Why does NW need a prestige system?

Not a single reply to this? I knew the forums were slowing down, but sheesh!

Can you give us a tl/dr? I really don’t want to read all of it. I know that’s lame but it’s just the truth.

2 Likes

Not sure there is a short version, but I’ll attempt it anyway.

Make it so that restarting your character, gives you some real power, not just some useless cosmetic thing, and make it so that, once you Prestige Up, you unlock future content, especially for crafters in specific.

This gives a built in mechanic for AGS to make future additional content releases, and lock them to folks that keep playing post 60th level. Consider multiple new tiers of skills, that only unlock if folks restart their characters. We already have the first such thing now with the PvP tab under the ‘K’ key (which I have noticed, but not really looked to closely at, as a non-pvp player), so what if, as you progressively level your character up to 60, again and again (and keeping in mind, that the protectionist crap AGS has done to slow folks down is removed, because 60th is no longer a hard cap, and they want to give folks something other than a dead end end game), each time getting some real power, and gaining access to the higher and higher tier skills (which have yet to be made), but should allow for incrementally improving Crafting, in small but useful ways, and as AGS comes up with these systems.

Like:
-Dash stamina: Run 2 million miles = 20% movement speed out of combat for 20 seconds with 1 min cd. This will be quick to get.
-Swimming proficiency 100% = 20% under water walking speed or swimming if it’s ever implemented.
-Gathering 2 million Orichalcum = can mark ori locations in map, minimap, see them in your dreams.
-Looting 2 million Chests = 20% chest drop chance increase and can mark them on map etc.
-Kill 2 million mobs = 10% dmg and defense increase.

With occasional events to increase the exp.

Is there really not enough grind in the game already that the best system we can come up with is “redo the grind, but now it’s even grinder”? 99% of people didn’t stick around for the initial grind. How is this an improvement?

3 Likes

Your post had more content than the game does . The population level wouldn’t support special server types or any drastic changes , the game is already on its death bed and even minor changes to game mechanics or weapon styles or skill progression causes more people to quit and never come back . Even if AGS fixed everything and the game was great , most people wouldn’t come back , and the return rate gets lower the longer people are away . New World is dead like 50 other “next big MMOs” before it , nothing can be done now , quit while your memories are still decent .

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:rofl: :rofl: :rofl:
I just lost it!

But everything else is depressingly realistic :worried: I’ll just snuff some Copium and go cheer the Devs! :smiley:

1 Like

Well, if 99% couldn’t be bothered to stick around, in a launch once, play forever MMORPG, to even level one character, to 60th level one time, well, I don’t think that anything is going to help those folks suddenly turn around and start loving NW.

Instead, I’m just going to ignore those folks, and try to offer something for those of us that did reach 60th level (and on perhaps more than one single character) , and come up to the dreaded;

Dead end end game, where we are presumably supposed to have nothing to do in the way of meaningful character progression in a timely fashion, to give folks

something

to do while currently broken systems (like PvP and Crafting) can be fixed over time.

So, how is this NOT an improvement?

Anyway…

Once upon a time, there was no PvP tab on the “K” key.


So what if we also, at some future point, get an additional (or perhaps, several) Crafter tabs?

One issue I have seen on the forums recently is folks wanting to make Azoth costs for attribute point respec and weapon point respec among other things. For non-crafters, that might seem sensible, but as a crafter that never has had the ability to put MAX allowed Azoth into each and every item in a large crafting effort, I’m more interested in seeing a way to improve my maximum Azoth cap Even putting just 45 Azoth into an item, that limits me to what, 22 items at a time, compared to all the items I need to make to level up my crafting skills?

So, I’m going to put this out there.

What if we had some honest to god, personalization of our characters? Right now, the lazy concept was just to make all characters into cookie cutter characters, and not just cookie cutter characters, but wet dough characters, where with the push of a button, we can change everything that we had a choice in to anything else, at any time. While that isn’t a totally bad thing, it is also not an ideal thing.

