Sunday, September 17, 2023

Friday, September 15, 2023

Big changes to New World PTR for Season 3 + Expansion

 DukeSloth has a good video out today on changes coming to the New World PTR for the Rise of the Angry Earth expansion and season 3.

My summary of changes:

  • Regeneration Serum is removed; it was too strong
  • PvP artifacts won't be locked to 100+ level so don't stress about not being at 100+
  • Artifacts on the free season pass track will be available as world drops later on; still worth getting on the free season 3 track vs farming later.  No artifacts on the paid track.
  • Magnify will now show when you are setting attributes; not after you set them so you know exactly what attribute it is applying to
  • Outpost Rush (OPR) crates dropped AFTER the update will drop up to 700 GS; so you could OPR day 1 and get a 700 GS reward
  • Runestone Stopwatches are no longer used in crafting; TBD what they will reward when salvaged (it better be good or I'm gonna be upset)

 These changes hit a few of the areas I was starting to get worried about. Specifically the regeneration serum was going to be a mandatory super potion if left as it was.  It would have made no sense to have in the game in the same patch where they are specifically nerfing healing potions in many aspects (especially in PvP).

 I am curious what Runestone Stopwatches will salvage into.  It would be ideal to know before the patch.  If it's not a great salvage then it would be much better to spend them now on something like crafting bags that you won't be racing out to change.  If it's really good then I will want to create more stopwatches and since they are daily cooldowns then I need to know now or each day I lose out!

 Lastly its good to get confirmation that OPR crates, dropped AFTER the update, will go up to 700 GS.  I am sure it will be rarer but the possibility along with the PvP track rewards should keep PvP players neutral (I'd say happy but us PvP players are a tough lot to make happy).  Also this means anyone saving up OPR crates currently won't get an unfair advantage once the update is live.

Thursday, September 14, 2023

New New World: Mounts

 Mounts are coming to New World and it truly is a BRAND NEW NEW WORLD!

 I am very excited for mounts and everything I have seen in the videos and on the PTR show that the team went above and beyond to deliver mounts.  I can't find the exact video but I remember distinctly at one point Scott Lane (lead boss man) stated if they were going to do mounts it would be when they could do them well and boy was that spot on.

 Mounts in New World will be much more than just a speed boost.  There is a riding skill, races and timed challenges, cosmetics, buffs and food, and multiple nice quality of life features.  

 One of the coolest finds on the PTR was realizing that your mount will try and follow the road if you set it to run on the road.  I had suggested exactly this in my Oct 2022 post on the topic when we first found out about mounts being in development.  I was comparing it to The Witcher games where the horse auto-paths:

...the horse in The Witcher will automatically follow paths/roads and the player can basically AFK to their destination if its at the end of the road.

 Speaking of the Witcher; the infamous "roof horse" is also a prevalent meme in the New World PTR.  This indicates there is some good movement capability with mounts to navigate them in tough terrain such as the roof of a building.

 

new world roof horse
Roach?

 Another exciting note about mounts is that they will be allowed in Outpost Rush.  Gone are the days of long runs back to the action. This should spice things up as it should be much faster to help get to baron fights or to attack/defend back caps.  I know some players will complain about mounts in instanced PvP game modes but screw em... who the hell wants to spend 1+ minutes running back to the fight.  Note: mounts will not be available in wars.

 I am also looking forward to the mount tradeskill and building up my riding skill over time.  It doesn't look like it will take long to level up and some players may ask why it has to exist if it goes by fast, but just like leveling in RPGs it is a mechanism to train the player on the multiple features of mounts and unlock more and more capability in a controlled manner.  Crazy to think lots of players like it when a game walks them through a new feature!

 As far as mount variety I didn't want to see anything more than horses as I am not a big fan of New World getting too far down the fantasy path vs the original "age of discovery - the new world" vibe it had originally.  With that said I concede the "new world" ship has sailed and we are very much in knights and fantasy so I can live with horses, wolves, and lions as mounts.  Just glad it wasn't things like spiders.  I'd be cool with hippos though.

Wednesday, September 13, 2023

New New World: Crafting Changes

 The buzz keeps on buzzing for New World's expansion and changes for Season 3.  Today we have a great breakdown of crafting changes from Jay Oddity.  My hat off to Jay; he is owning it on the coverage of the current PTR.

 There is a ton of minutiae to go with the crafting changes so I want to avoid getting too far into the weeds and cover more of the "what does it all mean?".

 The big change is that crafters will be able to craft "perfect gear", but the components to do so will be time gated and take a bit of effort to collect.  Many of the high end components will be bind on pickup and thus require the crafter to put in the time.  Since materials are time gated daily/weekly we won't see a surge of perfect 700 gear score gear on day one from bankrolled crafters.

 Even though there is methods for perfect crafting; there is still the "gamblers delight" option where you get random perks.  Less material cost, but more risk.  It won't be as bad as current state crafting gambles as the perk pool is much, much better with far fewer garbage perks but it's still a gamble.  Some folks like to gamble so the option is still there for them.

