Veteran Player Returning to New World 10,000 hours

Hey so I want to say great work with Brimstone. I really like a lot of the new features with Brimstone especially the dynamic events and randomly spawning mobs etc.

There is much more soul and thoughtfulness in the game and it’s clear now your team gives a damn, and my faith in the game has been restored, so for that I want to say thank you because it validates a lot of the feed back we have been leaving.

I was a bit jaded because we leave all this feedback and it feels like it falls on deaf ears, and want to say that it’s probably not the developers fault for most of the issues and that upper management probably rushes you guys at work like they do us all and you are doing the best with what you got.

However, it’s never a dull moment and I want to leave my feedback on key issues the game currently has that are game breaking and risk the health of the game currently.

  1. Inventory management - whilst made better with linked storages (thank you) it is insane after a week of Mutator runs how full my bags are. People don’t want to stop running them because you want to be efficient with time so you just pile everything into a storage. I legit have like a solid 2 hours of loot to go through. I want to play the game man not deal with inventory management constantly.

A solution could be that you are rewarded with tokens for doing mutators and we can craft our own stuff and control perks but make it a grind. I don’t care if it takes 3-6 months whatever the case may be. It could take a year for all I care but there needs to be a better way than loot overload.

I actually wouldn’t even care if we got less loot which I know sounds crazy to say but I just don’t know how to manage it anymore.

This is a small gripe because otherwise inventory management has been very easy and I just organize things by zone, for example, Windsward is my arcana city, Everfall is my smelting/mining city etc.

  1. Meaningful PvP rewards - PvP progression should be a thing to get umbral shards , as well as good Bind on equip gear. Why is it that dungeons give you Bind on equip gear you can trade or sell plus materials etc and are a great source of income but for PvP players everything is bind on pickup? Also the umbral shard difference is immense. If I want to PvP I should be able to do content I enjoy to progress my gear score as efficiently as a PvE players.

Also I see the leaderboards and leaderboards are not ranked. There are many flaws in the system, there should be a minimum of 10 to 100 games played for certain statistics because all people will do is go into a solo/duo que and completely wreck people or feed games for leaderboard standings. I would also make the argument that cross server ques should be implemented before leaderboards are implemented because it makes them kind of meaningless for many of the rankings.

  1. Cross server ques for mutators and PvP - goes without saying would immediately solve the problem for a lot of smaller pop servers and enjoyment for people. This needs to be pushed ASAP.

  2. The final and most important one - Bug fixes and balancing - before you release any new content or things like the issues with triple proccing gravity wells, runeglass, ice gauntlet being bugged. I have so many friends who played mage and refused to meta hop and just quit the game because mages were nerfed into the dirt. Flavor of the month gets boring incredibly quickly.

These quarterly balance patches are way too slow and will turn off people big time.

All in all though good work, I just wish balance were better

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