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New World Team Talks Traditional Raid Plans, Making PvE More Fun, Adding Cover, and Wards | MMORPG.

SystemSystem Member UncommonPosts: 12,599

imageNew World Team Talks Traditional Raid Plans, Making PvE More Fun, Adding Cover, and Wards | MMORPG.com

The New World team has a new community Q&A ahead of Season 2 where they talk future traditional raids, how they prioritize what to create next, cover in OPR, the problem of wards, and more.

Read the full story here


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Comments

  • Turkeydinner95Turkeydinner95 Newbie CommonPosts: 3
    dead game
    KidRisk
  • DattelisDattelis Member EpicPosts: 1,674
    But first, “We want to make a good expedition before we make a raid,” Lane says. Referring to the sand wurm Trial on the way, “We want to get some feedback on that as a boss. Once we feel like we are making good raid bosses, we're going to transition to making good full raids”.

    Ngl, sounds like the game is still in alpha/beta with comments like that.
    Brainystrawhat0981ScotKyleran
  • ValdemarJValdemarJ Member RarePosts: 1,378
    Dattelis said:
    But first, “We want to make a good expedition before we make a raid,” Lane says. Referring to the sand wurm Trial on the way, “We want to get some feedback on that as a boss. Once we feel like we are making good raid bosses, we're going to transition to making good full raids”.

    Ngl, sounds like the game is still in alpha/beta with comments like that.

    Dear Diary,

    August Eleventy Second, 2028

    Today we finally made a breakthrough and learned how to make raids after many years of agonizing effort perfecting expeditions and aggregating the feedback into results we wanted to see. We're now real mmo developers. Those dicks over at Hello Kitty Online Adventures who laughed at us can go suck it!!

    --Amazon Game Studios leadership probably
    BrainyDattelisScotKyleran
    Bring back the Naked Chicken Chalupa!
  • AngrakhanAngrakhan Member EpicPosts: 1,750
    edited June 2023
    I find it interesting a game whose focus was all about pvp territorial control is now setting goals around adding "real raiding". Do they think that whiplashing between pvp and PvE is going to save the game? Seems rather unlikely. A more likely outcome is they piss off the last remnant of their players and tank the game for good. If anyone remembers the Trials of Atlantis expansion for DAoC, this is giving me deja vu vibes is a very bad way.
    SamhaelKyleran
  • DattelisDattelis Member EpicPosts: 1,674
    edited June 2023
    ValdemarJ said:
    Dattelis said:
    But first, “We want to make a good expedition before we make a raid,” Lane says. Referring to the sand wurm Trial on the way, “We want to get some feedback on that as a boss. Once we feel like we are making good raid bosses, we're going to transition to making good full raids”.

    Ngl, sounds like the game is still in alpha/beta with comments like that.

    Dear Diary,

    August Eleventy Second, 2028

    Today we finally made a breakthrough and learned how to make raids after many years of agonizing effort perfecting expeditions and aggregating the feedback into results we wanted to see. We're now real mmo developers. Those dicks over at Hello Kitty Online Adventures who laughed at us can go suck it!!

    --Amazon Game Studios leadership probably

    And what gets me in that entire article quote is them saying "once we feel like we are making good raid bosses, we're going to transition to making good full raids" like that's the definition of using the player base as testers to your live game content. Luckily they really haven't monetized this game as hard but with all that money AGS has and supposedly all the game design experience they have on their team, saying some stupid stuff like that publicly blows my mind, especially when you think about the game coming up on its second year being live and a big milestone for them is 1 raid boss and potentially mounts soon. Sure, it took GW2 years to finally come over to the mount side of things (and ended up paywalling them) but at least they had zone bosses from day 1.....
    ValdemarJ
  • KaliGoldKaliGold Member UncommonPosts: 137
    When you try to make a game for everyone, sometimes you make it for no one!

    The game has 10k players on right now. Not exactly where it needs to be after a couple of years.

