Year 2 Game Feedback

As a returning player enticed by the Brimstone launch, I was pleasantly surprised at some of the improvements made in the game, but there is still much that could be done. My Year 2 feedback:

Big Misses

  1. Still no character customization after creation. Some form of this exists in every MMORPG but not New World. Players should have some ability to alter their appearance post creation, even if it costs gold/azoth/something. Even if this is part of a “Barber” profession. Include something so we’re not locked in forever.

  2. Poor quality cosmetics. To put it frankly, they don’t look very good both in terms of graphical fidelity (low res textures?) as well as visual appeal. There is so much to draw from historically that this would be a very good starting point for artists. The world looks very real and very beautiful. Make the cosmetics fit in the world.

  3. Lack of flexibility in choosing the appearance of crafted items. Particularly for weapons and armor. Eg: Every iron, starmetal and orichalcum sword looks the same. Patterns add more flexibility but the vanilla crafting system should offer more choices for appearance than one.

  4. Still no company storage or housing. So much of the game was designed around companies but there is little to facilitate collaboration among members.

Broken Features

  1. Jump is still very badly implemented. The vertical limit needs to be higher on jumps, probably about waist high, to feel satisfying. Getting over objects and uneven terrain is still very difficult (eg: visit rocky areas around mines and try to move up/over/around the rocks).

Opportunities for Improvement

  1. Set trade post pricing automatically based on current buy and sell orders (supply vs demand) rather than defaulting to the lowest listed price. This would eliminate 2 common problems in the trade economy:
    a) exploitation by players looking to artificially suppress prices of resources (see sell orders of 1 item at 0.05 to set default pricing far below market value), and
    b) posting items for sale at prices far above what the market would be willing to pay (and thus wasting money on fees).

  2. No visible timers on expeditions even though they are time limited. Knowing how much time is remaining will help players avoid getting kicked mid combat.

  3. Searching through storage should return matching results in all locations.

1 Like

Thank you for this well organized and thought-out feedback. I will get this passed along!

A thousand times yes to the search all storage location features! Excellent idea.

Gear sorting.

Year 2 Game Feedback from my point of view

A certain youtuber with great influence said something about this game that many people discovered shortly after: It’s a soulless game !!!

The main idea of an RPG, even an MMO, in my opinion should focus on making the player feel like he’s part of the world. I feel more connected to the forum than to the game.

1: LORE

The game starts with a tutorial like a single player game where something happens and you fight some monsters. Why? For instance, the cinematic for the introduction of GS is made out of 2 characters and a dummy, one training the other at the dummy. That video is 10 times more immersive than the tutorial because you are not constantly poked by the UI to do some action, remembering the player he is in a video game.

Which brings me to the next point, cut scenes and cinematics. Kudos to the devs for implementing more cut scenes in BS. I witnessed more cut scenes in the new area than I did in the entire game while lvl’ing a year ago. While having some lore pages here and there, the best way to present the lore is with cut scenes and cinematics on certain events.

2: Weapons

There is only one weapon that makes sense in this lore: THE MUSKET, and maybe the blunderbuss. Everything else it’s just there to add some variety. You could say that the GS has a backstory because the Romans and…I call that BS, and I’m not referring to brimstone sands. That’s an anime weapon, but whatever.

So, why don’t we have some lore related to weapons? Are you telling me the conquistadors brought with them Warhammers and Shields just in case? Did they had a barbarian or some long lost Viking on board of the ship that happened to bring a Great Axe with him?

What about magic weapons? Could you imagine how much more connected to the world the players would have been if they got the weapon by fighting some monster that actually used the weapon then dropped it and had a backstory ? How about that for a tutorial?

How about some lore related perk descriptions instead of the bland description?

Unbreakable Focus: receive 10% less damage while aiming
Unbreakable Focus: while aiming, your senses are sharpened reducing incoming damage by 10%
You can’t just add some numbers and call it a skill. It’s a game, not a math class. Every little thing adds up and makes the player feel immersed into the world

3: Factions

The only idea behind this was PVP, I can’t find any other reason since there are no differences between factions. I don’t think factions are a good idea in a game where everyone can have the same build and looks the same.

This is also the first game I see where factions fight a war just because of the game mechanics. Yes, factions go to wars because the game says so, there is no lore related reason other than “here, battle to have this territory”. The most absurd thing is that after the war, the losing faction can go into that territory and CITY like nothing happened. That still cracks me up to this day…

If we had a class system, factions would have made sense. We could have had the Pirates (trying to take control of the island to make it their home) , the Conquistadors (trying to conquer the island and control the mysterious power) and the Natives (trying to defend their home from the invaders).

4: The world

This has been said many times, but as someone that played many games in the last 15 years, the biggest turn off is having to fight the same monster variation over and over and over and over and over and over and over again. While you added some new monsters in brimstone sands, you also used your hat trick and reskinned monsters from earlier levels. STOP!

Each zone should have different monster types and a different feeling. While you tried to make each zone unique, having the same monster ruins it.

These are only some of the issues that still persist with the game. But it’s going in a good direction, with baby steps

I’m not even going to bring PVP into discussion. The forum is full of it

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