Jump to content
FORUMS
Sign in to follow this  
Staff

New World Server Status Update

Recommended Posts

61175-a-message-from-the-new-world-team.

We have some news from the New World developers as they continue to try to expand their servers and have now closed off new character creation on servers deemed full:

Blizzard Logo(Source)

Greetings Adventurers,

Due to the incredible demand we have seen for New World, we have been working hard to increase the number of servers and increase the capacity of all available servers. We are also implementing a system to prevent new players from creating new characters in full servers.

Whenever a server is full, the server will be greyed out with the messaging “Character Creation temporarily disabled on this server to prevent overpopulation”. This does not affect any characters already created on the server and you will be able to log in as usual.

At this time, we have put 28 worlds in “Full” status but keep an eye out on our Server Status page since this list of worlds can change from hour to hour.

We appreciate your patience and understanding while we work towards bringing you the most optimal player experience. Thank you for all of your support and we’ll see you in Aeternum!

Share this post


Link to post
Share on other sites

This is why you should have servers ready before hand and turn them on when needed instead of this.......better to have them and not need them, than to need them and not have them.

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Staff
      We have a new patch that adresses some of the issues caused by the first major content patch for New World, including many profession fixes/improvements and a few Void Gauntlet fixes.
      1.1.1 (Source)
      New World Update 1.1.1 will release at 11pm PT (7am UTC) on November 30.
      Greetings Adventurers!
      This week’s update is focused on resolving some of the issues that have arisen from our November Update. Our development team is continually working on improving the New World experience and they thank you all for your patience and reports that you continue to make on the official forums. A full list of changes and fixes can be found below.
      Motes from Elemental enemies:
      Fixed an issue causing a large number of motes to drop from elemental enemies.
      We also removed elemental motes as rewards from gathering elemental creatures and reduced the amount of other resources acquired from them to account for the number of them in the world and the frequency at which they respawn. The original intention with these creatures was to make them challenging and infrequent encounters in the world. The way we used them in practice resulted in them becoming less dangerous and more frequent which caused an imbalance with the amount of resources they provided, compared to the primary sources such as elemental plants and stones.
      Missing Horticulture Gear
      In our latest update, we made a mistake that treated all tiers of the in-game Horticulture harvesting gear as future content, and unintentionally removed them from the game. We apologize for this bug that has caused you to lose some items you rightfully earned. If you have lost an acquired piece of Harvester Armor you should have an extra Rewards Chest in your Inventory after this update.
      These reward chests contain a full set of Horticulturist armor provided at the highest Tier you personally have acquired in the past for any piece of the Harvester set. They are also rolling at the maximum Gear Score for that tier, and will be useable at any level to ensure you can equip them. These items are marked as Bind on Equip like any Harvester armor piece you would encounter normally. Once you open the chest it will provide you 5 items:
      Harvester Hat
      Harvester Shirt
      Harvester Gloves
      Harvester Pants
      Harvester Shoes
      Housing
      Re-enabled trading, moving, and salvaging of furnishings/housing items
      Crafting
      Fixed a bug where Jewel crafting recipes were not granting enough trade skill XP
      Recently we lowered the amount of trade skill XP provided by lower tiered items when a player reaches a new tier of crafting bases per skill. To use metal as an example, when a player unlocks Steel recipes they earn less from crafting iron recipes. We did this to emphasize crafting higher tiered items as you progress through trade skills and to also improve the value of higher tiered materials. Our intention behind this change is to reward players for crafting higher tiered items as they progress through the ranks of each trade skill. Before this change, we found players were spending too much time crafting low tier items as opposed to pushing their crafting skill up crafting items that they may actually use at their current level.
      Trading
      Fixed an issue where players were not able to fill Buy Orders from local Storage Sheds
      Servers
      Technical groundwork for server merges
      War performance enhancements
      General Bug Fixes
      Void Gauntlet - Fix to Oblivion not going onto cooldown if player swapped weapons during skill startup
      Void Gauntlet - Fix to consumable status effects being cleansed by Oblivion
      Fixed an issue that was causing Jewelcrafting to not award appropriate amounts of XP for higher-tier crafts
      Fixed an issue preventing players from earning the Lumberjack achievement
      Thanks for your support! We'll see you in Aeternum.
    • By Staff
      The first major patch of New World arrives later today (5AM PT/1PM UTC) and is bringing a huge number of changes, as well as new content! We have the Void Gauntlet, new enemies, zone updates, move speed bonuses on roads, luck and gathering bonuses for PvP flagged players, new and updated missions, all trading posts linked, a LOT of tuning basically everywhere in the game, especially weapons and so much more, including a staggering amount of bug fixes.
      Patch 1.1 (Source)
      New Weapon: Void Gauntlet
      The Void Gauntlet has manifested in Aeternum. Manipulate the powers of the Void to support your allies and debilitate your enemies with this magical damage/support hybrid weapon. It’s the first weapon to scale on both Intelligence and Focus, making it a great pairing with the Life Staff and other magical weapons. Adventurers will be able to progress through two weapon mastery trees, allowing the player to manipulate Void magic in different ways:
      The Annihilation tree focuses on maximizing damage at close-range and revolves around Void Blade, a summoned blade of corrosive void energy.
      The Decay tree offers ranged healing and debuffs and revolves around Orb of Decay, a dual phase projectile that can debuff enemies and heal allies.
      With its arsenal of buffs and debuffs, the Void Gauntlet is perfect for group combat and can significantly bolster your allies at the expense of your enemies.
        New Enemies: The Varangian Knights
      The Varangians are a force of invading knights currently raiding Southeastern Aeternum. They are led by Lord Commander Attalus, a Gaul with a reputation for brutality and a twisted sense of humor. Commander Attalus and the Varangians are vassals to a powerful warlord named Varik “The Hammer” Iznov. They have been sent to Southeastern Aeternum in search of magical artifacts and arcane lore left behind by the Crimson Sorcerer. Their goal is to secure magical weapons that will help their lord in his conquests. The Varangians are fiercely competitive and will vie with one another to curry favor with Lord Commander Attalus.
      Why these fearsome warriors have arrived is a question to all. Face off against multiple new types of enemies, including the Varangian Hewer, Varangian Scout, Varangian Knight, and Varangian Archer as you ascertain what they are chasing in Aeternum.
        World Experience
      World
      Added starter zone visual variety and improvements.
      Updated visuals have been added to the starting areas.
      Corruption and Withered visuals have been amplified in farms and points of interest (POIs).
      Ezra’s Forge has been updated and moved from Amrine temple to southwest Windsward.
      Run Faster on Roads! While running on roads you will now receive a movement bonus:
      Movement speed bonus of 10% while travelling on roads.
      The move speed bonus will not trigger unless the player has been running for 3 seconds and they are on a road.
      The movement bonus will be cancelled if a player engages in combat in any way such as dodging, blocking, attacking, or being hit with a debuff.
      The move speed bonus is not active while player is actively engaged in wars, outpost rush, or duels.
      Added a +10% Luck bonus and a +30% Gathering Luck bonus to players flagged for PvP.
      Notable bug fixes:
      Fixed issues with various AI stuck in cliffs or boulders.
      Fixed issues with Boss gating and triggering in Expeditions, where some doors would show as closed but would be open instead.
      Fixed several issues in Expeditions that allowed players to attack enemies without getting hit or heal teammates without being in an encounter.
      Various enemy vitals, names, and versions have been updated/fixed.
      Fixed various issues with missing or incorrect world collision and navigation mesh.
      Quests
      New PvP Faction Missions added:
      Control Points - Seize control of a Fort.
      Intercept - Defeat enemy faction members and collect their tears.
      War Camp Loot - Retrieve hidden plans at the enemy’s war camp.
      We’ve updated several quests in the Main Storyline to improve the player experience with more compelling dynamics including wave encounters, destructible objects, and proximity tracking nodes.
      As a result of these changes, players may find their progress reset for some Main Storyline quests.
      The quests “Old Stone Remembers” and “New Initiate, Old Order” have undergone more extensive restructuring, and players who were on these quests will need to return to Yonas in Fisherman’s Bend to re-accept the quests.
      Updated the location of one of the Survivalist “Wolf Den” quests in First Light to reduce amount of travel. The encounter design has also been updated to a wave event in all three starter zones.
      Notable bug fixes:
      Starting zone faction missions have been updated so early players will not be given missions to hunt sheep.
      Faction Rank 2 Quests are now offered at level 20 but are still recommended for level 25+ players.
      "Return to Innkeep” quests now reward the proper amount of Azoth.
      Map pins were updated for hunt missions in Elder’s Gate to be more accurate.
      Two elite faction assassination missions in Brightwood target elite enemies that only spawn at night. We’ve updated the quest text to specify this requirement.
      Various text fixes for typos, moving of quest locations, and reinforcement of story.
      Revised naming conventions for town projects to better distinguish them from Faction Missions.
      Fixed Expedition loot PvE faction mission within the Garden of Genesis.
      Fixed a mismatch in the text requirement and actual requirements for the "To be a Grandmaster" fishing quest.
      Fixed an issue with PvP Spy missions not being completed in non-settled zones.
      Added voice over (VO) fixes for multiple NPCs.
      Fixed various issues causing NPCs to not complete their animations.
      Fixed various issues causing incorrect loot tags to display.
      World Tech
      Notable bug fixes:
      Fixed an issue causing certain AI to spawn more frequently than intended.
      Fixed various issues that could occur when interacting with the journal entries scattered across the world.
      Fixed an issue with Town Projects board failing to refresh.
      PvP Experience bonus will no longer apply when in an Expedition.
       