    BrainyKyleran
  • hayes303hayes303 Member UncommonPosts: 431
    They changed it to a pve/pvp game from a straight pvp game in pre-development when they didn't have the numbers. Then after launch they realized that it takes a lot of time and effort to make enough pve content to keep players so they pivoted hard back to pvp focus.

    Now after losing most of their playerbase, they want to try to make pve suck less? Good luck.
    BrainyKyleran
  • IselinIselin Member LegendaryPosts: 18,719
    Angrakhan said:
    I find it interesting a game whose focus was all about pvp territorial control is now setting goals around adding "real raiding". Do they think that whiplashing between pvp and PvE is going to save the game? Seems rather unlikely. A more likely outcome is they piss off the last remnant of their players and tank the game for good. If anyone remembers the Trials of Atlantis expansion for DAoC, this is giving me deja vu vibes is a very bad way.
    Their PvP implementation was always flawed. I mean... a 50 v. 50 capture the flag battleground on a 30-minute timer is the pinnacle PvP thing in the game that determines which guild gets to print gold while the rest of the player base is kept gold-starved? lol.

    Their mistake was not making the game more about PvE than they did when they realized they had to make the focus switch. They've been playing PvE catch-up for years now and have a long way to go if they survive that long.

    There is nothing about the PvP in this game that will engage anyone for more than a couple of months. PvE actually should be their almost exclusive focus to have any chance of keeping the doors open.
    ValdemarJBrainySamhaelKyleran
    "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

  • ValdemarJValdemarJ Member RarePosts: 1,378
    Iselin said:
    Angrakhan said:
    I find it interesting a game whose focus was all about pvp territorial control is now setting goals around adding "real raiding". Do they think that whiplashing between pvp and PvE is going to save the game? Seems rather unlikely. A more likely outcome is they piss off the last remnant of their players and tank the game for good. If anyone remembers the Trials of Atlantis expansion for DAoC, this is giving me deja vu vibes is a very bad way.
    Their PvP implementation was always flawed. I mean... a 50 v. 50 capture the flag battleground on a 30-minute timer is the pinnacle PvP thing in the game that determines which guild gets to print gold while the rest of the player base is kept gold-starved? lol.

    Their mistake was not making the game more about PvE than they did when they realized they had to make the focus switch. They've been playing PvE catch-up for years now and have a long way to go if they survive that long.

    There is nothing about the PvP in this game that will engage anyone for more than a couple of months. PvE actually should be their almost exclusive focus to have any chance of keeping the doors open.

    The fact they are doubling down on expeditions and hardcore raiding shows, to me anyway, that they are just about as clueless about PvE as they are about PvP. Thempark raids in an open world survival crafting games is silly.

    It's like they don't know what kind of game they want to make anymore. Or maybe they're just looking for the game that will print them lots of money with the least effort. Unfortunately, they keep missing the nail and are leaving pecker tracks all over the board.
    IselinKyleran
    Bring back the Naked Chicken Chalupa!
  • IselinIselin Member LegendaryPosts: 18,719
    ValdemarJ said:

    The fact they are doubling down on expeditions and hardcore raiding shows, to me anyway, that they are just about as clueless about PvE as they are about PvP. 
    That's the other thing. I personally do like some difficulty to overcome in my PvE but 1) it's grossly overdone in NW to the point of being tiresome, especially in Brimstone Sands with those damn archers, but more importantly, 2) I'm not typical.

    A typical MMORPG player that will stay around for years in a game wants it easy and that's just not a thing in New World nor have they shown any signs that they have a clue about attracting and retaining that demographic when they keep going on about how tough they like it.

    To be fair they told us before launch when they kept going on about how "souls-like" they wanted their combat to be.

