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New World's Economy and Settlements: An Interesting Twist On Factions And Reputation

SystemSystem Member UncommonPosts: 12,599
edited September 2020 in News & Features Discussion

imageNew World's Economy and Settlements: An Interesting Twist On Factions And Reputation

New World's preview has come to an end, but we've still got plenty of thoughts about Amazon's upcoming MMO. Robert takes a closer look at the settlements and economy in New World as they operate now and gives his thoughts.

Read the full story here


Comments

  • WizardryWizardry Member LegendaryPosts: 19,332
    edited September 2020
    Being that i have gamed a very long time i have literally seen every exploit dupe known to gamer's.
    There is way to exploit a player driven economy and that is by simply buying all the trading post has to offer of one item and then price jacking.Once a price is jacked it can skyrocket.So then players see the value go up and fill the trading post with more,said exploiters again buy up all the items and again price jack.

    Another way following the same price jacking is after you buy the entire stock you only put up 1 or 2 of said item to create a NEED,a rarity ,that again jacks the prices.

    To me it looks more like corner cutting,what i typically been seeing in game design the last 10+ years.
    I don't like preset factions ,especially when there is only typically 2-3.It just makes for a very weak game design,again cutting corners.I prefer to see deeper systems that allow perhaps a minimum of 10 players to form their own faction.I also would want to see MANY npc factions that each offer their own crafts and systems.

    So yeah this is just a weak game design,not enough effort depth put into it.As admitted the pve quests are mundane,more like the entire game is just a GRIND,a race to end game.Storage should be directly related to crafting because it makes more sense than a passive trait.

    People might be having fun but personally bad game design ideas would constantly irk me to not having fun.I also look very closely at effort put into every part of the design,if i see corner cutting i am turned off.
    Every single system within a game deserves effort and deserves enough depth to make it feel very interesting.As i stated this entire game just looks and feels like your typical grind to end game which is how i would look at it from level 1 and be turned off by that.





    Gdemami

    Never forget 3 mile Island and never trust a government official or company spokesman.

  • blamo2000blamo2000 Member RarePosts: 1,130
    "The first thing you will soon find out in New World is that there are no NPC merchants. Yes, that’s right, you will not be selling your junk to NPCs for gold as the economy is entirely player driven."

    I hate this shit. Why not let me sell what I don't want to sell on the AH to npcs? Or what doesn't sell on the AH to NPCs? In the Pathfinder MMO I really hated it. I ended up destroying almost all my loot because it wouldn't sell on the AH and they had this same bullshit no NPC to vendor trash to.

    I am definitely going to try this game, as I think it is the one that has a decent rpg system (same reason I bought and tried the pathfinder one), but I can't think of any game I have played I could really get into that made the fun stuff to do between questing a huge hassle.

    AO went from good but too much of a hassle to great when they included AHs and I didn't have to waste all my play time running to a player house to buy a weapon upgrade or some nonsense. I still have no idea how anyone can or would defend the horrible guild system ESO has where I need mods and an external website to find who is selling what I want, and then to figure out how to get to the right vendor of the item and hope no one buys it before I get there and find the right vendor. Its truly fucking ridiculous and a waste of time for sane, working people.

    It seems like the model of modern games is to make combat and the rpg systems for children, but make the mundane shit as much of a time waste and hassle as possible. But, at least this game seems to have a decent rpg system so I have to buy and try it. Hopefully I am completely wrong and love how all this works.
    GdemamiYashaX
  • goemoegoemoe Member UncommonPosts: 288
    At first I though the no-npc merchant thing is bad too. But the longer I played the more I liked it. From a developers point of view, there is no worse thing for a game economy than the abilty to sell game generated comodities to a npc merchant. So you throw money into your own economy without any control or limit.

    The reputation system its boni and the guild owned towns felt done right in the preview. Some tweaking here and there, but it is a good system. I had to get used to it, but after playing for some hours I really liked it.