      Combat & AI
      Combat
      Consumables
      Fixed a bug that allowed the Well Fed buff to stack from different tiers and types of food. The most recent instance of the buff will now replace any previous versions.
      Fixed a bug that prevented Weapon Coating items from being consumed properly when used.
      Gear Perks
      Increased scaling of Leeching perks on rings and weapons from a range of 0.5% - 1.5% damage converted to health on hit to a range of 1% - 5%.
      Increased the efficiency of the Freedom, Vigor, and Invigorate debuff reduction perks from a range of 3% - 5% based on gear score (GS) to a range of 3% - 8%.
      Decreased the cooldown of the Keen Speed perk (which grants haste on critical hits) from 10s to 5s, and increased haste duration from 2s to 3s.
      Increased the Poisoning, Blood Letting, Burning, Crippling, Enfeebling, and Infected effect duration on ring perks from a range of 3% - 7% to a range of 5% - 15%.
      Fixed a bug that allowed Chain Elemental perks to damage invulnerable characters.
      Fixed a bug that allowed Chain Elemental perks to strike downed or dead targets.
      Fixed a bug that allowed the Corrupted Bane perk to scale higher than other Bane perks.
      Fixed a bug that caused Chain Elemental perks to trigger from the initial impact of the Great Axe Gravity Well skill.
      Fixed a bug that caused the Hearty perk was incorrectly giving a bonus to strike damage.
      Equip Load
      Increased the healing bonus of the light equip load from 20% to 30%, and increased the healing bonus for medium equip load from 10% to 15%.
      Navigation Updates
      Jumping and traversal are now disabled when navigation is disabled (such as when hit with a Root effect).
      Updated the vault camera to smooth out the motion.
      Updated jump in place to allow translation while in air.
      Fixed various animation bugs alongside a variety of issues to smooth out general navigation.
      Fixed an issue where attacking while sliding could cause a player to get stuck in an unnatural slide animation.
      Fixed an issue where jumping could cancel area of effect (AoE) aiming on some abilities.
      Fixed an issue where traversing with autorun had a slight movement pause.
      Fixed an issue where player animation appeared to stutter when the transition to sprint finishes.
      Fixed an issue where the sprinting jump noticeably slowed the player when landing.
      Fixed an issue where the Shield could fail to sheathe properly after queuing certain actions.
      Fixed an issue where weapon swapping while gathering could cause the player to not have the correct weapons equipped or perform attack animations properly.
      Fixed an issue where players could become unresponsive if they blocked while running and trying to crouch.
      Fixed an issue where drinking a consumable while performing a gathering action would break the player's consuming animation.
      Fixed an issue where the camera moved along with crouching/ prone actions if player used those buttons while Harvesting or Skinning.
      Fixed an issue where spamming prone could get weapon sheathe out of sync.
      Fixed an issue with player movement issues when attempting to place a camp while mid-air.
      Fixed an issue allowing players to bypass collision when taking weapon out while prone.
      Fixed an issue where animations could stutter when running after executing multiple attacks with certain weapons.
      Fixed an issue where the player was able to clip through outcropping collision by using certain abilities while prone.
      Fixed an issue where players rotated incorrectly when entering sprint from moving backward and sprinting from Shield Rush.
      Fixed an issue where autorun would not stop while attempting to place a camp.
      Fixed an issue where players could use Strength to scale unarmed attacks after prone and jump spam.
      Fixed an issue where players would sometimes become unable to execute heavy attacks out of the prone position when a magic weapon was equipped.
      Duels
      Fixed an exploit by preventing gathering while in duels so players can no longer duel to avoid durability damage while gathering.
      Attribute Threshold Bonus
      Reduced the damage reduction provided by the 250 Constitution bonus from 80% to 60%.
      Fixed a bug that caused the 250 Constitution bonus cooldown to trigger on a blocked hit.
      Fixed a bug that was preventing players from dodge canceling out of attacks during an ability’s recovery window when the 250 strength bonus was active.
      Dodge
      Fixed an issue causing 2H Melee and Magic Staff dodge rolls to have a smaller invulnerability window than the other weapon types.
      Fixed inconsistent cancel timings between dodges of different weapon types.
      Fixed a bug which could cause a backwards dodge to result in a small teleport.
      Fixed an issue that caused players to not take damage from an AoE if they dodged into the affected area.
      War
      Structures are now immune to buffs and debuffs that logically wouldn't affect the siege weapon and deployable structures.
      Disabled player collision on Inferno Traps due to players occasionally getting stuck on them.
      Made it so player cant deal damage to other players with weapon abilities through Fort Gates and War Camp gates.
      Outpost Rush
      Reduced the power of battle bread from +15% damage and defense to +5% damage and defense.
      Reduced the damage reduction on the baroness buff from 25% to 15%.
      Reduced the damage and defense on the commander tent from +5%/+7.5%/+15% to +3%/+6%/+9%.
      Notable Bug Fixes
      Backstab: Fixed a bug that could cause backstab to trigger when attacking players from the front.
      On Block: Fixed a bug that caused some weapon mastery passives that state they trigger “On Block” to trigger against unblockable attacks.
      Cooldown Timers: Fixed an issue where various passives and perks cooldown timers were being removed when swapping weapons or unequipping gear.
      Weapons
      War Hammer
      Our goal with with some of the changes below is to make the power of Juggernaut weapon mastery tree stand out a bit more from the Crowd Crusher tree, and funnel some of the power of Shockwave’s Rend to the Armor Breaker’s Rend.
      Armor Breaker
      Lasting Trauma: Increased Rend effectiveness from 15% to 20%
      Opening Act: Increased bonus damage from 15% to 25%
      Adjusted Armor Breaker’s hit box to make it easier to hit enemies on inclines or that have been knocked down.
      Mighty Gavel
      Increased damage scaling from 160% to 170%.
      Reduced the cooldown from 22s to 20s.
      Justice For All: Increased damage scaling from 200% to 220%.
      Wrecking Ball
      Increased damage from 120% to 130%.
      Safety Measures: Increased Fortify buff duration from 4s to 7s.
      Clear Out
      Swing Away: Fixed an issue where this upgrade was less efficient when striking multiple targets.
      Shockwave
      Sundering Shockwave (Item Perk): Reduced the maximum Rend effectiveness from 20% to 10%.
      Path of Destiny
      Leeching Path Of Destiny (Item Perk): Fixed a bug that prevented this perk from working when the Stimulated Reduction modifier was equipped.
      Passives
      Exhaustive Attacks: Increased stamina regeneration penalty applied by the Exhausted debuff from 15% to 20%
      Life Staff
      The purpose of the Life Staff adjustments are to move some of the healing power into the light and medium equip loads while reducing some of the power of the tanky healing builds. We also want to make it easier to properly target and heal the correct group members.
      Reduced base healing by 20% across the board to account for the increase in healing from equip load
      Targeting Adjustments
      Normalized all targeted healing spells (and target lock-on) to have a max range of 25 meters.
      Added out of range targeted healing functionality:
      Group UI will change color when the target is out of range.
      If the target moves out of range, the spell will cancel instead of casting targeting yourself.
      Trying to cast a targeted heal on an out of range target will display a “target is out of range” notification.
      Fixed an issue where targeted heals activated by using the ability key would not perform a direct heal on the intended target.
      Sacred Ground
      Fixed an issue where the Life Staff Sacred Ground VFX and tooltip stated it lasted longer than the actual duration.
      Reduced the effectiveness of the Sacred Ground fortify perk from 3% - 15% to 3% - 10%.
      Reduced Holy Ground stamina and mana regeneration from 100% to 50%.
      Fixed an issue that allowed the healing from this skill to be stacked from multiple sources if they were using different ability upgrades.
      Splash of Light
      Increased the efficiency of Life Staff's Splash of Light ability from 40% to 60%.
      Increased the efficiency of Splash of Light's Shared Recovery Upgrade from 3% to 5%.
      Orb of Protection
      Fixed an issue where the Shared Protection effect was being refreshed by the healing applied by Protector's Blessing.
      Mending Protection (Item Perk): This perk’s functionality has been changed. Instead of triggering if the target does not have any active buffs, it now triggers if the target healed by Orb of Protection is under 50% health.
      Light’s Embrace
      Increased the efficiency of Light's Embrace Connection Upgrade from 1% to 2%.
      Passives
      Blessed (Item Perk): Reduced healing bonus effectiveness from a range of 10% - 30% to a range of 5% - 20%.
      Hatchet
      We wanted to buff the Throwing Axe tree to make it more useful, buff the Infected Throw ability to make it more viable as an anti-healing ability, and improve the buffering for heavy attacks to make them more consistent to use. We also worked to resolve issues that resulted in missed hits.
      General
      Fixed an issue where Aimed Throw could be used to cancel basic attacks at any time.
      Fixed an issue causing heavy attacks to not buffer properly, resulting in some attack transitions not functioning.
      Fixed an issue causing player’s homed in on a target, the player would be moved to a spot far enough away from the target that the hits could miss due to the hitbox sizes being a bit smaller than the distance the player would be from the target.
      Berserk
      Fixed an issue where activating Berserk would consume the Relentless Fury and Accumulated Power empower buffs.
      Feral Rush
      Fixed an issue where Feral Rush could be triggered without a cooldown in settlements.
      Raging Torrent
      Fixed an issue where some attacks could miss.
      Infected Throw
      Increased disease and weakness duration from 5s to 10s.
      Mortal Power: Increased bonus duration on low health targets from 8s to 15s.
      Aerial Transmission: Increased the duration of the AoE cloud from 3s to 6s.
      Rending Throw
      Reduced cooldown from 15s to 8s.
      Defy Death
      Fixed an issue where the Defy Death ultimate cooldown timer was removed when a player died.