    Their 10K concurrent could easily be 100K if they just catered to the large casual MMO player crowds who are the ones that keep the lights on in MMOs.
    ValdemarJDattelisKyleran
    "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

  • UwakionnaUwakionna Member RarePosts: 1,139
    edited June 2023
    You know what they could/should do. Leverage the instanced content element and some of the maps from PvP, and make a PvE hero survival mode where peeps have to improve and defend towns against the blighted. Tie it into a PvE zone control element where they have to push back against blighted enemies trying to actively take over territories akin to Tabula Rasa and Rift, as opposed to it just being little spots dotting the map.
    Dattelis
  • DattelisDattelis Member EpicPosts: 1,674
    Uwakionna said:
    You know what they could/should do. Leverage the instanced content element and some of the maps from PvP, and make a PvE hero survival mode where peeps have to improve and defend towns against the blighted. Tie it into a PvE zone control element where they have to push back against blighted enemies trying to actively take over territories akin to Tabula Rasa and Rift, as opposed to it just being little spots dotting the map.

    Personally I do wish more games would copy tha aspect of Rift. Have hubs get invaded and quests undoable until the invasion is settled, then have a zone wide event after a while. Make it so players have to sync down like Rift used to do in order to get level appropriate rewards so it at least incentive all players to want to participate, even if its just a fraction of what they normally get doing higher end/level relevant content.
    IselinKyleran
  • IselinIselin Member LegendaryPosts: 18,719
    Dattelis said:
    Personally I do wish more games would copy tha aspect of Rift. Have hubs get invaded and quests undoable until the invasion is settled, 
    I eventually got tired of proposing just that in every PvE thread here for years, but yeah, I loved that about Rift.
    DattelisValdemarJKyleran
    "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

  • DattelisDattelis Member EpicPosts: 1,674
    edited June 2023
    Iselin said:
    Dattelis said:
    Personally I do wish more games would copy tha aspect of Rift. Have hubs get invaded and quests undoable until the invasion is settled, 
    I eventually got tired of proposing just that in every PvE thread here for years, but yeah, I loved that about Rift.

    I always hate when Rift gets thrown in the ' generic wow-clone' pile when it did a lot of cool things that even wow ended up copying. Rift did the whole 'world quest' thing way before WoW with its rift system (and even before GW2 since it came out a year before it) and added optional zone sync'ing before wow (and later player up-syncing or scaling up to a zone's level). Sure it may have gotten its ideas from games before it, but it also did a good job at executing them (like the rift system still giving you rewards if it completed without you being there, like if your queue popped before it completed and someone else finished it while you were gone). Still pisses me off that Gamigo doesn't just sell the rights to the game and let an actual developer revitalize it.
    ScotKyleran
  • UwakionnaUwakionna Member RarePosts: 1,139
    edited June 2023
    For me a lot of that was in Tabula Rasa for my first experience of such mechanics, but I know more people are familiar with Rift popping up with similar features later. TR was just too early and too niche.

    EDIT: Plus honestly Tabula Rasa had some very bad code design, way more cumbersome on both client and server performance than it should have been.

    But yeah, as it applies here, it's always bothered me how when developing PvE content it seems to be glossed over the notion that while truly dynamic content can be difficult to implement, you can still integrate controlled features like the zone control that adds some ongoing back-and forth to play which is all too often lacking in PvE.

    That alone can go a long way in giving players something to engage with over extended periods of time. Most we really tend to get is rotating events you go to specific spots to repeat.
  • BrainyBrainy Member EpicPosts: 2,163
    I think they should split into PVP and PVE servers.

    Where PVP servers are no flags, full town control PVP.

    Where PVE servers are full PVE controlled, turn the 50v50 into a PVE conquest event for zone control so that PVE players can control towns on a PVE server, through a PVE mechanic.

