Thread for Constructive Positive Discussion of game direction

Full patch notes in advance of the patch would be nice. I know the devs have repeatedly said they want to publish full patch notes for each patch, but then end up apologizing for not actually doing so and promising to do it next time, last patch was the third time. It’d be nice if I could believe them, but being lied to 3 times make that not possible.

Remove time gates. Time gating is killing the casual players. If I have maybe 1 to 2 hours to login each night, I want to do something that is fun or progresses me, not spend all that time to do some of my “chores” like gypsum/refining/orbs/etc. They are not fun to do after then 30th time, let alone the 100th or more. As others have said already here, people want to do what they find fun, and time gating prevents that. If you want people to stick around, you MUST fix it.

Azoth really just feels like a system added in to force people to do some specific content. Once again you’re forcing players to do specific content if they want to teleport around the map, instead of running for half an hour or more. I think the Azoth system for travel should be removed entirely. Just let us teleport around as we want, I see no good reason for this to exist.

Instead of doing lazy difficulty by just adjusting numbers via gear score to make expeditions harder, make them harder skill wise as it should be. The Dynasty boss is good for it’s base level expedition, but most of the others are either meh or BAD. Want some tips?

  • Remake Lazarus boss entirely, it is a BAD boss, the worst I’ve seen in any game EVER. Every single time I ran that dungeon with my company, we stopped running expeditions after, it kills all motivation, every single time, it’s a 5-10 minute RSI inducing left click fest. For inspiration for a similar style boss, look at Kitava from Path of Exile. It has many very large and telegraphed attacks, a lot of movement required and smart usage of some cooldowns.
  • Add many stages of bosses that involve periods of invulnerability, that maybe spawn a puzzle to solve, or mobs to fight, or something else you need to do.
  • For higher difficulties add in new attacks for bosses as well as boosting their exising attacks/abilities. For example, the Genesis boss, have them drop less rocks (1 at max difficulty) for each stage, also shorten the time between channelling the instant kill ability and it triggering, forcing players to time things and plan ahead. Slightly increase damage per difficulty, as well as resistance and health, but do not just go mega scaling it. Increase difficulty in other areas that relate to skill.

Crafting is one of the things that broke this game for me. I enjoyed crafting to a degree, but there was always issues with it, and now it’s dead due to the mutations and 625GS. You have named really good pieces of gear in the expeditions and mutations, often BiS. I feel like crafters should have full control over the stats/perks that end up on an item they craft, but have the costs and resources required be expensive and time consuming. Some things you could change:

  • Crafting could make use of recipes as a resource, one use. The recipe is for a specific type of item and skin. To craft the item you need required resources and craft mods. If you want to craft legendary tier, you must meet requirements (full crafting gear set, 200 in the crafting, etc) and have legendary materials that are required. Each recipe would require different ones. For the perks, I’d say make them rarer then now and required a certain amount based on gear score of the item being crafted, or a higher tier craft mod for that gear score.
  • Crafted items have a scaling that isn’t hard set based on gear score, but instead a range, like other games sometimes have. Instead of an armour having 25 in a stat, it could have 23-27 at that gear score. The same would go for resistance/damage/etc. It would mean that while we can craft a BiS perk wise, the damage/resistance/etc might be worse/better then someone else’s version or a named item.
  • Add more ways to boost crafting skill/luck for all the above. Stuff like tools that go in your weapon/shield slots, that have different traits and ranks. These would help you focus on something specific or be more generalized when crafting.

House taxes need to get removed or be changed. The casual players are expected to do their chores and somehow make a bunch of money for their taxes every week, in the limited time they have, it isn’t really fair. Their taxes then go to a PvP company who then just use it for themselves most of the time. Either make the taxes dramatically lower (equal or less then the discounted level before), or change the system. Maybe players need to do town board quests to contribute and prevent stations downgrading?

New content is required now, not soon, not in 3 months time, now. I’m talking about things like new OPR maps, new game modes within the game, PvP arenas for smaller groups, new zones/expansions. None of it time gated or restricted. Let people be able to login and just go play something, not all having to run for 10 minutes to get somewhere to start something.

And OMG fix OPR. OPR is a disaster, whoever came up with it had zero ability to think how it’d play out. How there wasn’t even some kind of rough balancing setup put in, I’ll never know. See below:

  • Have an algorithm to balance teams based on weapons equipped. Prevent changing of gear loadouts once queued and while in OPR. Have 6 WH’s queued? Put 3 on each team, easy. If there are groups queued then it just does the best it can while keeping the group on the same team.
  • Balance gear score while doing weapon balance. Need to split players up, figure it out based on overall gear score for both teams, get them as even as possible.
  • Minimum counts for specific classes. Do you think it’s a good idea to start OPR with one healer on one team and no others? Nope bad idea. So have set in the code somewhere that you need at least two healers queued for example or 0, for it to start.

