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5 Things New World Must Change to Improve the Game | MMORPG.com

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  • MargraveMargrave Member RarePosts: 1,370
    While I agree with this post, I think what should come first in New World should be them fixing there engine.

    It needs to stop killing video cards.
  • [Deleted User][Deleted User] Posts: 0
    edited October 2021
    The user and all related content has been deleted.
  • UngoodUngood Member LegendaryPosts: 7,534
    Quest sharing: agreed. Even if the sharer's quest replace yours if it happens to be a faction or city quest, so you don't exceed the total faction or city quests.

    Player mail: agreed. How many times did I get an item that would have benefited some friend, but unable to send him. I'd love to see a guild bank too someday.

    No PVE player collision: disagreed. This must stay, and makes group fights more realistic and immersive.

    Reduced recall cooldown: disagreed. The recall to Inn is just fine. If you want a shorter recall, buy a house. It only costs very little Azoth to reset a house recall.

    Manage inventory while traveling or gathering: why not, but I don't mind it the way it is now either.


    And I agree with @Stizzled , what about some informative articles about the game instead of speculations about the future of a game that just got released ?
    The Mail kinda gets me a bit as well, I mean, someone mentioned that the game is supposed to be divided regionally, but then talked about how the game world was small, and that seems like a silly combo of features to me.

    Personally, I don't see the advantage of denying people sending things to each other in the mail, and I wager that feature will get addressed soon enough.

    Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.

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  • seraphis79seraphis79 Member UncommonPosts: 312
    Sounds like first world problems of a purple.
    KyleranTacticalZombeh
  • Dr_BinksDr_Binks Member UncommonPosts: 271
    edited October 2021


    The 5 things for me are



    1. More diversity in mobs while leveling



    2. More diversity in questing (this game has some of the dullest questing ever)



    3. More diversity in biomes, buildings, towns ecttt. (the entire world feels like it copied and pasted 1 MMO zone for the entire game)



    4. A gear sink, crafting heavy games like this need some type gear sink in order to keep materials and crafted gear from just over running the auction houses



    5. They just need to add some more damn content. This MMO has good bones, but they basically launched one of the most bare bones I've seen in a long time. This game needed more time to cook



    I agree 100% with all of your need to fix!!

    I have only made it to lvl 27 and I'm sick of the questing already. From one town to the next the quest are the same over and over. The mobs are the same over and over.
    I know we had the same stuff in the beta's but I was hoping that that they lucked some content out for the beta's but as we can see that was not the case.

    I also agree about the biomes and towns. There are times when I have to look at the map to make sure which town I'm in as to many of them are just a paste and copy. Now sure haven't made it into the higher lvl area yet but I'm not getting the feeling that it will be much different.

    At this point I hope they have some content ready to drop soon, if not it will whether very quickly.. One I would like to add is about the dungeons. By no way is this game breaking but it would be helpful for progression. That thing would be solo dungeon run. They could limit loot and drops but al lest you'll get the quest done plus get to know the dungeon before a group run. Anyway it's an easy thing they could have done and more choses are always good.
    Sensaiborghive49
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,586
    @Torval

    I remember reading back in Beta that Fae Iron only dropped in certain areas.  Not sure if it shows on any of the resource maps out there.  I do not think I have ever seen any drop through Alpha/ Beta and today.
    [Deleted User]KyleranTacticalZombeh

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  • MendelMendel Member LegendaryPosts: 5,609
    WBadger said:
    Crafting progression needs a serious change to it because it is horrible.  It is truly abyssmal.  I'll even throw some math in to why it's abyssmal!

