Dave_NW

Dave_NW



10 Jan

Comment
    Dave_NW on Forums - Thread - Direct

Hello everyone,

We wanted to provide an update around Combat Balance. As you may know we are always reading feedback, tuning, testing, and iterating on weapons, their perks, and combat.

There are a few trends that have emerged that we have been internally testing balance changes around, namely for Fire Staff, Bow, Musket, Hatchet, and Greatsword. The initial weapon and perk updates will be coming to the PTR in the very near future with the aim to improve the viability of magical weapons in PvE and some PvP scenarios and ranged weapons in PvE scenarios. On the other side of the coin we are testing changes to reduce the power of some melee weapons and ranged weapons in PvP. In addition to weapons we are also reviewing equip loads to ensure a good balance between survivability and utility.

We look forward to hearing your feedback as some of these changes when they become available in PTR! As part of our commitment to always be iterating the combat balance in New Wo...

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13 May

Comment
    Dave_NW on Forums - Thread - Direct

Hey there, thanks for the report. There is currently a bug on PTR that reduced the distance on our dodges and we are working on getting a fix in. Once fixed the dodge distance will be the same as it is currently on Live.


01 Apr

Post
    Dave_NW on Forums - Thread - Direct

Thank you for all of your reports and feedback about the desync issues that have been hindering your ability to enjoy New World. With the Heart of Madness release, we have put in some major fixes to address desync issues that we’d like to take a moment to talk about.

Desyncing occurs when the data on the client doesn’t match the data on the server. It can cause problems such as animations playing incorrectly or stuttering, a character’s position being different from their actual location, or important effects (both visual and functional) not activating at the right times. As an example, the client may attempt to perform an animation, but the server may correct them if the server is playing a different one. In this case, the player would see the animation flicker or jump unnaturally to a new position. Due to the scale of New World, the frequency that we share this data between the client and the server is limited, which can cause cases where this data could be mismatched.

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