (not games) was to get out of the way of the user as much as possible. Create an environment that is sensible and straightforward, and let them do whatever it is they need to do: in the case of a game, the user needs to PLAY.
Making the players jump through a lot of arbitrary hoops isn’t play. Nothing about grinding expertise or crafting RNG is fun.
On the other hand, housing is. Furnishing a home is a combination of leveling crafting and finding/buying recipes, and then the system mostly gets out of the way of the player and lets them explore what their house can look like. AGS did a good job with the basic structure of housing, in a way they didn’t with systems like armorsmithing.
I mostly agree with you on furnishing, but even there they stuck their hands in to limit players in a way that doesn’t allow agency. Only being able to put up certain numbers of certain types of items is a limit that just doesn’t make any sense.
I had my girlfriend help me decorate my Ebonscale Reach house because I thought it would be a fun activity for us (it was) even though she doesn’t play the game. I bought or made all of the things I wanted, then we went through the rest of my inventory and started getting really into it. But then we ran into the limit on the number of lighting elements that you can have in your house. WTF? And then there’s the limit on the total number of items in your house, as well. And only being able to put up 5 trophies at a time. Not sure if there are other limits on furnishing your home, but they just don’t make sense to me.
I can kind of understand the trophy thing being an azoth sink before they nerfed azoth travel costs, but now it’s just annoying. Should be able to put them all up, or even just have them in the local storage, and activate them from the character screen. Otherwise, it’s just another time sink where you’re not playing the game.
The limits are probably based on technical performance, but I agree they stink. Since there are cards to upgrade the number of items, I think the item limit has some extra play they could loosen up.
I don’t even really decorate and you run into lighting limits super fast.
I think that was the idea, but they didn’t consider that those items weren’t really end game items. They were great for like the first month of the game, if you leveled your crafting up to 200 super quick. I remember occasionally getting the WH or GA artifacts and drooling over being able to craft a guaranteed legendary STR weapon. But the minute I made it to Genesis and Lazarus dungeon level, the drops from there blew everything else out of the water. And making the items BoP just made them even less useful, because so few people could actually make them.
I think New World has good bones and just needs to work on a few tweaks and better marketing. Personal customisation through transmog and unique skill builds are important.
Game developers often make the mistake of dumbing things down to try and attract new players (and we all know how well that went for Star Wars Galaxies), when what you really need are ways for diverse levels to play together. This can be achieved through highlighting rewards available only in lower level content (New World does this slightly with things like Sacred perk craft mod only being available in a lower expedition) or by allowing low level players to be carried in higher content (the second way is worse because the new player doesn’t learn how to play).
In the very popular transmog thread, there is an idea that relates to collecting skins from various level items in the game. This would give higher level players something to do while helping their low level friends. Collecting in general can keep players addicted.
Another option is to scale some content, so for e.g. if a mixed team goes into Amrine, everyone’s output is scaled to the content (no lvl 60 smashing through it) but rewards are also scaled to the level of the players, so the lvl 60 gets drops at their Expertise level. This way each player gets to contribute to the progress and is rewarded appropriately, so friends can play together without getting bored.
The other thing New World needs to work on is some solid research on who their audience is, what motivates them, and how to design collaboratively to meet their needs.
Developers, this post is the summary of all the problems you have currently in the game, i really recommend to read it and consider it. If you think and act in every especific point of this post, i swear you will have the community and your clients pleased with this actions.
Keep it up and don’t give up! New World have the potency of be one of the best mmos of all time, but you need to polish some things.