Thanks for the feedback so far folks, keep it coming!
Thanks for the feedback so far folks, keep it coming!
It’s specifically the Gathering trade skills, not the Crafting trade skills, that’re impacted by this boost. Trade Skill boosters in the Seasons FAQ refers to the Gathering XP Boosts.
Thanks for the question, we have Gathering XP Boosts launching as a part of the Season Pass. These affect the experience earned while gathering up to level 200, but do not count towards aptitude progression.
Looking forward to seeing feedback from you all once the Pass is on the PTR!
Buff the archers? You got it!
We’ll take a look at the Archers and make sure they’re in the difficulty range we intend for them to be at.
We’re keeping an eye on Outpost Rush and always looking for ways to improve the game mode. It’s come a long way since we first shipped it and it’s a piece of the game we’ll support for a long time. It sounds like a lot of the current frustration boils down to the meta around ranged weapons and how that’s impacting the moment to moment gameplay within the game mode. We’re always watching weapon balance and what we can do to improve the experience within our game modes so we hear your frustration here and we’ll keep an eye on what we can do to continue improving the experience within the game mode.
Thanks for the feedback on Solo content! One of the things that makes MMOs so unique is the ability to play with hundreds of other players, but we want to make sure that all types of players have something to do at any given time. As we continue to grow New World we are looking for opportunities to add exciting new content for players and more solo content is something we’re looking at closely.
Hopping into PvP game modes can be a daunting experience for new players when you’re up against others who’ve put hundreds of hours into acquiring the best gear. We want new players to feel competitive in Outpost Rush and Arenas, but we know many players have spent time acquiring the best gearsets for their build and do not want to invalidate that effort or experience. We are working on a plan to improve on this in a future update.
Thanks for the report, this is on our radar and something that we’re targeting an improvement for given the weapon perk changes in July!
Hey there, thanks for the question. I’ve included a breakdown of Outpost Rush scoring below. This scoring has been updated several times since we launched and we’re continuing to keep an eye on it as the game matures. Right now we feel it’s in a generally healthy state, but as we look at Outpost Rush contribution tiers and more in the future, we may make adjustments to ensure players are rewarded for contributing to their teams success!
Action | Score |
---|---|
Player Kill | 50 |
AI Kill | 10 |
Ore / Rawhide / Wood Deposited | 2 |
Azoth Deposited | 1 |
Damage to Player | 0.01 per point of damage |
Damage to AI/Structure | 0.0025 per point of damage |
Damage dealt with Siege Weapon | 0.005 per point of damage |
Healing Done to Allies | 0.007... |
Hey Khanzy!
Can you elaborate on this comment a bit? We’ve done some testing internally, and having this perk on your lifestaff doesn’t increase threat generation in a way that isn’t consistent with how healing threat generation functions. It does increase threat generation by 5% due to the fact that outgoing healing is increased by 5%. This effect is not applying threat to self-healing that individual players do such as using potions (basically, if Player A is a healer with this perk and Player B uses a potion, Player A is not gaining threat.) We are also not seeing passive threat generation due to this perk, which I’ve seen reported elsewhere.
If there’s any other discrepancies you’re seeing here, please let us know so that we can take a look and investigate further.
Thanks for the feedback everyone! I agree that it can be frustrating to have your Protection Ward destroyed from well outside the confines of the Fort. We’ll take a look at this!
Faction Control Point lock times are something we’re reviewing. We want capturing Faction Control Points to feel rewarding and for players to be able to enjoy the benefits of controlling the point for a period of time after capturing them. We also want to avoid making Faction Control Points feel like they’re always locked and not accessible, so we’re evaluating the best path forward there.
If the community feels that would make parsing their Outpost Rush items easier, we can definitely look in to making this change!
Hey there! Great suggestions, thanks for writing this up! More ways for companies to compete against one another is something we’re always keeping an eye on long term. Would 10 v 10 for Outpost Rush be enough? What other sorts of company v company activities are appealing to you?
With those most recent patch to the PTR we’ve removed the ability to use outside consumables in the arena. You’ll only be able to use the consumables that’re granted to you on entrance to the arena. So no bringing in Balms or Dust.
Hi Nourri,
Just to get a bit more info from you, did your group all die at once or did you die one by one. And did Neishatun ever despawn? How long did your group wait before calling it quits?
Thanks for any info you can provide!
Thanks for the feedback everyone. We’re continuing to look for ways to improve the Outpost Rush experience, and playing the objective properly is a big part of that game mode that we agree should properly count towards the player’s score. Keep an eye out for this in a future update.
Only the orb craft cooldown is removed. For something like Outpost Rush, you’ll still be limited to the two Ruby Gypsum’s a day.
Thanks for the continued feedback everyone!
Would an Armory located in each starting Fort provide the same relief that you’re looking for?