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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.
Comments
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.
Never forget 3 mile Island and never trust a government official or company spokesman.
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.
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
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 !!
― Terry Pratchett,
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Did they change that, because when I played, items did decay.
Especially twinking items (new players rarely know that an epic low level items will be valued by high level players rolling alts).
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).
I was expecting even durability and perhaps even passive bonuses (if they have any) to be part of the randomisation pool.
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.
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.
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.
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.