 I do want to hit on the fact that some of the crafting materials for the better crafting methods are bind on pickup (BoP).  I understand why this was done and think it is fine, but it doesn't make me jump for joy as it forces crafters to participate in other parts of the game.  Forcing players to do things they may not want to do is never great.  I am hoping as we get farther away from the expansion that we see a transition away from BoP just like we saw the PvP perks become bind on equip instead of BoP.

 Another change is it seems items and buffs that increase crafting outcomes have a flat benefit now.  If a piece of armor grants +5 to minimum gear score that always applies.  It does not appear through gear and buff you can get to 700, but not clear if we are missing anything.  The way to 700 is the specific 700 GS crafting recipes... aka the "perfect gear" I noted before.  I may be misunderstanding this so don't take this as gospel yet.

 Crafting levels also have been increased to 250. It is not clear how much effort/material will be needed to level them from 200-250 but I am looking forward to pumping out some crafting levels.

 Over all I like all of the changes to crafting.  More meaningful outcomes is great.  I would like to see the BoP change but understand that it is needed to slow down how fast crafters get 700 GS items out into the game right after launch.  I am glad I have all of my crafting gear and trophies unlocked and look forward to pushing towards 250 in all my crafting levels.

Tuesday, September 12, 2023

New New World: Umbral Shards

 Holy patch notes Batman!  I don't have the time between now and 10/3 when the Rise of the Angry Earth expansion launches to cover all the details, but without a doubt we are truly getting a NEW New World!  Today though I wanted to zero in on the change coming to umbral shards as we've all been waiting to know what would happen to them.

 Umbral Shards
  •     Removed the ability to upgrade gear with Umbral shards.
  •     Umbral shards can now be salvaged for coin at a rate of 0.1 coin per umbral shard.

 First I want to say "told you so" to everyone that thought the original information was false when it was reported by Massively OP that umbral shards would be converted to gold.  It was clear that Massively OP reported that correctly from the developer Q&A they were part of and good to see it validated now.

 Next; I don't think there was any "winning" consolation prize that could be given for umbral shards.  New World needed to reset gear and gear progression for it to have a more meaningful end game loop and to do that they needed to shutter umbral shards.  Any compensation was going to be only a half measure.

 Personally I think 0.10 gold per shard is a fine compromise.  Its not enough gold that you would race out to gather a bunch before launch, but it's enough that if you have some laying around you'll cash them in and feel good about it.  Also it's a small enough amount that I don't feel terrible about cashing them in now to upgrade some "fun" gear sets to play around with before October.

 And honestly this is how I really feel...

umbral shards new world


Monday, September 11, 2023

New New World: Only ONE New Zone?

 I wanted to start covering the myriad of changes coming to New World for it's expansion and season 3 balance changes.  There is a ton to unpack and no particular order to cover it in so I came up with this serious of posts titled "New New World: <topic>" because we are in fact getting an entirely new and fresh version of New World!  Today I want to talk about the "just one new zone!?" feedback for the Rise of the Angry Earth expansion.

new world elysian wilds
 

 There has been a small uproar in the community about the expansion only having one zone and there is an argument to be had that it's not even "new" since it is just the First Light zone redone as the Elysian Wilds.  That doesn't seem like much for an "expansion"; especially when we received all of Brimstone Sands as a free update last year.

 I can somewhat see the argument that it is not an "expansion" as we are used to in the MMORPG space.  Normally an expansion means an actual "expansion" of the game on the size and scale of the original game.  With that said, based on Brimstone Sands last year, and what we've seen so far from Rise of the Angry Earth it seems like this will be New World's annual "expansion" size: one new zone and a bunch of new features.

 I am good with that.  I dislike when games add too much new landmass and invalidate all of the old.  While there will be a period of time where the Elysian Wilds is the zone to be in I expect players will fall back to Brimstone Sands, Reekwater, Shattered Mountain, and other current end game zones along with Elysian Wilds.

 Also we can't forget about the other zone receiving a makeover with Season 3: Edengrove.  With the angry earth taking over First Light they have left Edengrove open for the taking.  Edengrove will now be a capture-enabled territory with multiple changes to go along with it.  So technically we are getting two "adjacent to new" zones for the Season 3 and expansion.

 Combine two reworked zones along with mounts, level increase to 65, gear score increase to 70, reworked mutations, and a new weapon with the Flail and it is silly to think $30 is too high a price tag for the expansion.

Sunday, September 10, 2023

Friday, September 08, 2023

Starfield: In one sense, you do have a vehicle, you obviously have your spaceship

starfield

 Todd Howard, overlord of Starfield development, gave a surprising answer recently when asked about the lack of land vehicles in the game.

“In one sense, you do have a vehicle, you obviously have your spaceship so you can go around space, but then on the surface, you do have a jetpack which you can upgrade,” Howard continued. “Obviously, planets have different levels of gravity, which makes that (travel) unique for many planets.”

 I am wondering what game Todd is referring to.

