Friday, January 24, 2025

New World PvE

new world

 I made a lengthy reply on Reddit about PvE opportunities in New World Aeternum.  It gained some traction and has been shared a few times on different subreddits.  I wanted to capture a version of it for the blog and long term keeping.

The question asked: "Just bought it! How is the PVE? Is the loot drop rewarding as well?"

My answer:

PvE during leveling is a good experience; you will get a lot of enjoyment out of that.  The game has some of the best "cinematic experiences" for expeditions (aka dungeons) and personally my first trip through some of them such as Tempest Heart were a visual treat (though "story mode" expeditions are very easy challenge wise).

The "rewarding loot drop" depends on who you ask.  New World has a classless system where your build is determined by your gear.  Gear is variable with 3 perks, a gem slot (except on some special items), and which attribute bonus (INT, STR, CON, etc) it has.  What is "best" for a piece of armor, a weapon, or a jewelery thus has variability.  It is not like other games where that one raid drops that one tank sword that every tank has to get.

The game also drops a lot of gear and I mean A LOT; more in the line of a Diablo type game than a normal MMO.  Most of that gear is randomly generated and is basically garbage that you will just salvage.  That goes all the way through end game where a lot of gear drops are just underwhelming.

The game does have a system called "loot biasing" where gear from many end game chests (elite, expedition, etc) will match close to the gear you are currently wearing. So if you are heavy armor with INT as your highest attribute you will likely see heavy armor with INT as the highest attribute.  Unforutnately this comes up short because it doesn't consider weapons and armor drops with weapon perks for other weapons. I personally feel like this is a miss that they should fix with the system.  A heavy armor piece with INT is great if thats my build but if it drops with a flail weapon perk and I don't use a flail its just one more piece of gear I need to salvage down.

But that is just the gemeral loot drop system.  There is lots of "named" items in the game that drop with locked in perks and many end game named items let you upgrade the item to 700 gear score and set the 3rd perk to your choice (there are "perk buckets" with rules so its not any perk, but lots of options to choose what the 3rd perk is).

Then there are artifacts tied to specific content.  Often it drops after a few tries and has pity mechanics so you do get it to drop. Artifacts are end game armor, weapons, and jewelery that you will build entire builds around.  It feels good to get an artifact to drop after working towards it!  And there is a ton of artifacts in the game now and are in every lane of gameplay from solo PvE to group PvE.

Expedtions are a main PvE end game activity; specifically the mutated version.  Each week new expeditions get mutated and have levels 1-3.  "M3" aka mutation level 3 is the hardest.  Mutated expeditions are where many artifacts are obtained and they drop a ton of other rewards, but as mentioned its hit or miss on how great those drops are (most not so much).  Mutated expeditions are also a good way to get dark matter drops for end game loot upgrades which is a necessary part of the end game.

More recently they added the first raid to the game.  It is 10 person and is the hardest end game PvE content.  Many players complain about it being too hard for casual groups if that gives you a sense.  Personally I think its spot on; hard for a pick up group to complete but not impossible; while still being challenging for organized groups.

The raid offers gear up to gear score 725, the new max, and drops rare schematics for crafting which is where a lot of the true best end game gear comes from outside of artifacts.  The artifacts that drop from the raid are also sought after; some pick up groups solely focus on just getting past the first boss just to get folks the artifact that boss drops.  The issue though is the raid drops rewards only once per week; once done with your weekly run there is no reward for repeating.

There is also a 20 person sand wurm "raid" that is a single boss fight with good end game drops as well.

With that said there is tons of ways as a solo PvE player to get 700 gear score gear and it's not hard.  While 725 is the new max; 700 is more than capable in PvE and PvP.  Artifacts can all be upgraded to 725 so many folks end up with 3x artifacts (max you can have in a build is 1 weapon, 1 armor, and 1 jewelery artifact) and 700 on the rest.

While not your traditional "rewarding loot drops" of other MMOs you can set your sights on the gear you want and work in PvE towards it.  Crafting is also a source for tons of end game gear and plenty of PvE activity can be done to earn gold to fund your own crafting or buy from crafters/trading post.

I personally really like that as a mostly solo player I can play this game and match the hardest of the hardcore in builds and capabilities on my character.  Having a group makes it easier to get stuff like the raid or mutated expeditions done, but not a requirement at all in this game.  That is the biggest selling point for me.  As I said I am 4,000+ hours in, have maxed everything, have a maxed build I love playing, and dabble in PvE and PvP.