    So let's start with the obvious.  You need iron.  You need sooooo much iron, every step of the way.  You need iron for your iron tools!  Well, duh.  That doesn't sound so bad, right?  4 iron ore for an iron ingot.  You need 12 iron ingots for one iron pickaxe.  12 x 4 = 48 iron ore.  That's not so bad! 
    Now let's upgrade to a steel pickaxe.  You need 13 steel ingots.  Steel ingots need 3 iron ingots per.  13 steel x 3 iron ingots x 4 iron ore = 156 iron ore.  Ok.  Not...terrible?
    Starmetal time!  You need 14 starmetal ingots for one starmetal pickaxe.  Starmetal ingots are two steel per.  14 starmetal ingots x 2 steel ingots x 3 iron ingots x 4 iron ore = 336 iron ore.
    Last step of the way, orichalcum.  Orichalcum pickaxe needs 15 orichalcum ingots.  Orichalcum ingots need 2 starmetal ingots per.  15 orichalcum ingots x 2 starmetal ingots x 2 steel ingots x 3 iron ingots x 4 iron ore = 720 iron ore.  720 iron ore to make an orichalcum pickaxe.
    But hey, lets give something else for perspective!  Let's talk legendary weapons.  Dark Sky, the legendary two handed axe, needs 20 Asmodeum.  Asmodeum is 5 orichalcum ingots per.  Going over previous formulas, 20 Asmodeum x 5 orichalcum x 2 starmetal x 2 steel ingot x 3 iron ingot x 4 iron ore = 4,800 iron ore.  What they did is the equivalent of taking  WoW's Bronze ingot formula of needing the base level copper and then a tin bar; and made it into the entire crafting progression system of the game.  You need iron, for literally every step of crafting.

    This is bad not just for mentality but also for introducing new blood into the crafting game.  Higher levels needing iron for everything means they'll optimize their grind routes.  That's a given.  So they're going to farm iron in low level areas as to not aggro mobs or anything that can interfere with the mining.  Which means new players who want to get into crafting will need to compete with max level characters with orichalcum picks who can one shot iron veins every step of the way.  Or even bots, bots will literally have the easiest life ever because they just need to set them to farm iron and they can make bank. 
    That's not even going over the stupidity that is the leveling crafting.  Let's pull up fextralife's weaponsmithing leveling guide and go over the 150-200 part of it.  They suggest two options, either iron great axes or orichalcum great axes.  They suggest either 6,763 iron great axes, or 445 orichalcum great axes.  6,763 iron great axes = 81,856 iron ingots = 324,624 iron ore.  Holy cow, thats a lot!  The orichalcum great axes only needing 445 means probably less iron, right?  Well...let's see.  445 orichalcum great axes = 6,675 orichalcum ingots x 2 starmetal x 2 steel x 3 iron x 4 iron ore = 320,400 iron ore.  It is literally more cost effective to just make iron great axes because you only need 4k more iron ore while not having to mine all of the orichalcum ore, starmetal ore, and flux.
    I am very passionate about crafting.  This crafting system is an abomination.

    Wonderful writeup.  Assuming this information is correct (no personal knowledge to compare it to), imagine the weight of these items if the iron ore weight is even 1 oz.  (And a realistic usable amount of iron ore would probably be 1/2 lb).  But, then again Weights and Measures isn't a consideration in MMORPGs.  And apparently not understood at all by MMORPG developers.

    Instead of a backpack, the standard storage and portal device should probably be a muletrain.

    Kyleran

    Logic, my dear, merely enables one to be wrong with great authority.

  • IselinIselin Member LegendaryPosts: 18,719
    @Torval

    I remember reading back in Beta that Fae Iron only dropped in certain areas.  Not sure if it shows on any of the resource maps out there.  I do not think I have ever seen any drop through Alpha/ Beta and today.
    Items that increase luck while doing any of the gathering have a HUGE impact on whether a node will give you rare drops. You always want to have your tools with + luck whenever possible.

    There is also gear with + luck for specific gathering skills and house trophies that increase that luck rating for specific things as well.
    [Deleted User]Kyleranlaserit
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  • SovrathSovrath Member LegendaryPosts: 32,780
    I'll be the outlier and say, for me, other than mail (and I'd love it if it was a player quest for players to deliver the mail) I'd prefer to have a better character creator.

    Not sure why western developers can't or won't do this but every western game has ugly character options.