 In the Starfield I've seen you can't actually fly your ship; it's just a series of loading screens.  If I could take off in the ship, hover over the planet's surface, and then fly it to a new location then I'd get his comments, but thats not how the game works... at all.  Your ship is a static element once landed and everything else is hoofed out on foot. 

 And NO; having a boost pack/jet pack is not a sufficient replacement to having land vehicles.

 We need land vehicles in Starfield!

New New World: Gear Progression Changes

new world umbral shards gone
 I wanted to start covering the myriad of changes coming to New World for it's expansion and season 3 balance changes.  There is a ton to unpack and no particular order to cover it in so I came up with this serious of posts titled "New New World: <topic>" because we are in fact getting an entirely new and fresh version of New World!  Today we are going to talk about the new gear progression system.

With Season 3 and the expansion there is an overhaul of the gear progression and acquisition systems.  

  • Expertise is being removed.  
  • Upgrading gear via umbral shards is gone.  
  • Gear score cap is now 700.  
  • Max level is now 65.  
  • Loot will now drop at an intended gear score and not require upgrading.
  • Loot bias will now be applied; loot will match the type of gear you have equipped when looting in.

 First, it is fan-freaking-tastic that expertise is being removed.  It was a pointless grind gating players from using items they acquired or making items they acquire effectively useless because they were not yet high enough expertise to get end game drops.  This also means no more having to run new players through content to get "expertise bumps".  

 In the place of expertise gear will simply drop at it's intended gear score level.  Thus if you do the hardest of hard content you can expect gear to drop at or close to the new max score of 700.  Progression in gear score will be based off acquiring better gear.

 The only thing I worry about with this new model is how fast crafters will be able to start making 700 gear score items.  Once crafters are making them then players will immediately be at 700 gear score.  I expect well funded companies having crafters cranking out gear fairly quickly after launch.  I hope this doesn't trivialize all the other methods to acquire gear.  I love crafters having a role to play but not at the expense of everything else.

 The last piece is "loot bias" whereby loot that drops will now be biased to be close to the gear you are currently wearing.  Playing a tank? Expect tank drops.  Play a healer? Expect healer drops.  The developers did state for chest rewards that you can change your gear before opening the chests/caches to influence what will drop.  So as a healer you could change to DPS gear before opening a series of chests to get DPS drops or vice versa a DPS could swap to healer gear to get healer drops.  I am hopeful this will work as advertised because I play oddball builds and if I can get more rewards targeted more at that oddball build then it's a win!

 Also a brief mention that the new level cap will be 65 and the extra 5 levels should go by fast.  I am fine with this change but it will be locked to those that own the expansion so players that don't buy the expansion will be left behind.  I hope AGS reconsiders that and lets everyone reach max level regardless of expansion ownership.  New World is much closer to Guild Wars 2 than it is games like World of Warcraft; it doesn't make sense here to tie level ranges to expansions.


Thursday, September 07, 2023

New New World: Influence Changes

 I wanted to start covering the myriad of changes coming to New World for it's expansion and season 3 balance changes.  There is a ton to unpack and no particular order to cover it in so I came up with this serious of posts titled "New New World: <topic>" because we are in fact getting an entirely new and fresh version of New World!

 With that said the first one I wanted to hit on was the changes to the influence mechanic for territory control and war declaration.  Summary of changes we know so far:

NEW INFLUENCE RACES
Capture new Influence Towers and strike down enemy Factions in open world combat for territorial supremacy. Each Faction will compete for Influence in specific zones during scheduled times. If an attacking Faction earns enough Influence through PvP Missions, Influence Towers, and Forts before the race ends, they’ll receive bonus rewards, plus the opportunity to declare War. If the defending Faction prevents the attackers from scoring enough Influence within the time limit, they’ll earn bonus rewards for both the Influence Race and the next War. Regardless of who wins, the attacking Faction with the most influence can escalate the conflict into War.

 The first aspect is that the influence races will be scheduled.  This is a good change from the current state where a territory could be pushed any time on any day.  The only issue with scheduled content is that you are out of luck if you don't play during those times so I am in "wait and see" on this change to determine how good of a change it is.  At a minimum it will concentrate open world PvP to specific time windows and areas on the map.

 The next aspect to discuss is the towers.  This adds more capture points than just the fort on the map.  This should help spread out the players and create interesting combat instead of just running around in the open fields or forests.  Anything that brings players together to fight is a win!

 PvP missions are mentioned as well which is a little disappointing.  These missions are boring and I had hoped they would be removed entirely and replaced by the open world objectives like the tower.  From follow up videos it sounds like the missions are now much shorter distances and with mounts that means they should be fast which worries me that whoever shows up with the most players will win as it will not be practical to defend against a bunch of players doing PvP missions (its about impossible today even with long range missions).

 The last note I will end on is the talk of "faction" vs company.  I may just be reading too much into "Faction with the most influence can escalate the conflict into War." but that reads like companies may not be the one's declaring war anymore?  And there would be a faction-wide declaration?  Is there more changing with war that we don't know about yet?  Probably just reading into it too much but would be cool to see more changes that are faction-based vs specific company.