      Great Axe
      Reap
      Fixed an issue with the great axe reap incorrectly triggering a breakout dodge.
      Gravity Well
      Fixed an issue causing the Gravity Well’s slow effect to not always be removed if a player was able to get out of the effect area, resulting in the effect lasting up to 2s longer than intended.
      Fixed issue where the Gravity Well tooltip wasn’t listing the melee damage caused by the ability if Gravity Well is used in close proximity to a target.
      Whirlwind
      Added Grit to Whirlwind.
      Fortifying Whirlwind (Item Perk): Fixed an issue where this perk applied too many stacks of Fortify.
      Passives
      Heavy Pull: Fixed an issue where heavy attacks had incorrect hit boxes when this passive was equipped.
      The Gravity passive no longer increases the duration of all pulls. We updated the ability to now apply Root for 0.25s to targets hit by a pull.
      Bow
      Bow Primary Attack
      Fixed an issue that allowed consecutive primary attacks to be fired faster than intended.
      Updated descriptions for Rain of Arrows, Poison Shot and Splinter Shot to indicate that they cannot headshot.
      Fixed an issue with several Bow abilities not benefiting from increased damage from higher tier arrows.
      Evade Shot
      Go the Distance: This upgrade now applies haste at the end of the ability, rather than at the start, so that the buff duration is not partially lost during the skill animation.
      Poison Shot
      Reduced cooldown of Poison Shot from 35s to 30s.
      Fixed an issue that could cause Poison Shot to go on cooldown without the ability being fired.
      Rapid Shot
      Reduced cooldown from 20s to 14s.
      Rapid Accuracy: Fixed an issue where this upgrade would not reduce the cooldown if the last arrow of Rapid Shot killed the enemy.
      Rain of Arrows
      Rain of Arrows no longer hits enemies through doors.
      Passives
      Fixed an issue where hip-firing with the bow was triggering the Heightened Precision passive from the Musket ability tree.
      Sword
      Our main goal of the Sword/Shield updates were to make the Leaping Strike ability feel better and to improve the buffering for heavy attacks to make them more consistent.
      Fixed an issue where basic attack buffers and cancels weren't working properly during the Sword heavy attack.
      Fixed an issue where the fully-charged Sword heavy attack had different timings than the regular heavy attack.
      Shield Rush
      Improved Rush: Increased Weaken duration from 4s to 10s.
      Leaping Strike
      Reduced cooldown from 25s to 18s.
      Increased damage scaling from 135% to 150%.
      Sped up the recovery after using Leaping Strike to make it easier to transition into other attacks.
      Cowardly Punishment: Updated the description to include the slow percentage value.
      Fire Staff
      We updated the Fire Staff to reduce some of the effectiveness of standard attacks due to how powerful they felt in comparison to certain abilities, and updated some abilities to feel more impactful.
      Pillar of Fire
      Increased damage scaling from
      134% to 170%.
      Fixed an issue where Pillar of Fire targets the caster when activated using the ability key.
      Fixed an issue where Pillar of Fire failed to trigger Runes of Helios when activated using the ability key.
      Fixed an issue that caused Pillar Of Fire to hit twice against targets near the edge of the effect radius.
      Meteor Shower
      Fixed an issue where Runes of Helios triggered on targeting Meteor Shower rather than on casting it.
      Fireball
      Added additional clarity that the Fireball ability is not able to crit. Previously it would show the crit damage color, but not actually deal increased damage. It will no longer show orange damage numbers, and an additional tooltip was added.
      Flame Thrower
      Increase damage scaling from 34% to 50%.
      Passives
      Clear Casting: Reduced damage bonus from 10% to 5%.
      Clear Mind: Reduced empower effectiveness from 10% to 5%.
      Runes of Helios: Reduced damage bonus from 30% to 25%.
      Prophet of a Fire God: Reduced crit damage bonus from 20% to 15%.
      Spellslinger:
      Reduced the crit chance bonus from 15% to 10%.
      Fixed an issue where crit chance was increased for standard attacks and not just abilities.
      Pyromania: Reduced damage bonus from 20% to 15%.
      Kindle: Fixed an issue causing Kindle to increase buff duration by the incorrect amount.
      Reheat: Reduced the time (without activating an ability) to trigger Reheat from 6s to 4s.
      Updated the Singe and Watch it Burn passives to mix up the functionality:
      Singe went from inflicting Burn on critical hits to triggering Burn on light attacks.
      Watch it Burn now inflicts burn on critical hits from abilities only.
      Spear
      Our goal was to buff and adjust some of the lesser-used abilities to make a wider selection of abilities feel viable.
      Adjusted the distance the player moved towards the target when doing a heavy attack. The heavy attack was pulling the user too close previously, resulting in the Deadly Reach passive not being able to trigger consistently.
      Sweep
      Coup de Grace:
      Increased damage scaling from 125% to 150%.
      This attack is now flagged as Heavy, allowing it to trigger Heavy-related passives.
      Skewer
      Increased bleed damage from 10% to 20%
      Perforate
      Increased damage scaling from 70% to 80%
      Fixed a bug which caused the passive Continuous Motion to not reduce the cooldown of Perforate.
      Cyclone
      Increased damage scaling from 110% to 130%
      Vault Kick
      Fixed an issue where Vault Kick’s cooldown began 1 frame before the hitbox would appear. This resulted in the ability going on cooldown if the attack was interrupted early, even if it didn’t hit.
      Ice Gauntlet
      Our goal with the Ice Gauntlet was to tone down the effectiveness of some of the maxed out combinations of abilities while still maintaining their individual usefulness.
      Heavy Attack - Increased heavy attack start up and recovery time to make it consistent with other magic weapons heavy attack timing.
      Fixed an issue where Ice Gauntlet movement while attacking was faster than other magic weapons.
      Fixed an issue where basic attacks on the Ice Gauntlet could sometimes shoot through an enemy without dealing damage if they were too close.
      Ice Storm
      Increased time between damage ticks from 0.25s to 0.33s
      Fixed an issue where Ice Storm did no damage if the player had the Unending Thaw item perk.
      Fixed an issue where Ice Storm didn't do damage to enemies immune to slow.
      Fixed an issue where Ice Storm stopped if the caster swapped to their other active weapon.
      Ice Spike
      Fixed an issue where Ice Spike displayed a cast timer despite being cast instantly.
      Wind Chill
      Increased damage scaling per tick from 16% to 20%.
      Ice Shower
      Increased cooldown from 20s to 30s.
      Entombed
      Entombed players can no longer be healed.
      Reduced health of the Tomb to 50% of players max health.
      Reduced damage of breakout burst attack from 168% to 70%.
      Fixed an issue where invulnerability on Entomb could be removed while the Tomb was still active.
      Fixed an issue that allowed players to move while Entombed after dying.
      Ice Pylon
      Increased Pylon health by 20%.
      Added a max lifetime of 45 seconds to the Ice Pylon.
      Fixed an issue where Ice Pylon could consume mana but wouldn’t activate on slopes, terrain, or off a ledge.
      Fixed an issue that allowed players to place multiple Ice Pylons at a time by dying and being revived.
      Fixed an issue with the Ice Pylon targeting neutral players or AI enemies during a 1v1 Duel.
      Passives
      Ultimate Chill
      Reduced Ultimate Chill's bonus damage from 35% to 25%.
      Fixed an issue where Ultimate Chill’s ability would not apply to enemies in some cases.
      Updated Ultimate Chill tooltip wording to better clarify its functionality.
      Critical Frost: Reduced critical change bonus from 20% to 15%.
      Energized Critical: Reduced critical damage bonus from 15% to 10%.
      Heavy Freeze
      Added a 5 second cooldown to the freeze effect.
      Fixed an issue that allowed enemies with this passive to root players standing in their own Ice Storm.
      Fixed an issue where the Iced Refresh item perk could activate on both downing and killing a player. Now it triggers only on downing.
      Rapier
      Fixed an issue where Tondo, Flourish, and Fleche had their cooldown begin 1 frame before the hitbox would appear. This resulted in the abilities going on cooldown if the attack was interrupted early even if it did not hit.
      Flurry
      Improved the homing of Flurry to fix an issue where subsequent attacks would frequently miss or be hard to hit.
      Overwhelm: Fixed an issue where this upgrade was incorrectly applying stamina damage instead of just block damage.
      Tondo
      Reduced cooldown from 11s to 6s.
      And Again: Fixed an issue that caused this upgrade to only function on blocking targets.
      Riposte
      Cooldown reduced from 20s to 12s.
      Base Stun duration increased from 1.5s to 2s.
      Lasting Consequence: Stun duration increased from 2s to 2.5s
      Passives
      Momentum: Increased bonus damage from 25% to 30%.
      Swiftness: Fixed an issue where this passive was granting haste from bleed damage ticks instead of actual weapon hits.
      Musket
      Similar to the balance updates of other weapons, our goal was to buff and adjust some of the lesser-used abilities to make a wider selection of abilities feel viable.
      Increased Musket base damage by 2.5%
      Fixed an issue where the Musket could not be reloaded after dodge rolling then triggering autorun.
      Fixed an issue where reloading would not automatically resume after an interruption when the player was aiming.
      Fixed an issue where musket overcharged shots were not being consumed while hip-firing when crouched.
      Traps
      Traps can no longer can be triggered by players in Death’s Door.
      Sticky Bomb
      Increased damage from 175% to 235%.
      Stopping Power
      Reduced cooldown from 18s to 15s.
      Power Shot
      Reduced cooldown from 15s to 12s.
      Shooter’s Stance
      Reduced cooldown from 20s to 18s.
      Players can now exit Shooter's Stance by pressing sprint, the ability key, dodge, Esc, or releasing RMB.
      Critical Reload
      Fixed an issue that caused this passive to function inconsistently.
      AI
      General AI
      New AI enemies
      New Lost enemies
      Withered Swarmancer
      Withered Beetle
      Lost Shaman
      Lost Alligator Pet
      Ancient Guardian
      Skeleton Mage
      Corrupted Villager Updates
      The Strong Corrupted Laborer has put down his pickaxe and picked up some weights— now looking larger than ever.
      Villagers have had their attack sets reviewed and reworked to better differentiate them.
       