    In other MMOs there are tons of junk you find and have to sell. This does not happen in New World. Every single piece of loot has its purpose. So you don't ever have to ask yourself, why does this stupid merchant buys all this junk from me ;)
    PirrayaYashaX
  • ErevusErevus Member UncommonPosts: 135

    Wizardry said:

    Being that i have gamed a very long time i have literally seen every exploit dupe known to gamer's.

    There is way to exploit a player driven economy and that is by simply buying all the trading post has to offer of one item and then price jacking.Once a price is jacked it can skyrocket.So then players see the value go up and fill the trading post with more,said exploiters again buy up all the items and again price jack.



    Another way following the same price jacking is after you buy the entire stock you only put up 1 or 2 of said item to create a NEED,a rarity ,that again jacks the prices.



    To me it looks more like corner cutting,what i typically been seeing in game design the last 10+ years.

    I don't like preset factions ,especially when there is only typically 2-3.It just makes for a very weak game design,again cutting corners.I prefer to see deeper systems that allow perhaps a minimum of 10 players to form their own faction.I also would want to see MANY npc factions that each offer their own crafts and systems.



    So yeah this is just a weak game design,not enough effort depth put into it.As admitted the pve quests are mundane,more like the entire game is just a GRIND,a race to end game.Storage should be directly related to crafting because it makes more sense than a passive trait.



    People might be having fun but personally bad game design ideas would constantly irk me to not having fun.I also look very closely at effort put into every part of the design,if i see corner cutting i am turned off.

    Every single system within a game deserves effort and deserves enough depth to make it feel very interesting.As i stated this entire game just looks and feels like your typical grind to end game which is how i would look at it from level 1 and be turned off by that.














    That would work in a real world market.
    BUT in a game if you apply max/min prices on any product then price jacking goes bye bye !!
    Gdemami
    "Human beings make life so interesting. Do you know, that in a universe so full of wonders, they have managed to invent boredom. (Death)”
    ― Terry Pratchett,


  • AmatheAmathe Member LegendaryPosts: 7,630

    EQ1, EQ2, SWG, SWTOR, GW, GW2 CoH, CoV, FFXI, WoW, CO, War,TSW and a slew of free trials and beta tests

  • Arkade99Arkade99 Member RarePosts: 538

    remsleep said:

    No npc merchants is a non issue, compared to other glaring design issues like

    Items don't decay



    Did they change that, because when I played, items did decay.
    YashaX
  • TwistedSister77TwistedSister77 Member EpicPosts: 1,144
    edited September 2020
    Erevus said:

    Wizardry said:

    Being that i have gamed a very long time i have literally seen every exploit dupe known to gamer's.

    There is way to exploit a player driven economy and that is by simply buying all the trading post has to offer of one item and then price jacking.Once a price is jacked it can skyrocket.So then players see the value go up and fill the trading post with more,said exploiters again buy up all the items and again price jack.



    Another way following the same price jacking is after you buy the entire stock you only put up 1 or 2 of said item to create a NEED,a rarity ,that again jacks the prices.



    To me it looks more like corner cutting,what i typically been seeing in game design the last 10+ years.

    I don't like preset factions ,especially when there is only typically 2-3.It just makes for a very weak game design,again cutting corners.I prefer to see deeper systems that allow perhaps a minimum of 10 players to form their own faction.I also would want to see MANY npc factions that each offer their own crafts and systems.



    So yeah this is just a weak game design,not enough effort depth put into it.As admitted the pve quests are mundane,more like the entire game is just a GRIND,a race to end game.Storage should be directly related to crafting because it makes more sense than a passive trait.



    People might be having fun but personally bad game design ideas would constantly irk me to not having fun.I also look very closely at effort put into every part of the design,if i see corner cutting i am turned off.

    Every single system within a game deserves effort and deserves enough depth to make it feel very interesting.As i stated this entire game just looks and feels like your typical grind to end game which is how i would look at it from level 1 and be turned off by that.