Wednesday, January 22, 2025

Season 7: New World PvP Servers

new world logo
 By the time you are reading this the New World season 7, Season of the Conqueror, will have launched and with it a new set of seasonal PvP servers.  These limited time seasonal servers feature accelerated leveling and a special ruleset that will change each season.  This season will focus on PvP with forced PvP flagging after level 15 and with new gear that drops on death.  Will the PvP crowd finally show up for a PvP focused update in New World?

 The New World team has a long post detailing the PvP servers, but for context here are the main points:

  • PvP flagging is forced on at level 15
  • Leveling speed is increased
  • Special equipment can be crafted for reduced material costs that is stronger than normal equipment but the equipment drops on death and has durability so can break.

 This is basically as close as New World will have gotten to it's original intention to be a PvP focused sandbox with gear dropping on death.  The question is will this be enjoyable and worth the time?

 A big issue I have with the approach here is that these are seasonal servers where I need to start a new character from scratch.  I have 4,000 hours in this game, almost all of it on a single character, so my immediate interest in a new character is limited.  Throw in that the PvP server goes away at the end of the season in a couple months and the draw is even weaker.  Why get invested in something that is repeating what I've already done and that is going away?

 Also the more I looked at the details the more I wondered about the changes made to support PvP.  The main change is the introduction of the ethereal crafting and conqueror's gear.  I like that the gear will drop on death and can change hands, but the bonuses mentioned in the post seem questionable on whether its worth the hassle to obtain/keep.  Why deal with gear you can lose when all of the other gear in the game is going to be available?

 The main issue with the PvP-drop-on-death gear is that there are only a couple weapons and only heavy armor pieces at the end game.  So if you want to play a build that doesn't fit that criteria then you will use gear that doesn't come with the associated risk of being lost.  Add in the skill ceiling in New World's action combat I suspect we will see a lot of players taking zero risk with "no-drop builds" and letting their skill overcome the gap in gear.

 I do like that they are unlocking mounts and heartrunes without players needing to complete the quests, but it seems well short of the number of changes I'd of expected to foster PvP.  One of the big issues I've seen discussed is that instanced content such as expeditions, 3v3 arena, and outpost rush will all be available and be available as cross server to those on the PvP servers.  There will be players on PvP servers that sit in town doing instanced content on repeat, gaining gold and experience (PvE and PvP), and then maybe roll out to PvP when the itch strikes.  That seems like a huge miss on a PvP server where you want players out in the world.

 As a seasonal server it seems like a big miss to keep cross server activity and instanced content.  The focus would have been better on getting players into the open world and hitting points of interest to drive conflict.  Why not take the ethereal crafting concept and extend it to provide access to all the gear that drops in expeditions or other instanced content?  Why, why, why keep instanced content on the seasonal PvP server!?

 If New World gave me a PvP server that was just the normal game with always on PvP and let me transfer my character to that server I'd be all over it.  I think being PvP flagged adds a ton to the game.  But all of the adjustments to make these seasonal worlds "different" don't seem to drive much in the way of PvP and thus I question whether it's worth the effort.  I am on the fence and not sure I'll partake.



Wednesday, January 15, 2025

The Angler No More

call of the wild the angler

 Unfortunate news for fishing game fans.  Call of the Wild: the Angler has announced an end to development on the game.

 Anglers,

It’s with a heavy heart that we announce the end of development for Call of the Wild: The Angler. The Angler will remain playable both online and offline in its current state, and you’ll still be able to purchase and access the base game and all DLC content across all platforms. The big difference is that there won’t be any new content or updates moving forward.

Our vision with The Angler was to create a fresh take on the fishing sim genre, inspired by our love and passion for fishing and open-world games. It’s given us so much joy seeing your appreciation for the worlds we created and excitement in catching something new with each big update. We wouldn’t have made it these two-and-a-half years if we hadn’t listened very closely to our passionate community, and for that passion, we thank you from the bottom of our hearts. However, maintaining the audience size necessary to support the continued development of this ambitious game proved more challenging than expected, so it’s time for the team to move on to other projects.

We understand that this may come as a surprise, and want you to know it was not an easy decision to make. Although the excitement of new content and updates has come to an end, we hope you’ll still enjoy reruns of in-game events and playing online with friends old and new. There’s much to explore in the five reserves as well.

