Since its release in September 2021, New World has retained a huge number of players. However, because there are still bugs and exploits in the game, many players decided this was enough. The development team is incredibly passionate about their product and strives to save it, as they demonstrated with intense bickering and exciting additions coming in November 2021. But have they done enough to keep most of the players?
For now, I think they have. But if this thing survives in the long run and competes as the best MMO, then I think the new world needs more change to survive.
Fast travel overhaul
Have you ever walked into the new game world for three to five hours and found yourself paying several hundred azo for a quick trip or spending an hour jogging in the wilderness of Aeternum? Well, I know I have. Navigation is a lot harder than it should be, and it has some basic issues that seem pretty fixable. Let's start with Azoth.
Why is there one magic coin (if you can call it that) that is used in both industry and express travel? Why not split it into two separate things or, better yet, eliminate Azoth’s costs from express travel in general? I even pay gold if it means I can keep Azoth crafts. This has been confusing since I started playing it.
The second major overhaul should either increase the escalation of the game or give players more checkpoints in the wilderness to which they can travel quickly. Let players earn a representative with all the benefits that can be unlocked through Cutlass Keys NPCs, including quick travel checkpoints. Or maybe link it in some way to the appreciation of the area.
Whatever the exact solution, it is clear that players need to be able to navigate faster and cheaper. If Amazon Games can do it, there’s no dissatisfied player out there unless you just like spontaneous running.
Increased quest diversity
If I had one Azoth every time I saw a hunt, assassination, plot, or cleanup pop up in my group board, I still wouldn’t be able to travel as fast as I would like. Despite all the jokes, whether it’s a class assignment or the main story, grinding levels into a new world seems very repetitive in the current state of the game. It is an eternal game to either kill a lot of enemies, find items in coffins or kill wildlife. With a little creativity, you can go a long way.
The community even came up with some ideas in this section describing the "Trade Runs" search type. This can be used by both PvE and PvP players, allowing for purposeful exploration and giving the industry a greater purpose in the story. It doesn’t have to be that complicated, give us one more task besides the same old things! This is one of the things that really makes the New World feel like a praised beta and puts the feeling of grinding at level 30.
Increase PvP opportunities, especially at lower levels
I can’t tell you how many times I’ve reported PvP at lower levels, just go and get one shot at level 60 in their fun way. Some of me knew it would happen every time, but I just wanted to play something in PvP at lower levels so badly that I did it. And even if high-ranking players inevitably say, "So do we!" Here are at least some things available at levels 50-60. For them, even though there are so many hours in the game, there is almost nothing to do against other players outside of a duel.
The developers claimed that there will be big additions to PvP, so some of my hope the wish comes true. However, I have a creeping suspicion that players will only benefit from this towards the end of the game. If developers wanted to make areas like First Light more exciting as the game progressed, some level of covered PvP mode might just be a hoax. And then everyone had training at the start of the wars.
Endgame plug-ins with PvP and PvE components
Those at the end of the game asked for more content, and this is justified. After the Fourth and Seventh Wars, brought back in Expedition, the late New World game may begin to feel a little careless. Extensions can work wonders here and can come in all shapes and sizes. Something as small as adding sliders to increase the difficulty and speeding up winnings to a destination as big as a new island that is limited to higher-level players only. This is a fairly open request for change.
The biggest thing for me, I think, is that something has to feel completely different when playing New World at its highest level, instead of feeling a bit like the same game. Players need to feel that the stakes have gone up and the fights are more epic, and only the best equipment and teamwork can bring success. At the moment, I do not feel that is the case. A solid foundation has been created because the foundation of the game is so fun, now is the time to add a plaster and bonus room upstairs to take this matter to a new level.
Additional weapons and added Mastery Trees long-term
In fact, I do not consider the latter to be a major problem in the short term, but I think this needs to be addressed in the future. From the number of weapons alone, 11 should end up close to 15 or 20 when all is said and done. Daggers, solvents, throwing stars, kunait, other objects, and even hand-to-hand fit well into the new world. Adding more and more weapons to each attribute allows players to actually try out each attribute.
It also seems strange that only one weapon uses to focus. Does anyone else want to focus on making music as Bard’s weapon? … only me? With about 15-20 weapons, expanding each control tree from two to three would be a great way to expand the structure of each weapon. Trees can have more benefits that keep late players happy, and more trees can increase the variety of buildings.
This will help New World feel like a new game over time and reward players who can be smart at finding hidden structures. But as before, there is already a solid foundation that needs a little more construction.
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