    That would work in a real world market.
    BUT in a game if you apply max/min prices on any product then price jacking goes bye bye !!
    Depends on the game and items, I did this very successfully in Age of Conan for certain items... just playing the market.   Made tons of gold from the AH.  

    Especially twinking items (new players rarely know that an epic low level items will be valued by high level players rolling alts).
  • YashaXYashaX Member EpicPosts: 3,100
    remsleep said:
    No npc merchants is a non issue, compared to other glaring design issues like

    Items don't decay - once you have the best in slot gear you have zero need for crafted gear ever again as long as devs don't add better gear you are set

    This will make economy pretty pointless after you gear up

    Over time market will just be saturated with awesome gear that just doesn't ever get removed from the world, also lower level crafted gear will be utterly useless 

    Yeah this is a shit design 
    How is this different from say ESO where items also do not decay (btw they do decay to some extent in NW), and why does lower level crafted gear become "utterly useless"?
    ....
  • BloodaxesBloodaxes Member EpicPosts: 4,662
    Wasn't this game supposed to have randomised stats/something in gear? If that's true, then the saturation problem isn't going to be that big of an issue IF the randomisation is ample.

  • BloodaxesBloodaxes Member EpicPosts: 4,662
    remsleep said:
    YashaX said:
    remsleep said:
    No npc merchants is a non issue, compared to other glaring design issues like

    Items don't decay - once you have the best in slot gear you have zero need for crafted gear ever again as long as devs don't add better gear you are set

    This will make economy pretty pointless after you gear up

    Over time market will just be saturated with awesome gear that just doesn't ever get removed from the world, also lower level crafted gear will be utterly useless 

    Yeah this is a shit design 
    How is this different from say ESO where items also do not decay (btw they do decay to some extent in NW), and why does lower level crafted gear become "utterly useless"?


    So imagine yourself and your guild - you are all level 60s - everyone is in tier 5 gear score 560 or above gear - 

    What use do you have for any lower tier crafted gear ever for your guild? 

    Yeah none - everything below tier 5 is completely irrelevant 
    Well, that's true for all mmorpgs tough. Lower tier gear becomes useless for higher level people.
    YashaX

  • YashaXYashaX Member EpicPosts: 3,100
    Bloodaxes said:
    Wasn't this game supposed to have randomised stats/something in gear? If that's true, then the saturation problem isn't going to be that big of an issue IF the randomisation is ample.
    When you craft an item it gets a randomly generated stat within a range depending on the crafter's skill.

    For example, if you were blacksmithing level 10, you might be able to create a sword with damage between 200-250, while a level 30 blacksmith can use better materials and craft a sword with random damage between 260-300 (these are not "real" figures, just for illustration).

    In practice its actually pretty cool because it makes the process of leveling crafting more enjoyable (rather than just churning out 100s of identical trash items).
    Bloodaxes
    ....
  • TwistedSister77TwistedSister77 Member EpicPosts: 1,144
    Bloodaxes said:
    Well, that's true for all mmorpgs tough. Lower tier gear becomes useless for higher level people.
    Other games have diversity of classes, so players create Alts and pay top dollar to twink them out.  
  • YashaXYashaX Member EpicPosts: 3,100
    edited September 2020
    remsleep said:
    Bloodaxes said:
    remsleep said:
    YashaX said:
    remsleep said:
    No npc merchants is a non issue, compared to other glaring design issues like

    Items don't decay - once you have the best in slot gear you have zero need for crafted gear ever again as long as devs don't add better gear you are set

    This will make economy pretty pointless after you gear up

    Over time market will just be saturated with awesome gear that just doesn't ever get removed from the world, also lower level crafted gear will be utterly useless 

    Yeah this is a shit design 
    How is this different from say ESO where items also do not decay (btw they do decay to some extent in NW), and why does lower level crafted gear become "utterly useless"?


    So imagine yourself and your guild - you are all level 60s - everyone is in tier 5 gear score 560 or above gear - 

    What use do you have for any lower tier crafted gear ever for your guild? 