    Then I would spend a bunch of time putting in PVE raiding etc...
    Kyleran
  • SamhaelSamhael Member RarePosts: 1,534
    The biggest thing I took out of the Q&A was the discussion on wards/banes getting removed from the game before the end of the year. For the people who have invested hundreds of hours making the different sets (lost, corrupted, ancient, angry earth... humans are new and no one ever did beast before the worm)... what are they going to replace that ward/bane perk with? I played ranged DPS (dex and intel) so that's two sets, melee DPS (str) so that's another, tank (set #4), and healer so that's 5 sets. Five sets times three (did full sets for corrupted, ancient, angry earth, but only a couple of roles for lost and none for humans/beasts). Basically, I've got 15 sets of armor that is either going to lose a perk or likely get it replaced with something that is going to end up being redundant and/or entirely useless. It's a good thing I really stopped playing when the human ward/bane stuff came out because I would be even more irritated with having another useless multiple sets. Yes, it was a bad system to begin with and yet they doubled down with the humans and beast gear. So how are they going to fix this without absolutely further disenfranchising people who put the time/effort/materials into making this very specific gear?
    ValdemarJKyleran
  • ValdemarJValdemarJ Member RarePosts: 1,378
    Samhael said:
    The biggest thing I took out of the Q&A was the discussion on wards/banes getting removed from the game before the end of the year. For the people who have invested hundreds of hours making the different sets (lost, corrupted, ancient, angry earth... humans are new and no one ever did beast before the worm)... what are they going to replace that ward/bane perk with? I played ranged DPS (dex and intel) so that's two sets, melee DPS (str) so that's another, tank (set #4), and healer so that's 5 sets. Five sets times three (did full sets for corrupted, ancient, angry earth, but only a couple of roles for lost and none for humans/beasts). Basically, I've got 15 sets of armor that is either going to lose a perk or likely get it replaced with something that is going to end up being redundant and/or entirely useless. It's a good thing I really stopped playing when the human ward/bane stuff came out because I would be even more irritated with having another useless multiple sets. Yes, it was a bad system to begin with and yet they doubled down with the humans and beast gear. So how are they going to fix this without absolutely further disenfranchising people who put the time/effort/materials into making this very specific gear?

    This has been rolling around in my head. I stopped playing about the time our guild had done most of the Brimstone and post cap content. They went on to do more hardcore stuff like you, but I was not interested in the grind to 625, let alone multiple gear sets.

    I had two sets, one for tanking snb/greatsword and one for healing (staff/void) that was also easily configured for end game solo play. I enjoyed doing the dungeons with them and had fun as a group.

    I just can't fathom how making any sorts of changes in the future won't be extremely painful to the effort players have made to build their characters, especially since it was just one per server for so long. Then again, they don't seem to blink at the impact of server merges, so maybe they'll just shrug it off as a progress tax. :shrug:
    SamhaelKyleran
    Bring back the Naked Chicken Chalupa!
  • IselinIselin Member LegendaryPosts: 18,719
    edited June 2023
    ValdemarJ said:
    Samhael said:
    The biggest thing I took out of the Q&A was the discussion on wards/banes getting removed from the game before the end of the year. For the people who have invested hundreds of hours making the different sets (lost, corrupted, ancient, angry earth... humans are new and no one ever did beast before the worm)... what are they going to replace that ward/bane perk with? I played ranged DPS (dex and intel) so that's two sets, melee DPS (str) so that's another, tank (set #4), and healer so that's 5 sets. Five sets times three (did full sets for corrupted, ancient, angry earth, but only a couple of roles for lost and none for humans/beasts). Basically, I've got 15 sets of armor that is either going to lose a perk or likely get it replaced with something that is going to end up being redundant and/or entirely useless. It's a good thing I really stopped playing when the human ward/bane stuff came out because I would be even more irritated with having another useless multiple sets. Yes, it was a bad system to begin with and yet they doubled down with the humans and beast gear. So how are they going to fix this without absolutely further disenfranchising people who put the time/effort/materials into making this very specific gear?

    This has been rolling around in my head. I stopped playing about the time our guild had done most of the Brimstone and post cap content. They went on to do more hardcore stuff like you, but I was not interested in the grind to 625, let alone multiple gear sets.