After that fix the scoring in OPR. Look at any other game ever that does capture the point style gameplay. Give points for capping, contesting a cap, and defending. It should be the main focus of the game, but somehow you get no points, no rewards for doing it. It baffles me.

Fix healers. This isn’t a “nerf the healer” thing, but a “healing is boring” thing. AGS has somehow made healing a routine. Heavy attack three times, light attack all the time (CDR), heavy attack every 10 seconds at least (30% healing boost), dodge before casting heals. That is all a healer does, and it is BORING. Just rip out the whole system and replace it fresh.

  • The Life Staff should consist of a healing tree and a protection tree. The healing side has a strong group heal, a strong single target heal, and a strong heal over time. The protection side would have shields and debuff removal.
  • The group/single target heals should be on long cooldowns.
  • The shields would be for preventing damage in the first place. Make it short duration, but enough to say block an attack or two from Myrkgard Thorpe for example. If used at the wrong time, it’d do nothing, at the right time, it would potentially save a player for getting burst down in a second or two.
  • None of the passive or upgrades for the abilities will force you to do something special to increase healing. I’m fine with a passive making attacks cost no mana, as well as maybe giving a small heal by shooting through an ally, but like a 20% healing buff shouldn’t require me to dodge, or 30% require me to heavy attack 3 times within a specific period of time. With no circles to cast, everyone is free to move around doing what they do.

Overall this game has trended towards giving the super hardcore 16 hours a day sweaty players everything, and everyone else gets pushed further behind, even locked out of some content. This is bad unless you want your game to actually drop to an unsustainable population size. You need to change things to get casual players back, and any non-hardcore types. Let them do things when they want to, stop putting things in the way. Let them have fun the way they want to have fun.

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Since the server merges a lot has changed. Players are very much demonstrating their willingness to do whatever needs to be done to achieve their goals which include trading post manipulation through bot usage for coin selling. I have enough time in game that it is embarrassing to mention. I would still be seen as a new player though because I have taken a path of crafting and working towards getting my own equipment and gear. This has put me at a disadvantage from everyone else and now it is proving even more difficult than before with the new additions to experience new content. Maybe I could be doing it wrong or playing the game a bit different, but I do see the effects of unless you are able to obtain large amounts of gold to buy the necessary equipment needed or be fortunate enough to have a company who will help you in this way, your odds of enjoying further content seem to be getting very slim. I wish that I had more of a suggestion for how to fix this issue. My thoughts in posting, it is best to at least let it be put out in the open so that if there are any ideas of how it may be addressed or even if there are others experiencing this, that perhaps ideas can be shared. I do not want to come across as merely complaining or being toxic or anything of the sort. I am just trying to share information with the community in hopes that more can be addressed appropriately. PS. Again I wasn’t sure exactly where to post this where it would potentially be seen until I saw this thread. I have not utilized forums really until this game and have it enjoyed it enough to make me want to contribute how I can.

So many great ideas, but sadly thats an waist of efford. Its been half a year already and AGS didnt lisen to its players even once. Thats probbly reason why is this game going in this direction. 1 month after you reach lv 60 all the fun is sucked out of the game cuz then you relize that things are repeating witouth any fun. They added mutations for wich noone asked, we wanted new dungeons and they made existed dungeons harder, and on top of that an nonsense ranking LoL?
For some reason they still didnt ass arenas for players where you can 5v5 or 10v10 witouth stupid brutes who destroy the point of pvp. Meh this game is geting boring, only exciting thing about it is whats gona get broken on new patch?

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Agree with most everything in particular jettisoning the expertise/gypsum system.

Nothing in this game has pissed me off more than the stealth nerf to emerald gypsum. And the fucking cooldowns of course. I was going to try the new releases next month but likely I’ll just uninstall this game which should please AGS as it is clearly the goal to get players to play as little as possible. It’s like governments and taxes: tax the fuck out of something and you disincentivize it’s utilization.

I think a general improvement idea is to let people run whatever content they want, as often as they want.
It’s better to lock or diminish rewards than blocking out Actual content.

Main questions for me are:

How can you stop the exodus ?
How can you keep remaining players motivated?
How can you acquire new players?

NW must be turned into a different direction. More of the same wont change anything.

Start with honesty and transparency. AGS is treating New World like it’s a F2P game with only 5 staff. I see CMs, as nice as they are, as only a wall so developers can just ignore players while they feel like they’re being listened to. Other games have done it, and it doesn’t work.

A list or roadmap just to the next update telling us what will be fixed or balanced or whatever would go a long way. That would inform me beforehand whether or not I should continue playing. May sound negative, but saving me from wasting a month of depression and discouragement is actually a positive thing. There’s no way they’ll fix all those known issues.

