Zin_Ramu

Zin_Ramu



13 Jan

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    Zin_Ramu on Forums - Thread - Direct

Gypsum Casts will be a guaranteed method to get you Expertise bumps from 590 to 600 once the patch goes live. So if you are capped at 590 already in all slots, saving Casts until the patch drops is the best use of them.

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    Zin_Ramu on Forums - Thread - Direct

Yes, you can continue to upgrade after 600GS. So now any 590+ GS item can be increased all the way to 625.

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    Zin_Ramu on Forums - Thread - Direct

Yes attribute bonus and perks scale based on GS, so increasing GS from 599 to 600 will get you that +25 for armor and +30 for weapons.


12 Jan

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    Zin_Ramu on Forums - Thread - Direct

They will not gain an additional perk. I think that would potentially devalue legendary items and the chase for them too much. Once players level up mutators or their Expertise, they will be able to earn a fair amount of Umbral Shards quickly. So they could potentially upgrade a lot of 590+ items in the hunt for a good perk roll. We don’t want the Umbral system to be a source for “new” gear, but rather a path to upgrade gear.

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    Zin_Ramu on Forums - Thread - Direct

We completely understand your frustration around the weapon swap issue, its actually a very complex problem with the way our code is structured. But we are actively working on it and have some fixes in internal testing right now. We hope to have this in the next PTR and then depending on the results releasing it with that update. This is a pretty risky change, however, so there is chance we have to work on it further and release it when we are comfortable with the fix.

ps Scot says Chessmaster 3-D is a masterpiece

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    Zin_Ramu on Forums - Thread - Direct

Thanks for all the feedback so far on the Umbral system. One piece of feedback that is fairly unanimous and I think makes sense is limiting the ability to upgrade to GS 600 is pretty onerous. We wanted to keep the value of legendry 600s really high. But I can totally see how that is limiting, and can be disheartening when you get a lot of bad RNG and haven’t gotten your Legendary roll.

Therefore, we are looking into reducing the required minimum GS to upgrade to 590. You will still need to get to expertise 600 to unlock upgrading via umbral. But once its unlocked you could now upgrade from 590 to 600 at a moderate umbral cost. That allows those really good 590-599 rolls, to become great weapons, with a little extra Umbral.

We will try to get this change in as soon as possible.


06 Jan

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    Zin_Ramu on Forums - Thread - Direct

January End Game Update

In the January update, we will release another large set of changes to the End Game in New World. Be sure to check out our previous update here. The main goal of these changes is to increase the Gear Score of items in the game to 625, so you can handle the difficult challenges introduced by Expedition Mutators. We wanted to increase Gear Score without invalidating all the gear you have worked hard to earn to date, and in a way that integrates with our current systems to give you multiple paths to achieving that gear. Read on to learn the specifics and then try it out when we release the PTR.

Umbral System

The Umbral System allows you to upgrade any GS (gear score) 600 item you have acquired up to GS 625....

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16 Dec

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    Zin_Ramu on Forums - Thread - Direct

Now that the Expertise system is live, I’ve gotten a few questions from players asking why their Expertise is only 590, when they know they’ve gotten drops higher than 590. The reason is Expertise is currently capped at 590. When you hit that cap, anytime you get a bump drop or open a Gypsum Cast, you get an item which is guaranteed to be in the 590 – 600 range. This makes getting those 600 rolls more special and valuable.

Note in this release there is no scaling of Gear Score, so that 590 Expertise cap in no way negatively affects any gear, even 600 items. When scaling is added to the system, there will be ways to raise your Expertise cap. More details on that coming soon…


07 Dec

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    Zin_Ramu on Forums - Thread - Direct

Thank you all for your continued feedback on the Expertise and Gypsum System. Whenever possible, we want to share upcoming changes and discuss them with you, so we can build a better game together. Your feedback on this system has greatly improved the direction, so thank you again!

Before diving in, I want to be clear that we are dedicated to not reducing the power of players in the world (other than cases addressing bugs and imbalance problems). The rest of this post details how we are achieving that while retaining the benefits of the Expertise and Gypsum system.

The BIG change

In early 2022, when we start reducing the effectiveness of gear to your Expertise level, we will exempt the following items:

  • Any item you craft
  • Any item you earn from a quest
  • Any item you purchase from the faction shop

When these changes are implemented, Gear Score scaling will only apply to items sold or t...