    I had two sets, one for tanking snb/greatsword and one for healing (staff/void) that was also easily configured for end game solo play. I enjoyed doing the dungeons with them and had fun as a group.

    I just can't fathom how making any sorts of changes in the future won't be extremely painful to the effort players have made to build their characters, especially since it was just one per server for so long. Then again, they don't seem to blink at the impact of server merges, so maybe they'll just shrug it off as a progress tax. :shrug:
    True but the system that required multiple sets to deal with all the possible expedition mutations was always obnoxious so moving away from that is a very good thing.

    I did go to 625 and did some mutated expeditions but I always hated the end-game multiple gear sets requirement. I did some of the grind although I was very far away from having all sets required for mutated expeditions, and I don't mind at all having what effort I did put in go to waste if they change to a better. less obnoxious system. 
    Kyleran
    "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

  • UwakionnaUwakionna Member RarePosts: 1,139
    "Don't hold on to what holds you back."
    WargfootKyleran
  • ScotScot Member LegendaryPosts: 24,273
    edited June 2023

    Dattelis said:


    Iselin said:


    Dattelis said:
    Personally I do wish more games would copy tha aspect of Rift. Have hubs get invaded and quests undoable until the invasion is settled, 


    I eventually got tired of proposing just that in every PvE thread here for years, but yeah, I loved that about Rift.



    I always hate when Rift gets thrown in the ' generic wow-clone' pile when it did a lot of cool things that even wow ended up copying. Rift did the whole 'world quest' thing way before WoW with its rift system (and even before GW2 since it came out a year before it) and added optional zone sync'ing before wow (and later player up-syncing or scaling up to a zone's level). Sure it may have gotten its ideas from games before it, but it also did a good job at executing them (like the rift system still giving you rewards if it completed without you being there, like if your queue popped before it completed and someone else finished it while you were gone). Still pisses me off that Gamigo doesn't just sell the rights to the game and let an actual developer revitalize it.



    Rifts definitely looked to do some innovation in the MMO landscape, it launched with the multirole concept for each toon. I think the "rift system" if we are talking about the same thing was heavily influenced on Warhammer Online mind you. Regardless, the game was really underappreciated, but then that was back in the days when gamers felt a new AAA MMORPG would be out every year or two.

    It is a sad fact that most players only appreciate the innovation and depth some MMORPGs had years later when we see that those intriguing systems do not get brought forward and indeed that there is no more innovation today than there was back then.
    DattelisKyleran
  • ValdemarJValdemarJ Member RarePosts: 1,378
    edited June 2023
    Iselin said:
    ValdemarJ said:
    Samhael said:
    The biggest thing I took out of the Q&A was the discussion on wards/banes getting removed from the game before the end of the year. For the people who have invested hundreds of hours making the different sets (lost, corrupted, ancient, angry earth... humans are new and no one ever did beast before the worm)... what are they going to replace that ward/bane perk with? I played ranged DPS (dex and intel) so that's two sets, melee DPS (str) so that's another, tank (set #4), and healer so that's 5 sets. Five sets times three (did full sets for corrupted, ancient, angry earth, but only a couple of roles for lost and none for humans/beasts). Basically, I've got 15 sets of armor that is either going to lose a perk or likely get it replaced with something that is going to end up being redundant and/or entirely useless. It's a good thing I really stopped playing when the human ward/bane stuff came out because I would be even more irritated with having another useless multiple sets. Yes, it was a bad system to begin with and yet they doubled down with the humans and beast gear. So how are they going to fix this without absolutely further disenfranchising people who put the time/effort/materials into making this very specific gear?

    This has been rolling around in my head. I stopped playing about the time our guild had done most of the Brimstone and post cap content. They went on to do more hardcore stuff like you, but I was not interested in the grind to 625, let alone multiple gear sets.

    I had two sets, one for tanking snb/greatsword and one for healing (staff/void) that was also easily configured for end game solo play. I enjoyed doing the dungeons with them and had fun as a group.

