MMO New World (Amazon Games)

Depois de ter enfiado 50h naquilo devo dizer que existe ai alguma coisa definitivamente. Nao acho que sera um MMO com o successos de um final fantasy 14 ou WoW mas tem potencial para ser bastante divertido. Assusta-me um bocado ver somente essa quantidade de conteudo tanto a nivel de PVE como PVP. Nao acho o War systema assim tao divertido ou novador.

Por alguma razao estou a continuar em querer jogar, mas tenho a sensacao que e devido ao gameplay e o facto de ser novo e toda a gente estar no teory crafting a descobrir o que podem criando a Meta aos poucos, e e estando ao passar da curva em relacao a 80% dos jogadores com o meu lvl 50 Full Tier 4 obviamente retiro algum gozo extra em dar5 shot ao pessoal mais baixo.

Mas sendo realista tem muito pano para as mangas, principalmente em relacao ao leveling e as quests. Esta incrivelmente repetitivo e basico, contudo pelo menos nao tem nem 1 unica quest de " follow this NPC for 300 m ", e isso para mim e um grande ponto positivo hehe.

Ja disse que gosto bastante do sistema de combate? :P
 
Última edição:
https://www.newworld.com/en-us/news/articles/alpha-testing-resumes

Alpha Testing Resumes!
OCTOBER 20, 2020
|
GENERAL

NewWorld.com and our social media for updates on this effort.

For a chance to participate in Alpha Testing, please sign up on our Tester Signup page. Please note that Previous participation in Alpha Tests, Density Tests, and the Preview Event or your Pre-order status does not guarantee participation in the current Alpha Test. Additionally, at the start of this testing phase, we will only have NA servers, EU servers will be added in the future.

If you are interested in helping us test, you can sign-up here. Testers will be invited as needed, the first wave will venture to Aeternum on October 20th.

In the spirit of transparency we are committing to publicly sharing a version of our Alpha release notes moving forward. These notes will highlight the newest changes and content coming to New World. This is the first of many updates that will come to the game during Alpha, check them out below!

COMBAT
WEAPONS & SKILLS
  • Spear - New melee weapon offering both long distance pierce damage and some ranged capabilities:
    • Scales primarily on Dexterity but also benefits from Strength

    • Zoner Skill Tree
      • Specializes in keeping enemies at a distance and throwing spears from range
    • Impaler Skill Tree
      • Specializes closing the gap and quicker attacks that impart status effects
    • New quest line for Legendary Spear (Heavensplitter)
  • Per weapon cooldowns - Provides more options in combat and makes weapons selection even more valuable:
    • Each weapon will now have independent cooldowns, meaning you can use all 3 abilities on your hatchet and then switch to your warhammer and use all three of its abilities.

    • Weapon switching is sped up enabling you to more easily switch between weapons and create combos between them.
  • You can now dodge roll without stamina after being stuck in multiple consecutive reactions.

  • Abilities interrupted or canceled before the active frames of the attack will no longer be on cooldown.

BALANCE
  • Hatchet
    • Berserk reduced to 10 seconds

    • Berserking Endurance reduced to 2 seconds

    • Cull the Weak changed to Heavy attack

    • Rejuvenating Kills reduced to 5%

    • Relentless Fury reduced to 5%

    • Reduced homing on 2nd and 3rd light attacks
  • Life Staff
    • Decreased speed of light distance by 50% and increased cooldown to 25 seconds

    • Fixed healing abilities not providing mastery experience
  • Backstab Adjustments
    • Any melee attack that hits an enemy's back now gets backstab damage bonus

    • All melee weapons currently have a 1.3x backstab damage bonus (Note this will be tuned per weapon in the future)

    • Backstabs no longer cause knockdowns
WORLD EXPERIENCE
  • Housing will now display the following:
    • Decoration score

    • Number of items you have placed

    • Maximum count on the decoration UI
AI
  • New Threat System (Part 1) - Adjustments to make enemy targets more understandable and controllable:
    • Introduced a new threat system where a single threat value is calculated per player. Higher threat greatly increases the chance to be selected as the enemy's target.

    • Created logic for how threat is calculated. Currently damage and threat perks are the main determined, but expect specific attacks to add / remove threat in the future.

    • Note: Healing does yet affect threat generation (this will change for Life Staff users soon).
ECONOMY / PROGRESSION
  • Progression Changes - Reduced the speed of leveling and increase the relative value of questing XP .
    • Reduced the XP players get from Corrupted Breaches

    • Reduced the XP players get from killing creatures

    • Reduced the Weapon Mastery XP required to level up weapons by 25%, to compensate for the lower XP from killing creatures

    • Reduced delivery missions XP & rewards
  • Attribute Changes - Increased the attribute pool to add a meaningful amount to gear and introduce diminishing returns to increase build variety:
    • Increased the amount of attribute points you get from leveling

    • Added attribute points to gear

    • Adjusted focus attribute to be the primary scalar for Life Staff, it no longer affects cool down rate.
      • Note: Our long-term goal is to have Focus be the attribute for healers / support characters, while Intelligence becomes the attribute for damage dealers / mages.
    • Gems no longer give attributes but instead provide elemental damage for weapons and family banes for armor

    • Diminishing returns were added to all attributes.
GEAR & REWARDS
GEAR CHANGES
  • Adjusted level requirements and rarity mapping for gear, in preparation for a strong end-game gear chase:
    • Gear now has a specific level requirement (previously all gear from a tier was available at a single level threshold):
      • The level requirement of a piece of gear is based on its great score

      • Higher rarity gear has a lower level requirement than lower rarity gear with the same gear score (making rarity even more valuable)
    • Rarity mapping change so that legendary gear can now be crafted and dropped from the world.
GEAR PERKS
  • 16 new perks added to the game:
    • 9 perks that will reduce the weight of specific classes of items. For example Gourmand's Burden will reduce weight of raw and cooked food

    • 7 perks that will affect threat generation

Stay tuned for more information on other changes coming to New World! For a chance to participate in another Alpha testing phase of New World, please signup using the Tester Signup Page.
 