    Yeah none - everything below tier 5 is completely irrelevant 
    Well, that's true for all mmorpgs tough. Lower tier gear becomes useless for higher level people.


    Most other mmorpgs have alts that keep it going, I had like 20 alts in EQ1 - different classes, different skills etc...

    New World has no alts - because you do everything on your main - so it's not the same.

    Why would anyone start a new character in New World if they have a 50+ already and tier 5 gear?

    So you are claiming that the economy in other mmos is solely supported by alts?
    ....
  • BloodaxesBloodaxes Member EpicPosts: 4,662
    YashaX said:
    Bloodaxes said:
    Wasn't this game supposed to have randomised stats/something in gear? If that's true, then the saturation problem isn't going to be that big of an issue IF the randomisation is ample.
    When you craft an item it gets a randomly generated stat within a range depending on the crafter's skill.

    For example, if you were blacksmithing level 10, you might be able to create a sword with damage between 200-250, while a level 30 blacksmith can use better materials and craft a sword with random damage between 260-300 (these are not "real" figures, just for illustration).

    In practice its actually pretty cool because it makes the process of leveling crafting more enjoyable (rather than just churning out 100s of identical trash items).
    Oh, so the randomisation is only tied with damage? That's a shame.

    I was expecting even durability and perhaps even passive bonuses (if they have any) to be part of the randomisation pool. 

  • BloodaxesBloodaxes Member EpicPosts: 4,662
    Bloodaxes said:
    Well, that's true for all mmorpgs tough. Lower tier gear becomes useless for higher level people.
    Other games have diversity of classes, so players create Alts and pay top dollar to twink them out.  
    To each their own. I kinda prefer being able to learn everything on a single character instead of having a million alts.

  • YashaXYashaX Member EpicPosts: 3,100
    Bloodaxes said:
    YashaX said:
    Bloodaxes said:
    Wasn't this game supposed to have randomised stats/something in gear? If that's true, then the saturation problem isn't going to be that big of an issue IF the randomisation is ample.
    When you craft an item it gets a randomly generated stat within a range depending on the crafter's skill.

    For example, if you were blacksmithing level 10, you might be able to create a sword with damage between 200-250, while a level 30 blacksmith can use better materials and craft a sword with random damage between 260-300 (these are not "real" figures, just for illustration).

    In practice its actually pretty cool because it makes the process of leveling crafting more enjoyable (rather than just churning out 100s of identical trash items).
    Oh, so the randomisation is only tied with damage? That's a shame.

    I was expecting even durability and perhaps even passive bonuses (if they have any) to be part of the randomisation pool. 
    It might be I can't remember now. I think I added a special material to give a lightning damage effect to my sword, but yes it would be good if it had even more depth.
    ....
  • BloodaxesBloodaxes Member EpicPosts: 4,662
    remsleep said:
    Bloodaxes said:
    YashaX said:
    Bloodaxes said:
    Wasn't this game supposed to have randomised stats/something in gear? If that's true, then the saturation problem isn't going to be that big of an issue IF the randomisation is ample.
    When you craft an item it gets a randomly generated stat within a range depending on the crafter's skill.

    For example, if you were blacksmithing level 10, you might be able to create a sword with damage between 200-250, while a level 30 blacksmith can use better materials and craft a sword with random damage between 260-300 (these are not "real" figures, just for illustration).

    In practice its actually pretty cool because it makes the process of leveling crafting more enjoyable (rather than just churning out 100s of identical trash items).
    Oh, so the randomisation is only tied with damage? That's a shame.

    I was expecting even durability and perhaps even passive bonuses (if they have any) to be part of the randomisation pool. 

    "randomization" is only tied to gear score (which is basically damage variance) and stuff like gem slots and perks on gear (like boots that reduce encumberance, or a weapon that has siege damage on it)

    But no there's no full stat randomization - it's a very narrow set of variables that's randomized.
    So, even how many gem slots is part of the randomisation? That's neat I guess.