    I just can't fathom how making any sorts of changes in the future won't be extremely painful to the effort players have made to build their characters, especially since it was just one per server for so long. Then again, they don't seem to blink at the impact of server merges, so maybe they'll just shrug it off as a progress tax. :shrug:
    True but the system that required multiple sets to deal with all the possible expedition mutations was always obnoxious so moving away from that is a very good thing.

    I did go to 625 and did some mutated expeditions but I always hated the end-game multiple gear sets requirement. I did some of the grind although I was very far away from having all sets required for mutated expeditions, and I don't mind at all having what effort I did put in go to waste if they change to a better. less obnoxious system. 

    I'm not convinced they're actually doing something better or even removing multiple gear sets. Will removing wards/banes result in that? There are still multiple damage types themed to a dungeon or area. Or am I missing something?

    In the end it doesn't really matter. Their end game isn't heading in a direction that interests me so I have plans to return.

    I did have a great time running Brimstone (and northern map content) with the guild and your knowledge always made those runs smoother. While I don't think Brimstone was designed very well, we made the best of it and did well and had a great time doing it.
    Kyleran
    Bring back the Naked Chicken Chalupa!
  • DattelisDattelis Member EpicPosts: 1,674
    edited June 2023
    Scot said:

    Dattelis said:


    Iselin said:


    Dattelis said:
    Personally I do wish more games would copy tha aspect of Rift. Have hubs get invaded and quests undoable until the invasion is settled, 


    I eventually got tired of proposing just that in every PvE thread here for years, but yeah, I loved that about Rift.



    I always hate when Rift gets thrown in the ' generic wow-clone' pile when it did a lot of cool things that even wow ended up copying. Rift did the whole 'world quest' thing way before WoW with its rift system (and even before GW2 since it came out a year before it) and added optional zone sync'ing before wow (and later player up-syncing or scaling up to a zone's level). Sure it may have gotten its ideas from games before it, but it also did a good job at executing them (like the rift system still giving you rewards if it completed without you being there, like if your queue popped before it completed and someone else finished it while you were gone). Still pisses me off that Gamigo doesn't just sell the rights to the game and let an actual developer revitalize it.



    Rifts definitely looked to do some innovation in the MMO landscape, it launched with the multirole concept for each toon. I think the "rift system" if we are talking about the same thing was heavily influenced on Warhammer Online mind you. Regardless, the game was really underappreciated, but then that was back in the days when gamers felt a new AAA MMORPG would be out every year or two.

    It is a sad fact that most players only appreciate the innovation and depth some MMORPGs had years later when we see that those intriguing systems do not get brought forward and indeed that there is no more innovation today than there was back then.

    That's kind of the thing I think many people looking forward dont really get. When stuff like Rift/Tera/Aion/etc first came out, sure that probably was the 'wow-clone' era of gaming, but when you look at the newer stuff in the past 5-10 years, I think those types of people over look how good those games were compared to what has been pushed out now. Elyon? Shutdown. Bless? On its like 20394185 re-release and Unleashed hasn't gotten an update since the main company took over. You look at all these 'top mmorpg' least (I'm sure many dont really by in to them) but there is an element of truth in that the top 10 games in many of them have been the same for almost 10 years at this point. So I still believe that having a revitalized Rift, with an actual development team behind it (because Gamigo honestly has not updated the game with actual content since they took it over) or even NCSoft selling Wildstar to an actual development team, could beat out something like Lost Ark/New World/Tarisland/etc simply because they were designed better but just released at an oversaturated time.
    ScotKyleran
  • IselinIselin Member LegendaryPosts: 18,719
    edited June 2023
    ValdemarJ said:
    Iselin said:
    ValdemarJ said:
    Samhael said:
    The biggest thing I took out of the Q&A was the discussion on wards/banes getting removed from the game before the end of the year. For the people who have invested hundreds of hours making the different sets (lost, corrupted, ancient, angry earth... humans are new and no one ever did beast before the worm)... what are they going to replace that ward/bane perk with? I played ranged DPS (dex and intel) so that's two sets, melee DPS (str) so that's another, tank (set #4), and healer so that's 5 sets. Five sets times three (did full sets for corrupted, ancient, angry earth, but only a couple of roles for lost and none for humans/beasts). Basically, I've got 15 sets of armor that is either going to lose a perk or likely get it replaced with something that is going to end up being redundant and/or entirely useless. It's a good thing I really stopped playing when the human ward/bane stuff came out because I would be even more irritated with having another useless multiple sets. Yes, it was a bad system to begin with and yet they doubled down with the humans and beast gear. So how are they going to fix this without absolutely further disenfranchising people who put the time/effort/materials into making this very specific gear?