It’s difficult to leave a project that was driven by so much passion, and we’ll always hold it dear, but we’re bringing our experience and expertise to new horizons within Avalanche Studios Group, so please cheer us on! We’re proud to say that our hard work and dedication brought the beauty of fishing (and boatloads of bad fishing puns) to players around the world.

A special shoutout to our moderators, who endured the aftermath of the Gold Green Sunfish and the Carpsucker Hunt of ‘24 (iykyk). And of course, the members of our Player Council, who put countless hours into feedback on updates and making them as good as possible for the rest of the Angler world.

Once again, we want to thank you all for the hours you’ve spent fishing so far, for all the feedback you’ve left us and all the fantastic memories and memes created so far!

Here’s to the great catches we’ve shared and to those that are still to come!

// Team Angler

 I had an on again / off again relationship with the game as you can see in my posting history for the game.  I enjoyed playing but felt the game came up short on being a great fishing experience.  At the end of the day it under delivered on the fishing experience so many of us fishing gamers wanted.  I will remember the times I got to digitally fish with my son but beyond that it was a forgettable arcade-like fishing game.  The good news is it sounds like it will still be available to play offline and will support mulitplayer for the foreseeable future.

Tuesday, January 14, 2025

Ashes of Creation Alpha 2 Pros Cons

At the end of my post covering the recent Narc-induced Ashes of Creation drama I alluded to considering paying to join the Alpha 2 testing for the game. This possibility took by brain to the same place it goes for all decision making: a pros and cons list!

Reasons NOT to pay to join Alpha 2

  1. I've been burned by early access purchases before. Previous experiences have left me wary of spending money on games that are incomplete or fail to deliver on promises.
  2. If the game never launches, what did I pay for? There’s always a risk the game could be delayed indefinitely or even canceled.
  3. Paying to test a game incentivizes the developer to delay the final release. The financial support from testers could reduce the urgency to complete the game.
  4. Early access trends are divisive. Many gamers dislike this model, and continuing to support it might perpetuate a trend some feel hurts the industry.
  5. It’s a test, not a game. Bugs, performance issues, unfinished content, and limited features are to be expected, making it far from the polished experience of a launch-ready game.
  6. Progress is temporary. Wipes, bugs, exploits, or other scenarios could reset any progress made during testing.
  7. Toxic behavior is reportedly rampant. Reports of issues like mob training, ganking in towns due to no safe zones, and other toxic behaviors are happening frequently.
  8. The cost is a significant lump sum. Spending $100+ upfront is a risk, especially if I end up disliking the state of testing due to bugs or performance issues.
  9. Pressure to justify the expense. If I pay, I might feel obligated to play regardless of whether I’m enjoying myself, just to “get my money’s worth.”
  10. Interest may wane. If there’s a long gap between test phases, I might lose interest.
  11. There are better uses for the money. As my mother used to say “there are starving kids in Africa.”

Reasons TO pay to join Alpha 2

  1. Launch periods are magical for MMORPGs. While this isn’t the full launch, it’s a formative period in the game’s life, offering a unique chance to experience its evolution firsthand.
  2. Trusted content creators are enjoying it. Multiple creators I respect have expressed how much fun they’re having in the alpha, even after exhausting its limited content.
  3. The cost is comparable to a subscription. If treated as a subscription, the $100+ cost could equate to less than $10 per month of access, assuming ongoing and reliable playability during the testing phase.
  4. I’ve spent more on less promising games. Compared to other early access games I’ve supported, Ashes of Creation shows far more potential.
  5. Financially, it’s not a concern. The cost is manageable for me and wouldn’t create any financial strain.
  6. I want to influence the game design.   I see Ashes as a game that I will play and testing would give me a better avenue to provide feedback to hopefully shape the game to my desired outcome.
  7. It would make my opinions more informed. I’ve criticized the game a lot, and playing it would give me firsthand insight to back up or refine my perspectives.

So what comes next?  To answer truthfully: I am not sure.  There is an itch I want to scratch by diving in, but a more rational side saying "you don't need to test the game; be patient".  Come back to the blog to see what side wins out!

Monday, January 13, 2025

Monday Screenshots: Winter Warrior No UI

 Every now and then I like to hide the UI in New World and sit back and admire how great the game looks.  I took a shot during the Winter Warrior event that is finishing up in the near future.

Later on I grabbed a no-UI shot in Cutlass Keys. If you look closely you will see a couple different players ascending the tower in search of doubloon-filled chests.

This game looks so great at times!