    I had to resort to using the randomizer to get some semblance of a good character look. And it was female as I couldn't get a decent male look. And that was after a long time of hitting the random button.
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  • IselinIselin Member LegendaryPosts: 18,719
    Torval said:
    Iselin said:
    @Torval

    I remember reading back in Beta that Fae Iron only dropped in certain areas.  Not sure if it shows on any of the resource maps out there.  I do not think I have ever seen any drop through Alpha/ Beta and today.
    Items that increase luck while doing any of the gathering have a HUGE impact on whether a node will give you rare drops. You always want to have your tools with + luck whenever possible.

    There is also gear with + luck for specific gathering skills and house trophies that increase that luck rating for specific things as well.
    Agreed, but still I have never saw a Fae Iron drop. I didn't have armor gear with + Luck but I did have tools and food along with the potion that gives +% more materials dropped. It did have an effect, but the system still has very rough edges in this department. It isn't an easy balance I'm sure. However, there has to be a sweet spot between the satisfaction of creating a rare item and never really engaging with that at all. If it ends up that rarity is only practically function at 60 then they've screwed up and need to fix that.

    On top of that issue is the fact that creating +Luck food is a challenge in itself. Getting all the ingredients together is a challenge and typically I can only create a few at a time. Sometimes a mining trail will be productive and other times finding unharvested nodes is a challenge. The food lasts a decent amount of time, in my opinion, but you may pop that food at the first node and then not find unharvested nodes for a while. Mining is particularly tricky for this. There are plenty of nodes, but consistency of availability is harder. Harvesting, skinning, and logging are much more consistently available in this regard.

    Getting +Luck on gear and tools isn't easy either. The modifier item isn't as common as some other either. I have spent some time in crappier gear just because I didn't want to lose the luck mod but wasn't able to get an improved version of the gear with luck on it.

    I'm not sure what the exact best answer is, but I do know that gathering/crafting still needs more balance and polish.
    I'm not much of a gatherer/crafter in most games and although doing it casually in NW is more fun than most, getting serious about it and targeting the items you need is IMO, an unbearable grind.

    The guy with the post here using the need for iron as an example for the end game crafting grind was right on the money.

    Using crafting for town board quest for the territory standing, XP, etc. is one thing and I can tolerate that, but grinding humongous amounts of items, not to speak of targeting the rare components needed for end game crafting, is not something I see myself doing.
    [Deleted User]
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  • DjijinDjijin Member UncommonPosts: 108
    edited October 2021
    Wargfoot said:
    Most points are pretty solid; however, I disagree with removing PvE collision.
    I think running through someone breaks the immersion.

    In game mail is just fun and sharing of quests is essential.
    This is resolved in many games by sliding a player aside, but they return to their old spot as if they never actually were moved. 

    Your sense of immersion should not be at the expense of griefing other players. No player should have out of combat capacity to force movement of others in game, or to allow players to block you. An exception in either direction is bad game design.
  • FenixSchisslerFenixSchissler Member UncommonPosts: 8
    While some people would like a in game mail system. So they can mail items to their company members and friends.

    But if you ask me that's a very bad idea cause of the way it will be used in the end. Don't know if you know this but spammers are starting to show up in game all ready. Which is offering coins for real cash in return which is bad.

    If they have a mail system in game the spammers. Would use it to send mail to players offering their services. That plus the fact they would use such a system to send their goods to people who bought it.