Já fiz a minha inscrição para esse novo beta.

Tem ai uns nerfs engraçados tem... O parte do "Threat System" se estiver bem implementada é capaz de fazer sentido.

Outra coisa que me soa bem é a parte do combate:

  • Per weapon cooldowns - Provides more options in combat and makes weapons selection even more valuable:
    • Each weapon will now have independent cooldowns, meaning you can use all 3 abilities on your hatchet and then switch to your warhammer and use all three of its abilities.

    • Weapon switching is sped up enabling you to more easily switch between weapons and create combos between them.
  • You can now dodge roll without stamina after being stuck in multiple consecutive reactions.

  • Abilities interrupted or canceled before the active frames of the attack will no longer be on cooldown.

Parecem-me boas melhorias e eram mais que esperadas!
 
Boas! Ando a ver este jogo!
Vale a pena? É melhor esperar pelo full release?
Em termos de loot é mais PvE do PvP certo? Isto porque não sou grande fã de PvP!
Em termos de jogabilidade gostei do que vi
 
Já fiz a minha inscrição para esse novo beta.

Tem ai uns nerfs engraçados tem... O parte do "Threat System" se estiver bem implementada é capaz de fazer sentido.

Outra coisa que me soa bem é a parte do combate:

  • Per weapon cooldowns - Provides more options in combat and makes weapons selection even more valuable:
    • Each weapon will now have independent cooldowns, meaning you can use all 3 abilities on your hatchet and then switch to your warhammer and use all three of its abilities.

    • Weapon switching is sped up enabling you to more easily switch between weapons and create combos between them.
  • You can now dodge roll without stamina after being stuck in multiple consecutive reactions.

  • Abilities interrupted or canceled before the active frames of the attack will no longer be on cooldown.

Parecem-me boas melhorias e eram mais que esperadas!
Threat modifiers - sao sempre importantes de estarem bem implementados mas ao mesmo tempo terem desafio para o grupo. Sempre curti ver os healers a fugir, quando o Tank nao criou threat suficiente.

Weapon cooldowns - gosto da ideia e assim sendo gostaria de ver uma barra unica de skills com 9 slots em linha, 3 para cada arma, de modo a controlar os CDs.
Problema: possivelmente vai existir mais stun lock e skill-spam rotation, pelo que se espera ajustes. Caso contrario sera tudo a fazer a rotacao que funciona melhor, apos um stun.
No modelo anterior seria logo Bow-stun/snare, fechar distancia, Machadinho stun lock ou Martelo 2h (o rei do CC) e o outro de seguida.
 
Boas! Ando a ver este jogo!
Vale a pena? É melhor esperar pelo full release?
Em termos de loot é mais PvE do PvP certo? Isto porque não sou grande fã de PvP!
Em termos de jogabilidade gostei do que vi

Se estás a espera de PVE tipo wow (Raids/Dungeons) não existe . No entanto eles adiaram o jogo para adicionar mais conteudo por isso pode ser uma possibilidade no futuro.
 
Boas! Ando a ver este jogo!
Vale a pena? É melhor esperar pelo full release?
Em termos de loot é mais PvE do PvP certo? Isto porque não sou grande fã de PvP!
Em termos de jogabilidade gostei do que vi
PvE e PvP de momento para mim estava complementar entre eles. PvE para subir e farmar materiais, PvP para promover mas Bonus em PvE/craft.
Acredito que eles vao adicionar zonas de grupo PvE e World Boss.

PvE estava muito repetitivo em termos de Quests (matar X monstros ou apanhar drop de X monstros ou em X zonas). Ja' o craft estava totalmente implementado desde a primeira Alpha e tinhas muito.

Eu vou continuar ansioso pelo jogo e fazer parte dele quando sair, inclusive no PvP, onde nunca fui fan em MMORPGs. Para o ano sera este e Ashes of Creation a tirar o sono.
 
Mais um adiamento.

Today we announced the move of New World's launch from Spring 2021 to August 31, 2021. We considered this decision very carefully but need to take the time to add new features, tune, and polish. We are committed to delivering a high quality experience.

With this launch date, closed beta will begin on July 20th. Please visit our development blog at the link below to learn more about our roadmap and new features such as five-player Expeditions, the 20 vs. 20 Outpost Rush, and an additional territory, Ebonscale Reach.
 
A minha previsão é Novembro 2021 e sinceramente já nem estou à espera do jogo. Um dia quando sair saiu, se o ashes sair primeiro então nem toco nisto.

Tambem devo jogar para fazer tempo ate Ashes of creation que so deve sair la para o fim de 2022... Entretanto nao percebo, o Lost ark da amazon tambem nao estava anunciado para o verao? 2 mmorpg ao mesmo tempo...
 
Tenho acompanhado o jogo e parece que o facto de ter sido adiado um ano ajudou bastante o jogo em termos de conteúdo, performance e outros problemas que na altura existiam, sendo que mantenho o interesse... vai ser um verão interessante, entre o New World, Sword of Legends online ou Elyon e o PSO2 NG algum deverá ser minimamente interessante.
 
O jogo parece estar a entrar nos eixos, boas decisões, feedback porreiro da parte de quem anda a testar e de repente num jogo b2p lembra-se de adicionar uma cash shop que em vez de seguir o tradicional modelo Europeu e NA com base em cosméticos, abre com quality of life. Por vezes penso que não querem ter sucesso, muito sinceramente não consigo perceber estes tiros nos pés.
 
Back
Topo