    This has been rolling around in my head. I stopped playing about the time our guild had done most of the Brimstone and post cap content. They went on to do more hardcore stuff like you, but I was not interested in the grind to 625, let alone multiple gear sets.

    I had two sets, one for tanking snb/greatsword and one for healing (staff/void) that was also easily configured for end game solo play. I enjoyed doing the dungeons with them and had fun as a group.

    I just can't fathom how making any sorts of changes in the future won't be extremely painful to the effort players have made to build their characters, especially since it was just one per server for so long. Then again, they don't seem to blink at the impact of server merges, so maybe they'll just shrug it off as a progress tax. :shrug:
    True but the system that required multiple sets to deal with all the possible expedition mutations was always obnoxious so moving away from that is a very good thing.

    I did go to 625 and did some mutated expeditions but I always hated the end-game multiple gear sets requirement. I did some of the grind although I was very far away from having all sets required for mutated expeditions, and I don't mind at all having what effort I did put in go to waste if they change to a better. less obnoxious system. 

    I'm not convinced they're actually doing something better or even removing multiple gear sets. Will removing wards/banes result in that? There are still multiple damage types themed to a dungeon or area. Or am I missing something?

    In the end it doesn't really matter. Their end game isn't heading in a direction that interests me so I have plans to return.

    I did have a great time running Brimstone (and northern map content) with the guild and your knowledge always made those runs smoother. While I don't think Brimstone was designed very well, we made the best of it and did well and had a great time doing it.
    Yeah, my understanding of ward and bane removal is in fact a removal of the need to grind multiple sts. The whole system is about + damage to specific mob types and reduction of damage from the type of damage those mob families do.

    It's why it's a requirement for high-level mutated dungeons that feature a particular type of mob or sometimes as in the case of the Ennead in Brimstone Sands, two different types in different phases of the dungeon - players carried two sets of gear in that dungeon to make the swap from Ancient to Corrupted and then back to Ancient again for the end.

    It could be cheesed with one set for normal and the first 2 or 3 levels of mutation but beyond that, to even be accepted into a party you had to link your sets in whispers to prove you had the right gear :)

    My understanding is that this nonsense is exactly what they're removing.

    And yeah, the zone revamps and how Brimstone was done made the gameplay there much more fun. I too had a blast running with our guild through that content.

    The rest of the "vanilla" not revamped zones were fun as shared pain :) Those zones had awful design as PvE zones.

    This guy explains it well:


    ValdemarJKyleran
    "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

  • ScotScot Member LegendaryPosts: 24,273
    edited June 2023
    If he is explaining it all perhaps you can explain this to me...

    I never did this on NW but I thought I could watch a few You Tube D4 videos the other day, you have to take your time and use posters who others recommend but its worth it for a feel of the game. However, I made a cardinal error, I was logged in! Now I have umpteen videos in my recommended list telling me "The Awful Truth", "Is This Or That Class Bad", "Things That I Did When I First Played D4 That I Will Forever Regret".

    That's just a taster of the ridiculous drama, it is like going to a market with stall owners hawking their wares. I don't understand why people watch them, you know it is just going to be drama. :)
    Post edited by Scot on
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