  • LordRhysLordRhys Member UncommonPosts: 18
    Fixing PvE player collision is a much bigger item than it looks, it's not a Player collision thing it's an Object collision thing. I myself get really frustrated when a mob pins me against a wall or corner and I have a hard time hitting it with my staff shots. They would have to change collision all around.
    Iselin[Deleted User]Kyleran
  • IselinIselin Member LegendaryPosts: 18,719
    edited October 2021
    LordRhys said:
    Fixing PvE player collision is a much bigger item than it looks, it's not a Player collision thing it's an Object collision thing. I myself get really frustrated when a mob pins me against a wall or corner and I have a hard time hitting it with my staff shots. They would have to change collision all around.
    Yeah it's a PITA when I get cornered using my life staff. You can still target at their feet and hit but it's very awkward especially when your staff clips through them lol.
    [Deleted User]
    "Social media gives legions of idiots the right to speak when they once only spoke at a bar after a glass of wine, without harming the community ... but now they have the same right to speak as a Nobel Prize winner. It's the invasion of the idiots”

    ― Umberto Eco

    “Microtransactions? In a single player role-playing game? Are you nuts?” 
    ― CD PROJEKT RED

  • mrneurosismrneurosis Member UncommonPosts: 314
    This game has more issues than Britney Spear. I rather have them focus on better travelling and inventory system. These 5 changes are not even what most players are asking for on the official forums. For now biggest demand is to make travelling easier. I joined this game with my two friends and now i am the only one left at lvl 36. They cant be bothered to play the running simulator online.
  • dreadlordnafdreadlordnaf Member UncommonPosts: 88
    These are some pretty dumb oversights on part of the devs if this article is true. The game doesnt found finished or even through through at all. It's almost like all the pre-order money pretty much killed their incentive to make a good product as the execs just wanted to cash in...
  • KyleranKyleran Member LegendaryPosts: 43,975
    Torval said:
    Iselin said:
    LordRhys said:
    Fixing PvE player collision is a much bigger item than it looks, it's not a Player collision thing it's an Object collision thing. I myself get really frustrated when a mob pins me against a wall or corner and I have a hard time hitting it with my staff shots. They would have to change collision all around.
    Yeah it's a PITA when I get cornered using my life staff. You can still target at their feet and hit but it's very awkward especially when your staff clips through them lol.
    Even with the hatchet and swinging wildly it can be really hard. The time I died was getting pinned to a wall by 5 or 6 mobs. I couldn't cast my heal (before I had the single self-target), berserk expired and I just couldn't  hit them well enough before they chopped down my health. Even the little hatchet seemed to clip through their hitbox, which is weird considering we're talking about collision. That really shouldn't happen.
    It does seem somewhat more realistic that if a player let's themselves get pinned into a corner by multiple opponents they probably are going to die.




    TacticalZombeh

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  • gelraengelraen Member UncommonPosts: 326
    I like the idea behind the way it takes time to traverse distances. Being tied to a "home" town is really interesting, as it builds an attachment to a particular town, and that's obviously what the game is trying to do (also with home ownership, invasions, town board, etc.)

    I don't much agree with a need for mail, for reasons identified above. And really, I think that the reduced cooldown on recall is just another thing which points towards the bad questing.

    I really LOVE the game so far, but the questing is wearing me down. I feel I have a very high tolerance for this sort of thing, but when I get sent across the map to kill some animals, then walk back ages to turn that in, then sent back to the same damn spot again, then I start to lose interest.
  • ray12kray12k Member UncommonPosts: 487
    The problem is that the community is full of snowflakes. If you don't like the game move on. The writer of the article should know better. Seems like the community is cannibalizing its self. AKA I have not played the game ... But in my defense when have any of these articles mattered... maybe 2005....
  • GruugGruug Member RarePosts: 1,793
    One man's "must change" is another man's "not needed". Really, it is a matter of preference more then a "must" for any of the things listed. Not against any of the suggestions but it won't greatly have a momentous effect of the game.
    SovrathKyleranTwistedSister77TacticalZombeh

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  • IselinIselin Member LegendaryPosts: 18,719
    Kyleran said:
    Torval said:
    Iselin said:
    LordRhys said:
    Fixing PvE player collision is a much bigger item than it looks, it's not a Player collision thing it's an Object collision thing. I myself get really frustrated when a mob pins me against a wall or corner and I have a hard time hitting it with my staff shots. They would have to change collision all around.
    Yeah it's a PITA when I get cornered using my life staff. You can still target at their feet and hit but it's very awkward especially when your staff clips through them lol.
    Even with the hatchet and swinging wildly it can be really hard. The time I died was getting pinned to a wall by 5 or 6 mobs. I couldn't cast my heal (before I had the single self-target), berserk expired and I just couldn't  hit them well enough before they chopped down my health. Even the little hatchet seemed to clip through their hitbox, which is weird considering we're talking about collision. That really shouldn't happen.
    It does seem somewhat more realistic that if a player let's themselves get pinned into a corner by multiple opponents they probably are going to die.