Two other games that I liked and wish to mention here, are Starcraft II and Masters of Orion II. both these games are RTS games, rather than MMORPG’s, but they both had things that NW doesn’t have, and that is choices in how to choose a path forward in game. In SC2, a player can research technologies, and these have an affect on how that players game experience will take shape, but there is only a choice on which do do first. In MoO 2, you are presented with exclusive choices, where you have to pick from one or more options, at the expense of the other options, and this gives a player a customizable experience.

Bring this to NW, and tie it to some new crafting choices. One (of many) ideas I have is to allow Crafter folks some Azoth choices, but in a MoO 2 kind of way…

Once folks decide to stick with NW (or not), when those of that remain want to improve and customize our characters instead of dealing with a dead end end game, what if we could make ONE choice for further character development from several paths? My Azoth idea is to offer a player one choice from several options, and have a skill to develop.

  1. Azoth cap increase.
  2. Azoth used in crafting an item increase.
  3. Azoth used in crafting items give greater XP.

Make #1 above allow players to level up a skill that increases their absolute Azoth cap, say initially by going from 1,000 max to 2,000 max. This is a great improvement over currently, where you can easily have more materials than Azoth to use in your Crafting activities.

Make #2 above, a way to increase (for a better item) a crafter character’s ability to use more Azoth in the crafting of an item, and progression along this skills path unlocks ways to limit the RNG of the items created, to things that the player wants, not by direct control, but rather by elimination of unwanted mods/perks. One progression of this skill should ideally reduce RNG, but not make the character a PEZ dispenser of BiS gear.

Make #3 above allow extra experience points for a crafted item, based upon Azoth expended during crafting. If you have the skill at a low level, it gives you a bonus of less than one XP/Azoth, if you have the skill at a moderate level, you get a bonus of 1:1 XP/Azoth expended, and at higher level a 2:1 ratio, while maxed out, should give an even bigger bonus.

All of these hypothetical choices should be offered each time you prestige up your character. For instance, right now everyone has a cap of 1,000 Azoth, but a 500,000 gold cap. A first time cap increase (which would be a prerequisite for later increases) by 100% at max level would be a good start, but should not at all be the end of a players ability to have a higher Azoth cap, rather, successive progression on multiple runs through the prestige system, should unlock a better and better increase.

#1 and #3 don’t do anything for an actual crafter’s item generation, but rather improve Crafting by allowing the player more Azoth, or more XP per Craft, and thus improve Crafting indirectly, where multiple run throughs of the Prestige system would allow a player to eliminate a larger and larger portion of the unwanted perks/mods from the actual Crafting of an item, so would allow for better and better results over time and repeatedly going through the Prestige system, each time unlocking a better and better improvement.

Use of such a system would allow folks to get better and better at crafting, slowly but surely, and it would also allow AGS time to come up with a finished crafting system down the road, without us having to wait years to see some improvements.

Bumping this, to get more replies overnight, and will be back in the morning.
:slight_smile:

Slow week it seems.

I am hoping to find some good feedback, perhaps @Blackxp ?

Bumping this back to the top, to get more exposure and more input. We need more character progression, and also more characters on the same server, not scattered about.

seriously, you need to start putting some tldr on your posts.

If folks cannot take the time to read a long post, then how are they going to be able to contribute to the discussion within a thread?

just saying, it explains why you have 14 replies while other posts could get hundreds.

Could you suggest a brief synopsis for this thread? I definitely have trouble expressing what I’m on about (even with gigantic wall of text posts), and a better, more concise post may help.

An ideas?

You want me to do a synopsys? I didn’t even read it, hence TLDR

Heh heh, that is part of the problem, for sure. If I make the initial posts to long, no one reads it, but it I don’t cover the information that needs covering, then the idea never gets across. :frowning:

Bringing this back up, so it gets some more attention.

Writing a game that is supposed to be start once, play forever, and then NOT making it an infinite progression game, by having a prestige up system in place?!?!

What were they thinking…

So they should prioritize and utilize resources to develope a prestige system is what your saying right? Which would add even more grind but offer small rewards.

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