        Bug Fixes & AI Tuning
      General
      Fixed an issue where AI could sometimes get pushed to invalid areas causing them to die.
      Fixed an issue that caused health potions to generate threat.
      Fixed an issue that caused AI to become unresponsive if a large quantity of players were nearby.
      Fixed an issue that could cause some objects spawned by bosses to not always despawn when intended.
      Added hit volumes at the feet of all Brute enemies to ensure attacks from players more consistently register.
      Elite Affixes
      Fixed an issue causing slow areas dropped by the Slimy modifier to fall through multi-floor buildings.
      Fixed an issue causing Phalanx and Slow aura to sometimes attach to an enemy’s feet and move erratically.
      Fixed an issue causing Slicer to hit a much larger area than intended.
      Corrupted Breaches
      Fixed an issue where Breaches could suddenly disappear mid-fight.
      Fixed an issue that could sometimes cause enemies to not despawn after a Breach was completed.
      Outpost Rush
      Fixed an issue that could cause bears to attack the wrong gate if both gates were upgraded to tier 3.
      Invasion
      Fixed an issue that allowed players to body block the Spriggan.
      Reduced the damage of the Invasion Spriggan by 20% across the board.
      Reduced the damage the Invasion Spriggan deals to structures by 50%.
      Ancient Guardian
      Ancient Mage
      The Ancient Mage is no longer immune to stuns.
      Reduced the damage of the Ancient Mage’s close range Blastaway spell.
      Fixed an issue preventing some Ancient Guardian AI from properly retreating.
      Fixed an issue causing some Ancient Guardian AI to strafe indefinitely.
      Angry Earth
      Dryad Archer
      Dryad Archer’s leaping spread shot should now more consistently hit the player.
      Dryad Prowler
      Fixed an issue that made Prowler “T-pose” when hit by some attacks.
      Corrupted
      Corrupted Acolyte
      Fixed an issue causing Corrupted Acolytes to be immune to crowd control effects.
      Dynasty Trainee
      Fixed an issue that caused the Dynasty Trainee to not deal damage.
      Corrupted Commander
      Fixed an issue that could cause the Commander to repeatedly do his dash attack.
      Yonas the Corrupted
      Reduced the model size of Yonas the Corrupted.
      Reduced the self healing on Yonas so he is more manageable encounter for a single player.
      Dynasty Summoner
      Fixed an issue making the Dynasty Summoner heal for significantly more health than intended during his retreat.
      Corrupted Villagers
      Fixed an issue that allowed Corrupted Villagers to chase players forever.
      Void Destroyer
      Fixed an issue allowing the Void Destroyer’s laser to shoot players through the fort’s wall.
      Lost
      Lost Porter
      Fixed an issue that caused Lost Porters to be unable to correctly retreat.
      Drowned Sailors
      Fixed an issue that allowed Sword & Shield Drowned to block while using combo attacks.
      Fixed an issue that could cause Drowned Mariners to get stuck on geometry.
      Pistoleer
      Fixed an issue where the Pistoleer would use melee attacks to attack out-of-range targets. The Pistoleer will now better use its ranged attacks.
      Withered
      Fixed an issue preventing Withered enemies from killing players in Death’s Door.
      Fixed an issue that could cause the Withered Grunt to get its head stuck in a fence.
      Brutes
      Fixed an issue with height of Brute characters that allowed them to get stuck in doorways.
      Fixed an issue causing the Pirate Brute’s cannon to get stuck to his hand if staggered while in a cannon attack.
      Wildlife
      Boars
      Fixed an issue that would cause Boars to behave erratically if a player shot a projectile near them.
      Fixed an issue causing boars to instantly turn rather than smoothly turning while walking.
      Fixed an issue with the hit volumes on large boars so they can be hit more consistently by attacks.
      Alligators
      Fixed an issue where Alligators could get stuck trying to attack players who are above them.
      Elk
      Fixed an issue where Elk could get stuck in doorways or inside buildings.
      Peacocks
      Fixed an issue where Peacock kills were counting as Turkey kills.
      Bears
      Fixed an issue where the left and right reaction for Bears was reversed.
      Reduced visible reaction hits on Bears when staggered.
      Fixed an issue that could cause Bears to get stuck in trees.
      Cats
      Disabled Cats ability to look at and track the player with their head when stunned.
      Wolf
      Tuned the lunge attack on some wolves to have a smaller homing angle and to give players a more consistent window of time to dodge the attack.
      Toned down the player reaction to wolf attacks so that players are now pushed more smoothly instead of snapping to a new location.
      Stanley
      Resolved a behavioral issue sometimes allowing Stanley to get stuck running in place.
      Expeditions
      Amrine Excavation
      Simon Grey
      Adjusted Simon’s affixes to always be the same static effects between each spawn.
      Fixed an issue causing him to not pause summoning minions after all of his minions are killed.
      Foreman Nakashima
      Adjusted Nakashima’s affixes to always be the same static effects between each spawn.
      The Depths
      Archdeacon Azamela
      Fixed an issue allowing his hounds to be repeatedly killed for experience and loot.
      Fixed an issue causing hounds to not play proper spawn animations.
      Fixed a rare issue where Azamela would try to attack players outside of his arena.
      Fixed an issue where the teleporters could be left on after a team wipe.
      Fixed an issue causing teleport VFX to not apply to the player.
      Fixed an issue causing his obelisks to not show beam VFX.
      Fixed an issue that allowed the Corrupted Carapace over Captain Thorpe’s teleporter to be damageable by enemies.
      Fixed an issue that made Skerryshiv Acolyte enemies immune to all crowd control debuffs.
      Dynasty Shipyard
      Commander Chen
      Tightened up Commander Chen’s damage volumes so that he deals more consistent damage in the expected locations.
      Isabella’s Pets
      Fixed an issue where Isabella wouldn’t look at the player she was targeting with her pistol shot.
      Fixed an issue where the death of Isabella’s tigers could empower the AI outside of the arena.
      Fixed an issue causing Isabella to only deal strike damage.
      Empress
      Fixed an issue causing the Dragon Breath spell to kill players in Death’s Door.
      Fixed an issue causing Pearl Pedestals to continue casting even after death.
      Fixed an issue causing Pearl Pedestal’s hitbox to be too high.
      Adjusted timing on Dragon Dive so that it is less likely to hit players before the visual appears.
      Fixed an issue causing Corruption Blast to be difficult to block for players who are very close (such as the group’s tank).
      Fixed an issue causing the Empress to be vulnerable to damage during specific animations while in phase 2.
      Garden of Genesis
      Alluvium Marl
      Fixed an issue causing his minions to be level 57 instead of 66.
      Fixed an issue causing Alluvium’s Dive attack to sometimes deal no damage.
      Fixed an issue that could sometimes cause players to become stuck in Alluvium Marl’s Root Arena wall.
      Blighted Greenskeeper
      Fixed an issue preventing the small poison pools from dealing proper damage.
      Reduced damage of Siren Scream by 15%.
      Lazarus Instrumentality
      Cilla
      Fixed an issue where Cilla’s staff phase would last too long, causing the conduits to become out of sync with her Arcane Might stacks.
      Chardis
      Fixed a rare issue that allowed Chardis’ beam to continue after all players were dead.
      Slightly increased the damage volume size in Chardis’ armpits for more consistent hits.
      Fixed an issue that prevented Chardis from taking bonus damage from the Ancient Bane perk.
      Fixed an issue that prevented the Ice Gauntlet’s “Entomb” from being damaged by Chardis’ laser.
      Fixed an issue that allowed Chardis to be damaged by throwing hatchets from outside of his arena.
      Fixed several issues that prevented Chardis and his Lazarus Orbs from being damaged by player abilities.
      Arena Bosses
      Avarice
      Fixed an issue that allowed Avarice’s minions to drop loot.
      Baines
      Reduced the model size of Baines.
        Economy, Progression, & Loot
      Faction Change Cooldown has been reduced to 60 days (down from 120).
      Repair Kit Weight has been reduced from 2.0 to 0.1. We felt 2.0 was too heavy and 0.1 is not very heavy at all. It should be easy to keep a few at the ready in your back-pocket.
      Added the item Chunk of Consecrated Iron to the top rank of the Faction Shop for all factions. Chunks of Consecrated Iron are used to craft the Resilient perk for armor items.
      Economy
      All Trading Posts have been linked.
      Both the listing tax and purchase tax will be paid to the territory where the buy or sell order was listed.
      Items listed in sell orders that expire are returned to the Settlement from which they were posted.
      It is no longer possible to place items on the trading post for 28 days. The maximum is now 14 days.
      Reduced Durability lost from PvP deaths by 10%.
      Reduced the quantity of honey gained from apiaries by 50% and the amount of milk from cows by 65%. Honey trees are unaffected by this change. We made this change because the volume of milk and honey in the world is higher than our initial estimates. The bees and cows are happy about this change.
      Housing taxes are now due every 7 days instead of every 5 days. No changes to cost, so players will gain 2 days of housing time without an increase to their taxes.
      Progression
      Reduced Territory Standing gains from Cooking, as they were a bit more generous when compared to similar efforts put into other Crafting Trade Skills.
      Updated a Harplass Homestead town project to now require 1 mission item instead of 5.
      Increased the XP requirements for progressing Crafting Trade Skills.
      Once players unlock a new tier of recipes (e.g. Iron > Steel), the XP requirements to continue progressing by just crafting things at the previous tier will be significantly diminished. However, it should still take the same amount of effort to progress the crafting skill if you craft items in the highest tier you are capable of crafting.
       