Want more players in PTR? Reward them. We paid for the game, why should we test it for free? I’m sure a lot have no trouble doing just that, but you know the saying with flies and vinegar and honey.

Give me a reason to craft when I can find a dozen other players who are 595 skill already. Give tiny bonuses for furnishing items in houses, like a fancy bed gives +3 azoth regeneration an hour. Overall, useless, but it gives me a reason to buy a bed from another player for a decent amount of coin.

QoL badly needed. Many things done in the game are obviously not made with thoughts of long-term. Recalling to every house to switch trophies (see crafting paragraph above)… no. I’d rather spend extra azoth for a bit of convenience. Please just let us know what you’re brainstorming and aiming for, even if you abandon an idea or whatever.

Just admit there’ll never be swimming in the game. I’m 99% sure of it. The sadness and hilarity of H1Z1 dodging, ignoring, and eventual admittance they can’t put in swimming because of the game engine’s limitations was just pure juicy drama. This is a $60 game, don’t treat it as less. We can take bad news. Again, just be honest.

Grind → RNG works in the short-term and not end-game content. Grind → RNG → Grind for endgame is disastrous, and that’s what we have. Grind gypsum, expeditions, OPR, portals, elites and chests for random gear, hoping to get that one lucky RNG… only to grind it further in dungeons. Grind resources, over and over, hoping to craft that 600 piece with the right perks you want or need… again, to grind later. Guaranteed burnout. I’m so dismayed my gear is completely obsolete now, and I’ve never found more than three legendaries out of everything I’ve ever done (all heavy with undesired perks that I don’t use, so to the TP they went). Though I have over 1,300 hours, I’m stuck under the same cliff as new level 60 players.

Players choosing to gatekeep content from others is just unacceptable, especially with such little content left to play. Been said too many times. I just hope the February update addresses these issues in some way. Just tell us what you’ve got planned, good or bad.

Believe or not there is nothing to do in this game right now.

Here is the solution make mutation orbs tradable.
So many people will come to play to craft and sell their orbs for gold and so many people will come to buy and do their mutations. I think we are not in a position to apply time gate events. Because there is only one activity actually we have ( mutators ). and if we insist on time based activities in the game there will be nothing to do for a week. I recommend to apply that tradable mutator orb update immidiately because the numbers of online players is decreasing really fast.

I truly believe new world needs time to create new content like arenas, new dungeons or new zones or dealing with bugs and bots. But as far as i comprehend mutators will give the time more than it needed. If we make orbs tradable so many people will enjoy the game till new updates come.

I think if mutator orbs are tradable it helps the players who play solo. Because in the current system it is so hard for solo player to trust other players to accompany with because they can left in mid way and which also breaks the trust of people to each other. Trading orbs will solve this problem.

And there will be unfair competition on buying orbs because big companies could even buy all the orbs in the server their gold inputs should be cut to at least %10 percent. ( i hardly believe its needed.)

Also i think making orbs tradable also will help new players to catch up because right now its hard to farm gold because all players are focused to mutators. farming gold was already compelling because of bots. And now this situation added as a inhibitor to the economy.

die in a few weeks if no more staff is added to work on progress to the really slow progress of the game.

At this point I would say gut territory control to take away all monetary incentive. Add more BGs and a queue system for expeditions that can be done without the orbs. Fix crafting so the majority of items crafted or farmed have value. Balance, make the distance between the meta and everything else very very small.

Basically everything AGS has known is wrong with the game but won’t or can’t take the time to fix/add.

Remove Tuning orb.

If your reason for keeping it is that people would only do dungeons, consider why that is.
Either dungeons are overwhelmingly better for gearing up, or they are overwhelmingly more fun than the other activities.
If they are so much better, bring the other activities up to par, so people can have fun instead of being misserable playing your game.
If they are so much more fun, let players have fun playing your game by doing them.

If you are afraid that your players will get bored due to lack of content, make more content.

Pvp is the simplest form of free content, as players themselves are the content. So make different versions of OPR ect (where’s the OPR without all the pve nonsense). And make the queues global so people on dead servers can actually play the game.

Hell, make a war map that is just an open field and 5 controll points, 50v50. Would take you all of 30 minutes to make.

Counter point: If crafting endgame gear is more accessible to the masses, players have less incentive to sell their cooldowns, driving up the price for endgame materials. Those territory owners with exorbitant wealth lose their advantage, which is purchasing valuable materials from players who can’t otherwise make use of them. Having all that gold does nothing for them if they can’t corner a market. Their money buys power because the keys to endgame crafting (rare drops) block most people from engaging in endgame crafting. Which, in of itself a confusing choice to me. Why block the majority of players from experiencing one of the highlights of the game? Anyway, higher rare material costs puts more money back in the hands of the players, better distributing wealth. Maybe :tipping_hand_man:t3:

And yes, this whole mutator mess is a good idea gone bad by tasteless decisions, once again. I’ve said many times since BEFORE the patch that umbrals should be a catch-up mechanic (which again, is a band-aid to the earlier point of gear/crafting accessibility).