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03 Dec

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    Zin_Ramu on Forums - Thread - Direct

Thanks for the active discussion and feedback on the system so far. A few questions have come up that may not have been explained as clearly as possible, so here is a brief F.A.Q. with some more details.

Expertise & Gypsum FAQ

When an item’s gear score has its effectiveness reduced to your Expertise level is that permanent or temporary?

  • It’s not a permanent change. The item will retain its inherent Gear Score, and as you increase your expertise the effective Gear Score of the item will increase up to that inherent Gear Score. So you can still buy, craft and use higher Gear Score items, but you just need to grow into them to fully utilize them. Note that all perks and other bonuses will be still be active, though reduced in effectiveness, so those legendary items will still provide nice bumps in power.

How do crafters fit into end game? Will crafting still stay important if there are so many other ways people are able to ...

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    Zin_Ramu on Forums - Thread - Direct

We’ve seen this question pop up a lot since the post and to clarify, your HWM progression will not be reset and any HWM you had earned will be converted to Expertise. Thanks for your feedback so far!

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    Zin_Ramu on Forums - Thread - Direct

Sorry for any confusion. I have let the support team know that what was communicated in the support conversation above is incorrect.

Progression will not be reset. Any High Watermark you had earned will be converted to Expertise.

Zin

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    Zin_Ramu on Forums - Thread - Direct

December End Game Update

Based on feedback on the High Water Mark (HWM) system and our desire to have a compelling and diverse end game, we are making some major updates in our December 1.2 patch.

Our goal for the end game is to provide a variety of activities that all provide compelling rewards and interesting challenges. In this article, I’ll discuss 3 big changes we’ll be making – improving our end game gear progression, increasing rewards for some end game activities, and tuning difficulty of end game content.

Expertise & Gypsum System

Since New World's launch, we've heard the feedback from our community that the HWM system was not communicated effectively, promotes a single monotonous activity, had too much randomness, and was a bit too grindy. So, we are completely revamping the system to address these concerns. This new and improved HWM system is called **Expertise**.

In the December update, Expertise will govern the highest drops you can get per slo...

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03 Nov

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    Zin_Ramu on Forums - Thread - Direct

@NavitronZero I agree this would be a good change for open world PvP and have good news. When the new PvP faction missions I discussed in the blog come out, we will also be adjusting all PvP missions to reset on death rather than be forfeited. There is one exception. One of the new missions we are introducing is pretty difficult to complete, so we don’t even reset the progress on that one when you die, you keep your progress.

Zin


02 Nov

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    Zin_Ramu on Forums - Thread - Direct

Hello Adventurers and Conquerors,

Today I wanted to provide an update on the health, status and vision of PvP, War, and the territory control meta game.

Before we dive in I want to apologize for all the issues we’ve seen in War so far, and thank you for your patience as we work to resolve them. I know there have been some serious lag issues in War and a number of exploits (including the invulnerability exploits) that have marred your experience. We’ve made an initial set of changes to address some of the issues, and are working on some higher impact changes that need more testing. It is a top priority for the team to get war to a stable, performant state where the skill and coordination of the best team determines the outcome.

Let’s start by reiterating our high level vision. We want to create a game where PvE and PvP not only co-exist but support each other. We also want “wars not ganks”— meaning we want to support meaningful PvP in War and the open world ...

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29 Oct

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    Zin_Ramu on Forums - Thread - Direct

Thanks for bringing this up @Critcho . And sorry for the confusion this is creating. At the moment, we do not have the functionality to adjust what the company ranks can and can’t do. So this screen shouldn’t actually be interactable (toggling the checkmarks on and off will not do anything atm).

This is functionality we may consider adding in the future, but its not a short term goal.

Zin


28 Oct

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    Zin_Ramu on Forums - Thread - Direct

Thanks for note @Rekonsile. We are aware of the issue and are testing a fix. We will release it as soon as the fix is verified. Sorry to the Arcana crafters out there, but we’ll get this fixed soon.

Zin


23 Oct

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    Zin_Ramu on Forums - Thread - Direct

Thank you all for the debate and for your feedback on the economy.

First, I want to start with our goals. We want a player driven economy with minimal NPC interaction where gold is valuable to all players, even end-game players.

Touching on the current state of the economy. From a data standpoint the economy is performing within acceptable levels. All servers are creating more money than is being removed, and by a good margin. However, the economy is tighter at the end-game currently. When we look at surplus income generated by level, it’s very high in the 1-35 level range, decent in the 40-59 range, and gets narrow at 60. This means that as more players get to level 60, this will start to put more pressure on the economy.

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