      Trade Skills
      Potion Crafting Update
      We felt that some of the higher-tier core potions (particularly Health Potions and Mana Potions) were a little too difficult to craft, so we updated the recipes to craft these items and introduced a new alchemical component to do so: Alkahest.
      Alkahest is crafted by distilling the magical herbs found throughout Aeternum and serves as a reliable and potent base for potions going forward.
      Rare Resources from Gathering Nodes
      Thanks to reports in the forums, we found a probability issue with rare resources from T2/3/4 gathering nodes and resolved it. Thanks to everyone who contributes to making New World better with your reports!
      The short version is we had a couple of probabilities that were multiplying each other resulting in a near-zero chance of some already-rare items dropping. This combined with an issue that could make it next to impossible for an item to drop if your luck values were too high (not exactly how luck should work!), which translated into a “luck sweet spot” that you had to be in to even have a chance (that near-zero chance) at getting a drop.
      With this fix, things like Fae Iron, Voidmetal, Phasefiber, and Petrified Wood should now have an appropriate chance to drop after you reach a certain Trade Skill level.
      This chance can be increased by eating the appropriate Trade Skill when gathering.
      Trade Skill foods also enables the possibility for these to drop before you would ordinarily be able to receive them based on your Trade Skill level alone, albeit at a very rare rate.
      Fishing
      Opening fishing mission now requires 3 woodlouse bait instead of 5.
      Loot/Rewards
      Added several new named items as special drops from named Knights found in the world. Knights that are quest targets don’t have special drops.
      Added a new style of weapons that drop from the Knight enemy type.
      Rook’s Defense Tower Shield now has a tower shield appearance instead of a kite shield appearance.
      Added a set of weapons designed by the participants of the Battle for New World event. These weapons are Tier 5 and capable of being Legendary if they roll a Gear Score of 600.
      Notable Bug Fixes
      Players can no longer create buy orders for items that cannot exist.
      Fixed an issue that was causing bread and cheese baits from being craftable at Kitchens.
      Players can no longer post sell orders when their storage is full.
      Fixed an issue that was causing Boars and Alligators to grant more Skinning XP than intended.
      Fixed an issue that could cause players to come across bags of discarded items not belonging to them and couldn’t be correctly interacted with.
      Fixed an issue that prevented Town Project mission items from resetting the mission’s state when dropped.
      Fixed an issue that was causing quick left-mouse button (LMB) taps when reeling in a fish to cause the reeling to happen automatically, which could make it very difficult to control the line tension.
      Fixed an issue that was causing higher-tier common items to drop from certain low level enemies.
      Fixed an issue that was causing small and large Starmetal and Orichalcum veins to give the opposite amount of ore when mined.
      Fixed an issue with a Syndicate armor piece that was causing it to have a much higher gear score (and by extension, level requirement) than it should. Please note that this fix will affect existing instances of that item.
      Fixed an issue that was causing Gold and Platinum ingots to require a Smelter one tier higher than they should.
      Fixed an issue that was causing some named crafted items to present as Legendary but craft as Epic. Now they should appropriate preset as Epic.
      Fixed an issue that was allowing Fire Staves to be crafted with unrefined woods.
      Added new craft mods to the game to account for a small number of perks that could roll on items but were unable to be assigned in crafting.
      Fixed an issue where some craft mods were dropping in game but were unable to be traded on the Trading Post. Similarly, the Trading Post listed some craft mods that were deprecated and not dropping – these have also been removed as list-able on the Trading Post.
      We removed some deprecated and nonfunctional craft mods from drop lists. If you possessed one of these items, it has been changed to a different, functional item:
      Starmetal Arcanist's Charm has been converted to Steel Arcanists's Charm.
      Starmetal Armorer's Charm has been converted to Steel Armorer's Charm.
      Starmetal Chef's Charm has been converted to Steel Chef's Charm.
      Sliver of Corrupted Matter has been converted to Shard of Corrupted Matter.
      Starmetal Jewelcrafter's Charm has been converted to Steel Jewelcrafter's Charm.
      Orichalcum Traveler's Charm has been converted to Starmetal Traveler's Charm.
      Drop of Viscous Azoth has been converted to Vial of Viscous Azoth.
      Squirming Vines has been converted to Tangle of Writhing Briar.
      Writhing Vines has been converted to Clump of Writhing Briar.
      Thrashing Vines has been converted to Clump of Writhing Briar.
      Shard of Wyrdwood Resin has been converted to Resin Shavings.
      Chunk of Wyrdwood Resin has been converted to Resin Shavings.
      Vial of Wyrdwood Sap has been converted to Vial of Sap.
      Draught of Wyrdwood Sap has been converted to Draught of Sap.
      Fixed an issue that caused attribute mods to not be usable as an ingredient when crafting repair kits.
      Fixed an issue that caused repair kits to charge a coin fee when used.
      Fixed an issue that caused certain pieces of Weapon-smithing armors to not drop (Chest/Pants).
        UX, UI, & Social
      Streamer Mode Updates
      Players can now individually block company invites, group invites, friend invites, coin transfer, trade requests, duel requests and chat direct messages.
      Choosing the full “Do Not Disturb” will turn of all in-coming notifications.
      Added notifications to the sending player to let them know their invites or requests are blocking when sending to a player actively using streamer mode.
      Salvage and Repair
      Added a tooltip on damaged gear indicator explaining how to repair.
      Added the damaged gear indicator to the inventory screen when a player has damaged gear.
      Added a tutorial pop-up to better explain repair parts.
      Highlighted “Repair All” and “Repair” buttons to make them clearer.
      Notable Bugs
      We now prevent players from locking in player-to-player trades that would result in inventory overflow.
      Players near the coin cap are prevented from doing trades that would cause one player to exceed the cap and therefore lose coin.
      Added a quest icon and highlight animations to crafting items that are required for quests.
      Fixed a bug that caused titles to be reset after each game update.
      Added proper icons to a number of items that were missing icons in the Trading Post.
      Leaving a group during a War caused you to leave the War without warning. Players can no longer leave groups during War, but they can leave the War after confirming they want to do so.
      Fixed a bug where sometimes the tier of crafting and refining stations shown on the map flyout were wrong.
      Added a confirmation prompt when attempting to “Take All” from the storage shed to avoid annoying accidental misclicks.
      We now show an icon to members of your own faction when they are flagged. This should help players determine if they have nearby reinforcements or sufficient numbers for a PvP engagement.
      Upcoming War and Invasion tooltip on the map will now remain closed and not reappear when you open the map if you’ve closed the notification, until the next War or Invasion.
      If foreign language strings are missing, it will no longer show debug strings, it will show the English text instead for better context.
        Update: Our team included these additional fixes in the Into the Void update.
      Fixed an issue where chests in Lazarus Instrumentality and Garden of Genesis were not properly contributing to the high water mark system.
      Fixed issues preventing Gear Score 600 Arcana Weapons from being crafted.
      T5 Weapon Smithing pants now drop from the named enemy "Entropy" which enables players to complete their full set of Weapon Smithing apparel.
      Increased coin gained from Expedition bosses starting in Starstone by 25%, and ramping up to endgame Expedition bosses granting an additional 100%.
       