I stick around the community because I see the potential in the game, I just can’t invest my time into actually playing it until AGS shows me they can pull their heads out of their asses.

Message me your server and I might make an alt to come visit you every now and then though :slight_smile:

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So what, I’m meant to do this YET AGAIN, just to be ignored?

No thanks.

I wrote out some very simple ideas I think would make the game better. Just some adjustments to current systems.

I think gypsum is fine, but instead of 7 different ones. Why not just keep the experience bar once you reach 60 and everytime you fill it up you are awarded a gypsum orb. Up to 7 times a day, doing whatever content you enjoy without bottlenecks. When you reach 600 GS receive umbral shards. They did this with crafting with apptitude. I think the same logic could apply here and keep the momentum from the early parts of the game.

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The game has a lot of golden opportunities. They either are not seeing them or have so much they are working on that they cant see them. It seems they keep adding more difficulty to the already played out content when there should be a large focus on new content. A lot of what’s missing from this game can be summed up to “this island doesn’t have enough stuff”.

Need to be able to sell houses.
More Solo content
More PVP content
More Crafting content
More PVE content
Remove the Expertise system and add new tier gear that is harder to obtain.

Hey thanks for the response. I’m glad the team will see this but I was also really hoping for some outward communication from the team on what they think of the issues I brought up. Or at least to be told they’re not talking about it to players at the moment (preferably with a reason why).

** Do you think I could get an answer on the questions I brought up? **

Additionally I’m going to remainder of this comment to draw your attention to other issues in this thread and elsewhere I think are well written and usable feedback the team can use.

Other compelling feedback in this thread:

Halcyon

This comment by Halcyon going over some issues he sees in the direction for endgame crafting and the droves of low quality gear you get late game. It also goes over and reiterates what I said in my post about players being encouraged to move away from the content they enjoy the most.

Noother

This post by Noother going over Crafting, Dungeon Difficulty, OPR matchmaking and Healing gameplay loop. While I dont agree with many of the changes they suggest I do this it highlights with a little bit of reading into it the cause of some player frustrations in these systems.

SirFuzzi

Here he gives a very good idea on how to make crafting feel more organic.

Some of my other posts I put a lot of effort into and I think have a lot of good info.

My post of specilization and weapon balance:

At the time of writing this I was on Valhalla and it would be understandable for the devs to wonder if the valhalla meta represented the whole game as other large servers like Eden had a different meta. After the top 3 valhalla companies have come and ransacked Eden despite the enormous defender side advantage It’s pretty obvious valhalla meta is the meta and the my post below accurately describes what the meta is and goes over many of the reasons it is that way.

My post (which admittedly is not as constructive as this thread but has A LOT of useful information)

Also sorry in advance @Shadow_Fox I shit on you and some of the things you say in this post quite a bit however you’re the only CM actually communicating so I didn’t have many other examples. However the issues are still issues and I think they’re important to be addressed. If the communication section is too toxic please still read the rest.

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Apologies if it’s been mentioned before but in my opinion I don’t think mutation orbs should be time gated, also think they should be sellable, or at least anyone in the group should be able to open the desired level if they have unlocked it, with the orb of a different party member. There’s plenty of people who want to run the hell out of the dungeons so I think giving that option to them should be a thing, it also helps with the casuals who can pick up the game at any point and not be missing out on too much (i.e rotation runs).

I hate to say it this way but any member of a company that owns a town shouldn’t be part of the taxing problem discussion. While I understand there may be 1 or 2 decent town owning companies the mass of them have clearly proven they simply do not have the maturity to handle this sort of power. This tax system is a direct draw on the ‘entertainment’ I’m receiving for a game I personally purchased. The tax system is absolutely nothing but a hot bed of toxicity and is simply bad game design. It must be completely deleted from the game and a new system where factions own towns as opposed to player guilds must be implemented. The era of the ‘mega-company’ within New World must come to an abrupt end. New mechanics should be implemented for the upkeep of benches that revolves around faction ‘work’ as a whole. While this system is being implemented the town tax revenue should be locked from personal withdrawals from any player.

This is an unrealistic suggestion and you know as well as I do it will not happen.

I made like 20,000 pairs of gloves to get my armoring to level 200. Out of those 20,000 pairs of gloves not a single pair was worthy of either personal use or selling on the market. Think about for just a minute. Developers think about that for just a minute. Do you see a problem? Do you see good game design in that fact I stated? Yes I exaugurated the 20k number but it was a lot of useless gloves I made just for the sake of making them and only to delete them. Insane!