    There obviously has to be a limit to how vast it can be, as it would be a huge pain in the ass to craft gear that has the appropriate perks and gem slots to what you're aiming for.

  • YashaXYashaX Member EpicPosts: 3,100
    remsleep said:
    Bloodaxes said:
    YashaX said:
    Bloodaxes said:
    Wasn't this game supposed to have randomised stats/something in gear? If that's true, then the saturation problem isn't going to be that big of an issue IF the randomisation is ample.
    When you craft an item it gets a randomly generated stat within a range depending on the crafter's skill.

    For example, if you were blacksmithing level 10, you might be able to create a sword with damage between 200-250, while a level 30 blacksmith can use better materials and craft a sword with random damage between 260-300 (these are not "real" figures, just for illustration).

    In practice its actually pretty cool because it makes the process of leveling crafting more enjoyable (rather than just churning out 100s of identical trash items).
    Oh, so the randomisation is only tied with damage? That's a shame.

    I was expecting even durability and perhaps even passive bonuses (if they have any) to be part of the randomisation pool. 

    "randomization" is only tied to gear score (which is basically damage variance) and stuff like gem slots and perks on gear (like boots that reduce encumberance, or a weapon that has siege damage on it, or magic proc +dmg effect on weapons etc...)

    But no there's no full stat randomization - it's a very narrow set of variables that's randomized.
    Oh that's right, I was underselling it. All the attributes of an item are randomized.

    So in addition to the primary stat, there is also a random chance to get a perk (a special bonus for the item, like +10% damage to beasts) and a jewel slot(s). You can also add materials to help ensure you get a specific perk, and I think you can randomly get multiple perks.
    Bloodaxes
    ....
  • BloodaxesBloodaxes Member EpicPosts: 4,662
    edited September 2020
    That will lead to variance in gear that "should" cater to different play styles. Sure, there will be a point of stagnation in the future, but if they keep on adding to the randomisation pool, that point will keep on getting bigger to reach.

    With that said, being a pvp game for endgame (at least for the time being), there should be a limit to how many times an item can be repaired. This should be tied with the gear rarity and perhaps boosted with some perks/gem slot.

  • YashaXYashaX Member EpicPosts: 3,100
    edited September 2020
    Bloodaxes said:
    That will lead to variance in gear that "should" cater to different play styles. Sure, there will be a point of stagnation in the future, but if they keep on adding to the randomisation pool, that point will keep on getting bigger to reach.

    With that said, being a pvp game for endgame (at least for the time being), there should be a limit to how many times an item can be repaired. This should be tied with the gear rarity and perhaps boosted with some perks/gem slot.

    Yeah, most games keep adding new gear over time. Also, crafting is uncapped so there will always be better gear, if only marginally. 

    All this angst about item decay is just another angle for some people to bash the game. I can't see it making a difference either way. 
    ....
  • BloodaxesBloodaxes Member EpicPosts: 4,662
    YashaX said:
    Bloodaxes said:
    That will lead to variance in gear that "should" cater to different play styles. Sure, there will be a point of stagnation in the future, but if they keep on adding to the randomisation pool, that point will keep on getting bigger to reach.

    With that said, being a pvp game for endgame (at least for the time being), there should be a limit to how many times an item can be repaired. This should be tied with the gear rarity and perhaps boosted with some perks/gem slot.

    Yeah, most games keep adding new gear over time. Also, crafting is uncapped so there will always be better gear, if only marginally. 

    All this angst about item decay is just another angle for some people to bash the game. I can't see it making a difference either way. 
    Yeah, you don't have to tell me about that. It's one of the main reasons I rarely post anymore. Too much negativity in general here.

    I know the game ain't perfect. Which is why I won't be buying it at launch unless I see some visible improvement in the coming months content wise. I'll keep an eye on the changes/additions they will push out throughout the year, and see from there whether it's good or not. No point in doing it now.

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