      Thanks for your support! We’ll see you in Aeternum— it’s time to vanquish some Varangian knights.
    • By Staff
      Amazon Games have posted a huge update on many, many current known issues and player concerns surrounding New World, going into detail on how each one is being handled. We are getting pretty in-depth information on what's happening with some of the most important topics lately - server merges and a potential minimap addition, as well as server transfers, how luck works, issues with quest design overall, weapon balancing and a lot more! 
      Known Issues (Source)
      Thank you so much for your feedback since we posted the first Update on Current Issues Dev Blog. We appreciate everyone’s interest into our communication and where we’re going with New World and we want to continue being transparent and communicative on how we plan to reach our goals and address outstanding issues.
      Server Transfers
      Our top priority with server transfers is to address the edge cases that have blocked players from using their free transfer token.
      While the vast majority of players were able to transfer servers without issue, there is a population of players who have been unable to use their transfer token due to ‘ghost contracts’ at the trading post. These edge cases require manual investigation and intervention.
      To those players who are waiting to use their tokens until these contracts are resolved, a recent service change should have unblocked those with invisible open contracts. There is an outstanding issue with transfer blocks due to pending contracts which our team is working to resolve.
      The first round of server transfers provided a lot of lessons for us to learn from, and we apologize that it has been at the expense of some of you joining your friends on a server of your choice. After transfers have been unblocked and our investigations into these cases are complete, we are looking to provide a second round of server transfers. Estimated timing is before the year’s end. We will keep you updated if that changes.
      Region Transfers
      Our team is gauging interest in cross-region transfers. If you are interested in moving your character to a different available region (for example, your character is in EU Central but you would like to transfer to a world in US East) please add your details to this forum post 169.
      It is important for us to get a solid understanding of what is most important to you, and how impactful this feature would be for everyone when making roadmap decisions. This is a feature in development, meaning that alongside your input and development, we need to perform validation and scale testing to reduce the chance of edge cases.
      Server Merges
      Server merges are on the horizon. But what does this actually mean? There are a few action items that need to be addressed before we are confident that merging worlds will be a net positive experience for our players.
      We need to test our technology. We had tested world merges in Closed Beta which caused a persistence issue that has since been resolved, and we continue to test merges with our team and non-public worlds. Since Beta, we have addressed issues as they arise, and have added quality of life changes like a countdown timer for worlds set to merge. The Public Test Realm (PTR) provides us with our next opportunity, tentatively scheduled for Monday morning (PST), to further test this technology before using it in the live game.
      When we are ready to take this technology to your worlds, there are a few things we look at in order to determine if the world is a candidate for merge, including but not limited to population size and overall engagement.
      Tactically, worlds are merged within a world-set. This allows us to streamline the merge process by removing the requirement to check for multiple characters per player (this is why only one character is allowed per world set), as well as checking language recommendations (recommendations are made at the set level).
      But there is more nuance to these merges. Once we’ve identified a world as a candidate for merge, we compare it to the existing worlds by reviewing elements like faction representation and overall population in the set to find the most optimal partner world. While we cannot guarantee exact matches, we make every attempt to choose worlds for merge that are complementary.
      Players on worlds identified for merge will be informed in advance of the plan. Players with characters on a merge candidate world will not lose their progress (including gold, items, faction, and company); however, territories will belong to the companies on the partner world. For example, if World X is confirmed as a merge candidate, and World Y is identified as the partner world:
      Players on World Y are not impacted, other than an influx of players on the world. World Y territory ownership persists after the merge. Companies are compensated 50K Coin, which is 3.3x the cost of war, for loss of territory ownership due to a world merge. World X characters are relocated to World Y - characters, companies, housing, gold, and owned items remain intact, but territory ownership will not persist on the new world. At this time we are not offering transfers to players after a world has been merged. This position may change as we learn more.
      War can't be declared issue
      There were a few reports of companies not being able to declare war despite feeling they had earned over the 10% influence threshold. We recently fixed a bug where, if many players from a faction all turned in PvP missions at the same time, the influence was applied to the race, but not credited to the company. That fix seems to have resolved most cases of this; if you are aware of other issues please let us know. We are also looking into displaying a company’s contribution % so there is more transparency on their progress versus the threshold, but no timeline for this yet.
      We have also received a few reports of players being unable to select a tier of war camp. We are investigating why this is occurring but have not been able to track down the issue yet, so no timeline for a fix yet.
      Luck
      Thanks for your questions and feedback regarding our luck system! We’re happy to provide more detail here as to how the system works under the hood.
      There are two ways we interpret luck:
      An overall scale that you can think of as a ratio of when things occur or a percentage chance to occur. A relative scale that has a movable odds range based on other values we add into it. Things like enemies and searchable containers use Method #1 above, where anything in their drop list can occur, and your luck stat increases the likelihood of you getting the less common items in the list. In New World’s loot model, drop tables are divided up into overall rarities, with rarer groupings of items living “higher” on the roll table than more common items. There are entire sets of items that drop less frequently than other sets, and equipment is a great example of how we do this.
      There are collections of equipment that live at different general probabilities: a “Common” set, “Family” sets, and “Elite” sets. Rarer still are the more context-specific Expedition sets and Named Items. Common items have the broadest possible perk roll variety, Family sets have slightly more narrow perk roll variety and a higher chance to roll perks, and Elite sets only come from Gold-Bar (elite) enemies and have narrower perk rolls and an even higher chance to roll perks. Expeditions items almost always roll some perks, and Named items come with a pre-set selection of perks that don’t roll.
      Luck doesn’t increase your chance to get higher gear score rolls or roll more perks, but it does increase your chances of seeing item drops that have higher chances of rolling bonuses.
      Gatherables (but not Fishing) use method #2 above. As your Luck stat increases, it gradually enables new items to drop from the tables. This means that if your luck values are totally unmodified, there are some items in those tables that it are impossible for you to obtain without a bonus. This is particularly useful for “AND” tables, or tables that give you more things as they roll higher. If we were to use this with “OR” tables, it would actually decrease or even eliminate your chances of getting items in the lower roll ranges of the table (so we don’t do that). We set up these tables to “open up” more as your base luck grows to avoid inundating lower-skill-level players with less-common items that they would have no use for until progressing much further in other, relevant skills. We also use it to plant little surprises and new things to find as you level your gathering skills!
      Additionally, we don’t use percentages in our data notation, we use integer-based roll ranges to apply probability weights to the chances of a specific thing dropping.
      For instance, let’s the roll range on regular tree is 100,000 (because it is!), but somewhere above that range, say 105,000, is a chance to get a fish (trees don’t drop fish, this is just an example). When you chop down that tree with unmodified luck, you have a 0% chance to get a fish. But if your luck was modified by say, 10,000, your roll range increases from 0-100,000 to 10,000-110,000, which gives you a (roughly) 5% chance to get that fish when you chop down the tree. If you only increased your luck by 5000, you would have a 0.00001% chance at that fish…but that’s why our luck increases from things like food and equipment are pretty chunky so we avoid cases where your luck value is “stuck” in an unfortunate “ultra low odds of a thing” state.
      With gatherables in particular, increasing your gathering skill adds base luck to your roll, with Level 200 granting a total bonus of 2000 to your base rolls. There aren’t any cases in the game where not having a luck bonus will prevent you from getting an item as long as the associated Trade Skill is at 200. You can use food and equipment to further increase your drop chances, or even enable some items to drop for you “earlier” in your progression!
      Thanks for the interest in our luck system! It was fun to answer it. See you in Aeternum!
      Incentivizing Players to Join a Less Dominant Faction
      To help balance factions we currently have 2 mechanisms in place. First, we give underdog factions extra influence to give them a better chance at earning the right to declare war. Second, we do not allow players to switch factions to the dominant faction. Very soon, we will be reducing the time between faction switches from 120 days to 60 days, which should help move some people into underdog factions.
      We are actively discussing ways to incentivize players to join less dominant factions, but we don’t have a plan or time frame yet. A couple of the options we have discussed are gameplay buffs to underdog factions or a more target incentive to groups within the dominate faction to switch over for rewards if they successfully capture territories. Let us know what you think would most incentivize you!
      Our Stance on Exploits
      A bug is when a game mechanic doesn’t work as intended or described in game. Bugs are things that happen by accident to players and we aren’t interested in suspending or banning in the case of accidents. A bug becomes an exploit when players use it intentionally, repeatedly, or both to obtain an advantage over normal game behavior. In cases where it doesn’t seem very clear to an average player that something is a bug, when possible we’ll specifically identify particular bug use as an exploit to warn they will be acted upon.
      An example might be a spawn bug. Let’s say there is a particular creature that only spawns once an hour. A player stumbles upon a sequence of actions that cause the creature to spawn instantly. The first time this happens is a bug. But if the player starts going through the sequence many times to spawn the creature and kill it for loot, they’ve become exploitive, using the bug to gain faster loot access than a regular player would.
      If you have to ask many questions past this common sense layer (how many times? What if it’s the same sequence to force spawning but actually a different creature? etc) then you are likely in exploit territory. There are far too many variations here to cover with a blanket rule.
      How do we penalize on players deliberately utilizing exploits to win wars or farm gear?
      Usually our course of events is to suspend players temporarily first, then switch to banning if the behavior repeats. There are particularly egregious cases where we might fully ban even on first event, if we felt there was sufficient evidence it was done deliberately.
      Both of these issues are separate from use of third party software to gain advantage in game. That is not a bug, and a player who is doing this should expect to be fully banned as it against the TOS.
      Quest and Quest Design
      We’ve been gathering data and feedback on quests and storytelling since launch, and we appreciate everyone who’s shared their thoughts on the forums and social media. There are many ways we want to improve the quest experience in New World, but your input is essential for helping us set priorities.
      The most significant areas of concern we’ve identified are the lack of variety in quest dynamics, quests that require players to undertake long travel times, and the ways in which our storytelling in individual quests and across the whole of the game could be more compelling. Additionally, there have been several specific issues with long spawn times and excessive difficulties with some named enemies in both the main story and side quests.
      The good news is that many improvements are already in-progress. A sample of some of the efforts under way right now:
