In short, the development of NW has been going more and more towards the hyper-convenience that people (who are probably more at home in MOBAs and such) have come to expect from modern MMOs, and the result is undermining many of the mechanics of the game. This looks like it’s going to continue with the PTR patch notes, so I thought I’d bring it up for discussion.
Conveniences Added
These are the changes that I think make the game more convenient but also trivialize a lot of mechanics.
Already done
- Combining all markets
- Reducing the azoth cost of travel (as well as the distance, weight, and territory control impacts on travel cost)
Planned
- Allowing sign-ups for invasions and wars directly from the map
- Allowing direct storage transfers from any territory at no cost, regardless of territory control
- Doubling storage sizes
And now I’ll go over the systems that are undermined by these changes.
Territory Control
It was already a struggle to understand why I should care if my faction controls a territory. I mean, my faction lost First Light the other day and the taxes suddenly went down, which was actually good for me because I have a house there. There are of course the global bonuses your faction gets from territories, but good luck finding those anywhere in game so that you actually know you’re getting them. I’m sure new players have no idea that these things even exist. There’s also the fact that you can directly transfer between storages between territories controlled by your own faction, but again, good luck figuring out that that’s even possible as the game gives you no indication at all that you can do this.
Out of these already weak incentives to help your faction gain and hold territories, you’re now removing the storage benefit. In fact, making fast travel basically free has already done that. Yesterday, I jumped all over the map moving items around and ended up with almost capped azoth and 14 extra viles just sitting there. It was no problem at all to use the territory with the cheapest refinement, fabrication, and trading taxes to use for each activity I wanted to do. I had no reason whatsoever to choose a higher taxed territory for the sake of convenience or anything like that because I could easily move any items for free. Removing the storage benefit of territory control is just taking this one step further since now we won’t even have to wait for a loading screen to do the same.
An obvious impact of territory control not being incentivized well is that there’s little reason for people to partake in open world PvP and wars. Why bother? Neither activity have any meaning associated with them after these changes.
Owning a House
Likewise, there’s much less reason to own a house with these changes. The only thing you actually get from owning a house now is trophies. I don’t need a house for storage since I can just use the storage of every other territory. Hell, I don’t even need a house for travel since it’s practically free to travel anywhere at any time. In my example above, even when I fast traveled to a settlement where I have a house, I used the regular fast travel because I wanted to save the house fast travel for in case I’m in the wild somewhere away from a shrine.
Race to the Bottom Pricing
Related to the ease of jumping from territory to territory for crafting and selling is that all the safeguards against prices dropping have been removed. In my example above, I never had any reason to use a territory with a higher tax for something as it was just as easy to hop over to another territory. Once people start figuring this out, territory taxes will all just drop to the floor. That’s good for the end users, but some of that revenue goes to paying for wars and settlement upgrades.
An older change that does the same thing was combining all the markets. Without the markets being combined, people would sometimes just pay a higher price for the convenience of not having to travel to another market. However, now sellers are directly competing with everyone everywhere. On my server, as a potion crafter, the lowest I can get my overhead on infused health potions without just gathering the materials myself is more than I could ever hope to sell the potions for. It’s literally impossible to profit from selling health potions, which is bad for supporting the crafting game. Even if I gathered the materials, why would I craft them into potions instead of just selling the materials themselves? I would get more money from not taking the extra step of making the potions but rather by just selling the materials, which is bonkers.
Immersion
I know this is a hot button topic and that many people will claim to not care at all, but honestly, without immersion, we might as well be sitting in a chatroom lobby waiting for activities to pop instead of roaming in a virtual world. That’s what every other modern MMO feels like to me, and that’s where NW seems to be moving now, too.
The changes to combined markets, reduced travel costs, and combined storage already discussed mean that it doesn’t really matter where you are in the world. Being in one territory is just as good as being in the next. I mean, it’s already rare to see other players roaming through any territory other than Shattered and Reekwater, and these changes will cement them as empty wastelands.
This is where being able to sign up for wars and invasions directly from the map hurts. Again, why bother with a virtual world if you don’t actually have to do anything in it but can instead just select something from a menu wherever you are?
Summary
I didn’t follow NW during development because I assumed an MMO made by Amazon would be just the same kind of themepark, chatroom lobby experience that every other MMO offers. When it seemed like a lot of old school designs were being used, like there was an actual interest in designing a world that feels immersive and meaningful, I got really interested and started playing at launch. It’s been a lot of fun for me, but it’s moving further and further away from what I wanted and becoming more and more like what I can already get from literally every other MMO on the market. I’m probably in the minority, but I imagine we’re a minority that’s quite a bit more loyal to the MMOs that work for us since they’re so rare, so, AGS, it’s probably important to decide whether you want to keep chasing after the players who want hyper-convenience by competing with the WoWs of the world, or if you want to just make the game you seemed to want to make before you started going that way and be happy with the loyal minority of players who’ve been waiting ages for that sort of thing.