Wednesday, November 02, 2022

New World Fresh Start to the MOON

 We're going to the moon baby!  New World fresh start worlds have launched and the game is closing in on 100,000 concurrent users on Steam (probably over by the time you are reading this).  The game is also 50% off for anyone interested in jumping in.

 This is a well deserved hockey stick for the New World development team.  It will be interesting to see how long this peak lasts and where it tops out.  There is also the Return to Aeternum event that will be running through Nov 18th.


Tuesday, November 01, 2022

Call of the Wild: The Angler - Challenger Update is LIVE

 The Challenger update is now out for Call of the Wild: The Angler and it brings with it updated fish behaviors, daily/weekly challenges, and numerous other improvements.  I fished a bit yesterday and wanted to give my thoughts on the changes.

 I thought the first item I'd be looking at would be the daily/weekly challenges but to my surprise they were no where to be found when logging in.  No user interface notifications.  No signs posted in the main area (which is how you get most of your quests started).  It wasn't until I dug through the backpack menu (Press Q for the quick menu and then F for your backpack) that I found the Challenges tab with the details.  


 They could have done a better job telling players where this was at since its one of the key changes to help drive players back into the game.  Also annoying is you have to activate the challenges and can only have three active.  This is dumb design.  I shouldn't have to activate challenges and I shouldn't be limited in what I can complete.  Also there is no UI while fishing that tells me what I have active (but it does give you updates as you catch fish -- see screenshot).

 The challenges are laid out between daily and weekly objectives and experience rewards attached.  I can't really say if the rewards are worthwhile as I already have the end game rods/reels and lures I want to use.  There is still a distinct lack of progression in the game even with these changes.  There were changes to the store as far as cost of equipment but that doesn't mean anything other than "grind" since it doesn't have much of a change in how you experience the game.

 Fish behavior and animation was updated in the patch.  Fish seem to scare now and I have had multiple times where a fish ran away (fast!) from me reeling in my lure.  I have had to use a bit of finesse to catch some fish.  Also did I mention fish are fast?  I actually jumped at one Northern Pike that shot out from under the dock I was fishing at to strike my lure.  Animations are much better now as well and its great to see fish zipping about here and there compared to the old lethargic activity of the past.  Catching fish is a bit more exciting now!

 While animations and fish speed are better now and there are some visual improvements to water the actual catching and fighting of fish seems the same.  The speed of fish does mean they move around a bit more when hooked but there is still no more skill involved than right clicking when STRIKE appears and holding left click to reel a fish in.  If players were looking for any sort of "challenge" to the game with this update they will be disappointed.

 Over all I like the changes and its a baby step forward.  I enjoy the challenges but other than the satisfaction of completing them I don't feel there is any progression occurring.  I will still "chill and fish" in the game from time to time but there still isn't much to do with the game.  With that said they did tease us with a new Reserve possibly coming.

Have any thoughts?  Leave a comment.

 

Monday, October 31, 2022

Ashes of Creation "New World is the gold standard of harvesting/gathering"

 I caught up with the recent Ashes of Creation live stream (I actually watched it via Asmongold's reaction video -- don't ask why; I just like watching Asmongold's reaction videos for Ashes updates).  

 In this update the Ashes team shows off the gathering system they are lifting directly from New World.  Every tree is now able to be chopped down (previously in earlier alpha tests it was sparse nodes across the world) and that will expand from there to other node types such as rocks, plants, and more.  Asmongold's quote to kick off the video was "New World is the gold standard of harvesting/gathering" which I'll agree with, but also as my comments will show there is room for enhancement.

 For anyone that has played New World this is very familiar.  New World brought this type of mechanic out of the realm of survival games and into an MMORPG.  Chopping down a tree is one of the most satisfying feelings in all of New World.  I can't imagine playing a future MMORPG that doesn't let me cut down every tree, break up every rock, and gather almost anything I can see.  I am all for games like Ashes lifting ideas from other games and this was the right idea to grab from New World.

 What can, or what will, Ashes do to improve on the system?

 First, they can add more variables to the system.  If there is a knock against New World's system it is that the node spawns are static and do not vary at all which means farmers and bots can camp them.  A great change for New World and where Ashes could improve this type of system is to randomize the spawn locations of the nodes.  Certain areas could still limit what type of node spawns so players know where to go to gather but the actual placement in that area could be changed up.  This would reward the often overlooked explorer play type.

 The good news is it sounds like Ashes is solving for this with their surveying skill which will allow players to find and learn about node spawns and if I understood it correctly it will allow players with higher surveying skill to find randomly placed nodes.  This brought back memories of surveying in Star Wars Galaxies (SWG) which allowed for players to locate and find unique resources and cash in on them before others showed up.  The key to the SWG system was randomization and time limited nature of where you could get the resources.

 Next the Ashes developers talked a good bit about how the materials you can gather will vary based on seasons, "node" (referring to their land parcel system), and other player actions.  It definitely sounds like to be a successful gatherer you will need to know the systems and the world as well as have leveled up skills.  The question is whether they can make the system where it rewards the average player and doesn't just become a system where the elite players lock everyone else out.

 In the Ashes stream Steven (the guy at the head of Ashes design/funding/everything) asked us to think about two areas when giving feedback and talking about this update so I wanted to oblige him.

Feedback Focus 1: Steven asked the community how we feel about the change to have far more resources available for gathering in the game?  A caveat was most of the increase in gatherable materials it would be focused on general construction and trade; not necessarily for making gear.

Answer 1: As I mentioned earlier in the post I can't see myself playing an MMORPG that doesn't have this sort of harvesting/gathering system.  Chopping down trees may just be a "minimum requirement" going forward for me to consider a game.  I think this was the right choice and with the surveying system it looks to improve on the system from New World.  The only concern I have is it may get too complicated.  There is a benefit to the simplicity of New Worlds system: see tree, chop tree, get stuff.  Adding too much more to that loop may make it less fun.

Feedback Focus 2: Thoughts on the visual fidelity of the gathering actions.

Answer 2:  I tend to not get deep into visuals in games these days.  They play a role, but not as they did in the past.  As long as it feels like it fits and doesn't take away from performance then I am fine with what I saw in the video.  Not necessarily visual, but the audio in the demo was not that great.  New World nails the sound of chopping and mining so feel like Ashes has some room on the audio end to improve.

 The Ashes devs also commented on group gathering.  This is a great idea and something that Crowfall had (probably one of the only things that game did well). I love the idea of having to team up to gather.  I love the idea of needing a second player to take the other end of a giant saw to go at a massive tree.

 Steven also asked about what players felt about the system where what is inside a node is only revealed when you take the harvesting action.  The example given was a rock that once broken revealed there was a crystal inside and a second harvesting action was required to gather the crystal.  I am fine with this but over time it may become irritating having to harvest nodes twice instead of just getting the internal materials on the first pass.  Will have to see how it feels when playing.

For those that need it here is the Ashes update embedded below.


Speaking of gathering; let me harvest your thoughts by leaving a comment.  Thanks!

Sunday, October 30, 2022

At least it was fun to watch... almost

 3-5 here we are!  Almost enjoyed watching this one in some parts.

See the source image http://photos1.blogger.com/hello/141/2277/1024/1941_large.jpg

Saturday, October 29, 2022

New World Paladin Build (updated for Brimstone and not what you expect!)

 Wanted to share this New World Paladin build video I saw on Youtube.  If you have the PvP light armor set you are 75% ready for this build.  I am a couple pieces short and am currently playing heavy armor with warhammer/sword'n'shield, but looking to give this build a try with some other armor pieces slotted in.

Enjoy and leave a comment!