      New task types integrated into existing quests in the main storyline, including wave events, destructible objects, and some light traversal mechanics More enemy variety and improved spawn scaling Major Enemies in the Main Story Quest Series adjusted to more appropriate difficulty (i.e. Well Guardian) New quests and quest givers spread out across existing zones, closer to the locations they’re asking players to visit New and improved quests in higher level zones. Some quest gating improvements to allow for more optimized travel times Tracker and Map updates to differentiate the various types of quests and missions The new storyline associated with the Varangian Knights, which will play out further in future releases New presentation methods to highlight major story moments in the game We will also soon be releasing new quests to progress the main storyline through the showdown with the Tempest, along with some hints about where the main storyline will go in the future.
      In addition to all these changes we’re working on right now, our broader quest strategy is also evolving. New World is different than other MMOs. The elements of survival, territory control, and crafting are some of the game’s strongest features, and as some of you have called out, the quests could be better integrated with these systems and activities, and that’s one of the guiding principles in the new quests we’re hoping to add in the new year:
      Tradeskill Quests
      Over several updates, we’ll be adding new quests and storylines centered on player tradeskills. Advancing skills like Mining, Leatherworking, and Cooking will unlock new quests at various thresholds. The quest givers for these will be located in new camps and outposts spread throughout Aeternum, and along with new skill-related storylines, they’ll offer special skill-enhancing rewards. Weapon Mastery Quests
      Similarly, we’ll be rolling out a new series of quests associated with each weapon type. These opportunities to track down and meet with masters of your chosen weapon type will lead to new personal stories and challenges for each weapon and of course, new unique weapon rewards. New Expeditions and Features
      New Expeditions and Features released in coming months will also introduce new stories and quests to accompany them. These quests will incorporate all the new dynamics we’ve developed in recent months and create a much more varied quest experience across the game.
      We hope these goals and this direction are as inspiring for you as they are for us. We continue to welcome your feedback and input as we go forward. We are looking forward to exploring the potential of Aeternum over many years. What we have right now is just the foundation for what’s to come.
      Representation and Character Customization/Design
      When we talk about aesthetics especially for characters and player gear, we envision Aeternum as an immersive world that feels grounded in real history but also serves as a jumping off point into the fantastical. Our intent is everything the players encounter feels exaggerated and dramatic yet still believable; offering a sense of the familiar but also of otherness. Beyond just historical accuracy, we seek to bring to life how it might feel living on a supernatural island dealing with the various magical forces and dangers it contains. Like our players, our narrative brings people to this island from all over the world and we want our characters and gear to reflect that wide diversity. We also believe strongly in player expression and giving players a wide range of options, looks and styles to choose from.
      Looking ahead we intend to continue adding more outfit variety both in cultural and narrative driven looks; some more grounded, historical and functional while others may feel more whimsical or supernatural in nature. Finding that balance is something we continue to experiment with for each outfit. Artistically we gravitate towards making a dramatic statement rather than risk being too safe in our designs. This approach may result in a few elements that feel outlandish to some but often will land us in a much more evocative and interesting visual space that we hope feels unique. We also intend to continue adding variety in outfits that offer a more feminine or masculine look that can be worn by all body types. As for character creation looking further ahead we have a few plans for how we can expand the available options as well as offer new ways to customize your character. Our goal is for players to be able to create a character that they can relate to and that fits the personality they want their character to convey.
      Minimap
      We’ve been following the conversation on the forums and believe we understand the reasons players want a mini-map. Also we are aware that there is a perception if we implement mini-maps then players that don’t want them can simply turn it off, but in reality players may feel at a disadvantage without it.
      Right now creating a mini-map is not a high priority for us as we have other items we feel are more pressing. The high level reasoning is that we have concerns with it meshing with New World’s action combat style and world design, that it could break immersion, may limit the drive for exploration, and there are technical limitations. We feel the compass fulfills the needs, fits the setting, promotes exploration, and supports combat.
      Diving in to some specifics, a big part of our combat is situational awareness and the addition of a minimap may compromise this in a few ways. First, we are concerned that eyes may be planted on mini-maps as opposed to the play space. Second, if there are any combatants (AI or Players) on the mini-map, it could change how the game is played.
      Another concern is that players may play the mini-map (or at least stare at it) as opposed to the game world which could have a negative effect on immersion. Once implemented, the desire for more efficiency will likely drive to adding gameplay elements like nodes (active and in-active), local wildlife, and players. Then gameplay could become more about efficiency and less about getting lost in Aeternum. At that point, we are playing a 2D game as opposed to this beautiful interactive world we’ve created.
      Aeternum is built with landmarks, roads and vistas to drive exploration, not to mention key elements might be off the beaten path. If we had a mini-map, it could change open world behavior and potentially remove the natural exploration that happens now in the game.
      On the technical side, you may wonder how a third party can quickly do this and the dev team says it is going to be more work. The reason is that the dev team has a minimum spec that we are committed to supporting. This will require rendering and art work to ensure it is performant.
      We will continue to follow the conversation, gather more information and will periodically re-evaluate our position, as we do on many decisions.
      All that said, we have discussed the matter with Overwolf and have decided to not penalize mini-map mods from this 3rd party, provided that they stick to the following rules:
      As a general rule, the mini-map follows exact rules of compass and cannot give players an advantage of any type over the compass. Information to be used for display, even within the limitations expressed below, must come from the Overwolf API, which we may add to over time but can’t commit to at the moment.
      The mini-map can:
      Show player position Show folks in group as we do on compass Only show node placement if they’ve unlocked that node via tradeskills, provided it is within the range that compass would display them. Only show AI that you’ve unlocked via tradeskills as compass and within range of compass. Show quests as they do on compass At this time we can confirm that we have not banned anyone for using the mini-map mod from Overwolf. In the future, we may change our position on this and decide to add a mini-map or change our position on allowing Overwolf. If we were to change, we would give plenty of notice along with a designated grace period where would not ban players for continued use, but would take action after that grace period has ended.
      Company Concerns
      One of the key elements of New World is player’s ability to change the world. To achieve that, we give players a lot of power to form organizations, take over territories, and manage town policies. But, with that power comes some risk that “bad actors” will use that power for self gain. We’ve tried to provide guardrails to ensure those bad actors don’t create too much loss - cap players coin to 500k, ability to set withdrawal limits for lower ranks, etc. but there have been a few cases of it happening recently.
      In the future, we would like to give players more information (like a company leger) and more ways to control access (like the ability to chose company permissions). This should give players better tools to find and avert loss. But these changes are lower priority at the moment versus some of our initiatives.
      Combat Responsiveness
      Along with bug fixing/tuning and the planned changes for War/Territory Control 41 , the team is starting on some next steps for combat in New World. Our initial focus will be in weapon swapping, dodge cancels, and attack input windows.
      We are currently working on weapon swap responsiveness and making sure that it is more consistent throughout all of our attacks, as we want swapping weapons to be an integral and fluid part of combat. There are many times that you think you’ve swapped weapons, but you end up attacking with the currently equipped weapon instead. We are working to fix these situations and expand when you are able to swap your weapon.
      Along with weapon swap, we are looking into our dodge cancel windows and attack input timings during recoveries of all of our attacks. There are some inconsistencies that are not intended. For example, you are able to dodge cancel out of some recoveries, but not others, and you are able to perform heavy attacks out of the recoveries of some abilities but not all abilities. Our goal is to make sure there are consistent input windows between all weapons and abilities.
      Weapon swaps, dodges, and attack inputs are a major part of our combat system and we want to make sure they feel fluid and responsive. We’ll be rolling these changes out over the next couple major releases, so please continue to provide feedback and we will continue to make improvements.
      In addition to the changes to combat responsiveness, we’re planning on a balance update in a future patch to adjust a variety of abilities and tune some of the lesser-used abilities to make a wider selection of abilities more viable, to further improve combat in Aeternum. We don’t want to spoil too much from this update yet, but know it’s in the works and on its way.
      Weapon Balance Changes
      For our November release, we have done a large tuning pass over all of our weapons and upgrades. Our goal for this release was to boost up abilities and weapon trees that we felt were being under-utilized while addressing a few individual over-performing abilities.
      This patch also fixes many bugs and exploits across various areas of the game that you, the player community, helped us identify. They affect many areas of the game, including perks, duels, attribute threshold bonuses, navigation, Wars, Outpost Rush, and consumables. We think these fixes will help improve the flow and consistency of combat while providing a better overall experience to every game mode. As we work to complete additional combat improvements, we will continue to observe player feedback and experiences to further tune and improve usability and balance for future releases.
      Here is a comprehensive list of updates 994 that are currently in PTR and will be in for the November release. This is just the beginning of our adventures in Aeternum!
      We’ve also created feedback threads for each weapon for these new changes. If you participate in the PTR, please let us know how they feel!
      Weapon and Armor Perks
      We are aware that there are some perks in the game that are not functioning as intended. We will be addressing these in the November Monthly Release. We will continue to monitor your feedback to ensure that if perks continue to not function properly, we will investigate the issue and work to resolve it. Also, previously we have stated that we had fixed a localization issue that marked certain perks and bonuses as 0%. We have revised and retested this fix and it will be released in the November Monthly Release.
      Public Test Realm
      On November 10th, we released our first iteration of the Public Test Realm 3 for players to help us test our November Monthly Release. For our first Public Test Realm session 15, we focused on new Low-Level Enemies, the new Trading Post Experience, PvP Faction Missions, Void Gauntlet, and the Varangian Questline and Enemies. On Monday, November 15th, we will be testing Server Merges. Keep an eye out on the PTR section 15 for an announcement.
      Thank you to everyone who is helping provide feedback and bug reports for us to hammer down the November Monthly Release. We hope to offer more opportunities like this in the future so keep your eyes peeled.
      Interested in joining in? As a current player in New World, the app should already be in your Steam library,. Download the PTR through the Steam Client and provide feedback and bug reports here 15.
      Void Gauntlet
      The Void Gauntlet has manifested in Aeternum! Manipulate the powers of the Void to support your allies and debilitate your enemies with this magical DPS/support hybrid. It’s the first weapon to scale on both Intelligence and Focus, making it a great pairing with the Life Staff and other magic weapons. The Annihilation tree focuses on maximizing damage at close-range and revolves around Void Blade, a summoned blade of corrosive void energy. The Decay tree offers ranged healing and debuffs and revolves around Orb of Decay, a dual phase projectile that can debuff enemies and heal allies. With its arsenal of buffs and debuffs, the Void Gauntlet is perfect for group combat and can significantly bolster your allies at the expense of your enemies.