    I know and it can be avoided most of the time but sometimes you have to go into cramped areas to find something for a quest. When you're in there you might start fighting 1 or 2 and be just fine but mobs can agro through walls and if enough of them do that and decide to join the party and swarm you in an enclosed space and they start staggering you (combat in this game is dark souls like enough in that stagger sense where you're unable to do anything for about 1 second after being staggered and hits always stagger you) they can easily push you into a wall and then it's game over for you.

    Respawn timers are also currently set to game release rush levels. So even if you clear properly before going into that enclosed space, you could still get swarmed by all the things you killed on the way in that just respawned lol.

    It's kind of funny actually. Dying as a life staff main is so rare anyway (I hardly even bother to set up death re-spawn camps any more) that dying when pushed into a corner by a bunch of angry mobs is more an amusing change of pace than a big bother :)
    Kyleran[Deleted User][Deleted User]
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  • AkulasAkulas Member RarePosts: 3,028
    It hands out random bans too just a warning for anyone that wants to get into it.

    This isn't a signature, you just think it is.

  • laseritlaserit Member LegendaryPosts: 7,591
    Torval said:
    Iselin said:
    @Torval

    I remember reading back in Beta that Fae Iron only dropped in certain areas.  Not sure if it shows on any of the resource maps out there.  I do not think I have ever seen any drop through Alpha/ Beta and today.
    Items that increase luck while doing any of the gathering have a HUGE impact on whether a node will give you rare drops. You always want to have your tools with + luck whenever possible.

    There is also gear with + luck for specific gathering skills and house trophies that increase that luck rating for specific things as well.
    Agreed, but still I have never saw a Fae Iron drop. I didn't have armor gear with + Luck but I did have tools and food along with the potion that gives +% more materials dropped. It did have an effect, but the system still has very rough edges in this department. It isn't an easy balance I'm sure. However, there has to be a sweet spot between the satisfaction of creating a rare item and never really engaging with that at all. If it ends up that rarity is only practically function at 60 then they've screwed up and need to fix that.

    On top of that issue is the fact that creating +Luck food is a challenge in itself. Getting all the ingredients together is a challenge and typically I can only create a few at a time. Sometimes a mining trail will be productive and other times finding unharvested nodes is a challenge. The food lasts a decent amount of time, in my opinion, but you may pop that food at the first node and then not find unharvested nodes for a while. Mining is particularly tricky for this. There are plenty of nodes, but consistency of availability is harder. Harvesting, skinning, and logging are much more consistently available in this regard.

    Getting +Luck on gear and tools isn't easy either. The modifier item isn't as common as some other either. I have spent some time in crappier gear just because I didn't want to lose the luck mod but wasn't able to get an improved version of the gear with luck on it.

    I'm not sure what the exact best answer is, but I do know that gathering/crafting still needs more balance and polish.
    Agreed it needs some more balance and polish but what I like what I think they are trying to create here with the crafting. They are really trying hard to to put action and depth into crafting that’s entertaining and rewarding, while trying to keep it from feeling like a job.

    Not an easy thing to do and I can see all kinds of inspiration baked into this game. Inspiration as recent as Valhiem imho
    Kyleran[Deleted User][Deleted User]

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  • DoctorhooDoctorhoo Member UncommonPosts: 237
    Global Chat in New World is similar to Barrens Chat in WOW with topics all over the place.

    If you have a house, you can teleport there and pay Azoth to speed up the cool down.
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