      Annihilation tree:
      Void Blade: Summon a blade of Void energy that converts your basic attacks to melee. Tap Basic Attack to perform a quick slash that deals 100% weapon damage or hold to perform a thrust attack that deals 150% weapon damage. Both attacks inflict Disintegrate on successful hits, dealing 5% weapon damage per second and reducing damage absorption by 5% for 8s. Stacks up to 3 times. 15s duration. Costs 20 Mana.
      Oblivion: Summon a circular rift of Void energy at your feet that deals 30% weapon damage per second to enemies and grants Empower to self and friendlies, increasing damage by 20%. 5m radius. 6s duration. Costs 30 Mana.
      Petrifying Scream: Unleash a Void-infused scream, dealing 100% weapon damage, staggering and inflicting Root to enemies 5m in front of you. Disables enemy movement for 2s. Costs 25 Mana.
      Decay tree:
      Orb of Decay: Fire an unblockable orb that passes through enemies, deals 100% weapon damage and inflicts Disintegrate, dealing 5% weapon damage per second and reducing damage absorption by 5%for 8s. Stacks up to 3 times. At max range, it transforms into a healing orb and returns, healing friendlies for 20% weapon damage per second for 5s. Healing scales exclusively with Focus. Costs 20 Mana.
      Baleful Tether: Fire a projectile that tethers you to an enemy, Weakening it and Empowering you by 4% per second (20% maximum). The tether ends if the target moves beyond 15m. 10s duration. Costs 25 Mana.
      Essence Rupture: Fire a projectile that inflicts Essence Rupture for 10 seconds, healing anyone that hits the target for 20% of the damage done. Does not apply to damage-over-time. Costs 25 Mana.
      Crafting and Gathering
      We are aware that some rare materials needed for crafting legendary items are dropping at very low rates. These include Beeswax, Runic Thread, Etched Handguard, Embossed Wrapping, and Empowered Counterbalance. We have an upcoming patch that will address most of these items and Beeswax will be addressed in a later update.
      We are also aware of an issue with crafted magical weapons (the Arcana skill) that prevents them from being crafted at 600 Gear Score. This is due to one of the ingredients not applying gear score bonuses. We have fixed this in a future update by introducing an additional core material requirement (e.g. Leather, Wood, etc.) that can be used to add the additional gear score range required to reach 600.
      Thank you for reading our second edition of Updates on Current Issues. We appreciate your continued support while we strive to make Aeternum your in-game home. See you in Aeternum!
    • By Staff
      We have a huge milestone in New World's lifespan ahead of us, as Amazon Games have implemented a Public Test Realm for the first time! And there's plenty to test there as well, with the new Void Gauntlet weapon, new missions, mobs, legendary quests, improved main story and a lot more! Read up on how to participate and everything that's waiting you there below:
      PTR (Source)
      Greetings, Adventurers!
      Our goal is to provide you with the best possible experience in Aeternum. That means getting feedback and testing early and often— especially with our players that have provided phenomenal feedback and helped us track down a plethora of issues since launch. We have many new and exciting changes planned for the future of New World, and as part of that preparation, we’d like to introduce a new program: the New World Public Test Realm.
      PTR
      The Public Test Realm (PTR) is a limited-availability server-set that will give players an early look at upcoming features. These preview builds are snapshots of upcoming major updates and are not final versions— you may encounter bugs, crashes, missing text, or other issues. Between our internal testing efforts and your feedback we hope to catch and resolve all serious issues before they reach the live servers. Hundreds of changes have been made and the full release notes will be shared on release day.
      To help with the feedback process, all newly created characters on these worlds will have the opportunity to instantly level to select level-ranges outfitted with appropriate gear and items.
      By the end of today, everyone with a copy of New World will find the New World Public Test Realm application in their Steam library. Downloading this stand-alone application allows interested players access to check out the latest preview version and provide feedback. PTR servers will officially open tomorrow, November 10, at 12 PM PT (7PM UTC). Servers are limited — at the start, there will be one world available in US East and one world available in Central Europe.
      When the test period is complete and the main New World game is updated with the previewed content, all worlds will shut down and be wiped clean. You will still see the New World PTR application in your Steam library, but there will not be active servers until the next time we announce a test.
      If you encounter a bug, exploit, or have suggestions to improve a feature or piece of content, we’d love to hear your feedback on our new PTR sub-forum (you can also utilize our in-game feedback tool). We will do our best to address as much of your feedback as possible before the content update makes its way to our live servers. Your participation will help us to deliver awesome content and updates in the future!
      During this iteration of the PTR, we would appreciate feedback on the following subjects:
      NEW WEAPON
      VOID GAUNTLET
      The Void Gauntlet has manifested in Aeternum! Manipulate the powers of the Void to support your allies and debilitate your enemies with this magical DPS/support hybrid. It’s the first weapon to scale on both Intelligence and Focus, making it a great pairing with the Life Staff and other magic weapons. The Annihilation tree focuses on maximizing damage at close-range and revolves around Void Blade, a summoned blade of corrosive void energy. The Decay tree offers ranged healing and debuffs and revolves around Orb of Decay, a dual phase projectile that can debuff enemies and heal allies. With its arsenal of buffs and debuffs, the Void Gauntlet is perfect for group combat and can significantly bolster your allies at the expense of your enemies.
      Submit your feedback here.
      NEW MISSIONS AND MOBS
      ENEMY TYPE
      New dangers have landed on our southern shores! The Varangian Raiders have sailed down from the north and brutally carved out sections of each territory to establish a base of operations: from war camps on the beaches of First Light and Monarch’s Bluffs to an entire fort they’ve captured in Everfall. Face off against fierce Varangian Hewers, Varangian Scouts, Varangian Knights, and Varangian Archers (level range: 16-20) as you ascertain their true intentions.
      Submit your feedback here.
      ENEMY VARIETY
      Reinforcements have arrived! Be on the lookout for new enemies scattered across Aeternum, such as the Withered Swarmancer, Beetle, the Lost Shaman, Pirate Alligator, Ancient Guardian Pyromancer, and enhanced Corrupted Laborers! These additions will bring unique combat encounters to our lower-level open world experience.
      Submit your feedback here.
      NEW ENEMY QUESTS
      What brings these new and ruthless visitors to our shores? Seek out Abigail Rose in the wilds of Western Everfall to get started on one of two new quests available, which deal with the arrival of the Varangians. While their motives for coming south may remain a mystery, one thing seems clear… this is just an expeditionary force – more will come.
      Submit your feedback here.
      NEW LEGENDARY WEAPON QUESTS
      Alongside the release of the Void Gauntlet, we’re also releasing a new Legendary Weapon Quest series. Upon reaching Level 60 and maximum skill level with the Void Gauntlet, players should seek out Antiquarian Abbington in Reekwater to start this epic endeavor. Note that you’ll need to have completed “Magaki’s Strategem” in Shattered Mountain and Legatus Fulvius’s quest series in Reekwater to qualify.
      Submit your feedback here.
      IMPROVED MAIN STORYLINE QUESTS
      Quests in the main storyline have been improved with new task types and quest variants, including wave events, destructible objects, and proximity nodes for tracking. You’ll see some of these as you progress through the story, and more improvements are still on the way.
      Submit your feedback here.
      PVP FACTION MISSIONS
      Our goals is to add more variety for PVP players and create a balanced experience for players highly engaged with territory control. Three brand new PVP Faction Mission types have been added! In addition, almost all PVP missions now reset on death rather than being forfeited. Note that poach missions have been removed for a better directed set of PVP missions.
      Control Points - These missions send you out to capture control of Forts.
      Intercept - Defeat enemy faction members and collect their tears!
      War Camp loot - Retrieve hidden plans at the enemy war camp.
      Submit your feedback here.
      NEW TRADING POST EXPERIENCE
      TRADING POST UPDATE
      All Trading Posts have been linked and are now unified! You can buy and sell the same results from any Trading Post in the world. Fees for Buy and Sell Orders are defined by the Settlement that you’re posting from. Additionally, Transaction Taxes on purchases you make are defined by the Settlement in which you are making the purchase. Items listed in Sell Orders that expire return to the Settlement from which they were posted.
      Submit your feedback here.
      We think this is an exciting opportunity to collaborate more closely with you, and we look forward to working with you all on improving New World. Thank you so much for your participation!
      PTR FAQ
      How do I access the new PTR?
      Everyone with a copy of New World will be automatically granted access to the secondary PTR app. The PTR is not compatible with the live game, so you will need to download a separate client (and have the hard drive space required to support it). From there, we will have special worlds available within supported regions. Not all regions will initially be supported. Access is on a first come, first served basis. There may be queues.
      Can I play with or transfer my live characters to the PTR?
      Unfortunately, no. These are separate ecosystems, so at this time it is not possible. However, to make testing easier, we will occasionally provide our play-testers with special accommodations such as instant levels, special gear, etc.
      Can I provide design feedback regarding what’s included on the PTR?
      Preview game builds on the PTR are finished with their core development and are in their final phase of testing and bug fixing. Our main focus at this phase is improving quality, although we will appreciate any feedback you have to share.
      I have a problem; how can I contact Customer Support?
      Our policies and Code of Conduct cover the PTR, and in-game moderation will continue to be supported. Unfortunately, due to the temporary and potentially unstable nature of the PTR, general Customer Service assistance through both Live Chat and through the Support Website will not be available.
      I don’t want to participate in the PTR, can I remove the app from my library?
      Don’t worry, no offense taken. Players can manage visibility of the New World Public Test Realm Steam Library entry. Opening up the game options (right-click > Manage) offers the “Hide Game” function.
      Thanks for your support and participation! We'll see you in Aeternum.
    • By Starym
      It's time to check in on New World's situation after it's been out for just under a month and a half, as its player numbers have declined, but its review score keeps rising!
      First we're checking in on the game's population, as the last time we looked at the Steam Charts data, it was still only a week or so old and at its peak with 913,000 concurrent players. Since then we got to see an actual month pass and get the real numbers of played hours, and New World is still in the top 3 of all Steam games, both in terms of concurrent players and total time played - and by a very solid margin in both those categories. Only beaten out by CS: GO and Dota 2, so far the game has cemented itself as a Steam giant, despite the dropping player numbers since launch.
      Note: the concurrent players stat below is just a snapshot when the screenshot was taken, but the game has almost permanently been in the No.3 slot in the past month.

      Data from Steam Charts .
      The fall in players is to be expected, as the hype was very big at launch and we haven't seen a major new MMO launch in quite some time, and so a number of players were always going to leave after the initial shine wore off. There have been (and still are) many bugs plaguing the game since then, with gold duping, PvP invulnerability exploits, the trading post not paying out gold, and a lot more, which certainly hasn't helped with player retention, but the game's review score is still on the rise as it is now sitting at 74% positive (of the over 146,000 reviews), up from 70 since the last time we checked over a month ago:

      And so as Amazon Games keep clearing out the bugs and issues with the game pretty regularly (with 5 big bugfixing patches since launch), the population is stabilizing in numbers and the review score is going up. It will be very interesting to see what the new content rollout will be for New World and how it will affect the player numbers, as it's unclear what type of content will be arriving and in what way. Considering there's no subscription fee or similar we will most likely be getting the content either via big new expansions or smaller DLCs, or perhaps there's a third option Amazon Games might go for?
×
×
  • Create New...