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New World Developers Address Many Current Known Issues and Player Concerns

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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! 

Amazon LogoKnown 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:

  1. An overall scale that you can think of as a ratio of when things occur or a percentage chance to occur.
  2. 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!

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      January Update (Source)
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      Expedition Mutators are the most efficient way to earn Shards. The higher the difficulty level and the higher the Score Rank achieved the the more Shards a player will earn.
      Opening Gypsum Casts, once the expertise of that type has reached at least 600 Expertise.
      Crafting 600 GS items, once the expertise of that type has reached at least 600 Expertise.
      Upgrading any item via Umbral Shards binds the item to player.
      Expertise System Updates
      Players raise their Expertise from 590 to 600 through the current means; Gypsum Casts and random open world bumps.
      Expertise is increased from 600 to 625 via the Umbral System.
      Expertise Gear Scaling
      Any item that is purchased from the trading post or acquired through P2P after the January patch will have its effective gear score scaled down to the mid point of players Expertise and the items gear score if their Expertise is lower than the item’s gear score.
      General Enhancements & QoL Improvements
      Whenever you craft a GS 600 item, if your Expertise for that item type is under 600 it will trigger an Expertise bump. This will be another great way for crafters to get their expertise to 600 (in addition to the already released Emerald Gypsum from Trade Skill Aptitude Reward containers).
      If you get an Expertise bump from random drop in the open world, the loot ticker will now show which item gave you the Expertise bump.
      If you get an Expertise bump from opening a reward cache, the opening sequence will highlight which item gave you the bump.
      You can now craft the Topaz Gypsum Attunement Potion at any Arcana Station as well as any T5 Camp.
      Increased the odds of getting Topaz Gypsum when killing enemies and attuned.
      We addressed an issue where Gypsum casts were only providing +1 bonuses when opening above gear score 585 for an item. Now, upgrades from Gypsum Casts from 585 to 600 should be at least +2 except when expertise is 599.
      To allow players more access to use Gypsum more freely as they acquire it we’ve removed the crafting cooldowns on Gypsum Orbs.
        World Experience
      Expeditions Changes
      With the release of Expedition Mutators, we’ve made some balance changes and updates to existing content.
      We’ve made expeditions more enticing by updating rewards and drop-rates, bringing them in-line with other end-game activities:
      Drop rates for “Named Enemies” in expeditions have been significantly increased.
      T5 gear have been added to Dynasty Shipyard loot-tables when playing in the mutated expedition.
      We’ve adjusted certain enemies counts:
      Lazarus Instrumentality: Reduced the number of enemies when sealing the Ancient Azoth Portals in the Ostium.
      Expedition Tuning Orbs
      Expedition Tuning Orbs for Amrine Excavation, Starstone Barrows, The Depths, and Dynasty Shipyard can be purchased from the Faction Shop once a day. Expedition Tuning Orbs for Garden of Genesis and Lazarus Instrumentality can be purchased once a week.
      To increase access to crafting Expedition Tuning Orbs we made the following materials able to be tradable which were previously bound to players:
      Blight Seeds
      Corrupted Lodestones, Crystals, Fragments, Shards, and Slivers
      Chisels
      We’ve made significant reductions to crafting costs for Expedition Keys. Global Key Crafting Changes:
      Reduced Starmetal Chisel coin cost to 150 down from 200.
      Reduced Orichalcum Chisel coin cost to 200 down from 400.
      Reduced Asmodeum Chisel coin cost to 250 down from 500.
      Eternal Heart: Reduced all elemental mote costs to craft. Now costs 10 of each mote down from 30.
      Elemental Heart: Reduced all elemental mote costs to craft. Now costs 10 of each mote down from 30.
      Undying Heart: Reduced all elemental quintessence costs to craft. Now costs 2 of each quintessence down from 6.
      Dynasty Tuning Orb: Reduced the amount of Corrupted Crystal required to craft. Now costs 1 down from 2.
      Dynasty Tuning Orb: Reduced the amount of Obsidian Voidstone required to craft. Now costs 8 down from 10.
      Lazarus Tuning Orb: Reduced the amount of Corrupted Lodestone required to craft. Now costs 1 down from 3.
      Genesis Tuning Orb: Reduced the amount of Corrupted Lodestone required to craft. Now costs 1 down from 2.
      Mutated Tuning Orb changes from PTR:
      Reduced the amount of Runestone required to craft. Now costs 5 down from 10.
      Reduced the amount of Powerful Gemstone Dust required to craft. Now costs 5 down from 10.
      Reduced the amount of Chisels required to 1 down from 2.
      Fast Travel Costs
      We’ve heard your frustrations with the cost of Fast Travel, and this release includes an update that dramatically reduces the distance factor in the amount of Azoth required for each trip. Accordingly, the Faction Control Point bonus associated with Fast Travel now reduces the distance factor to zero.
      New Fast Travel shrines have been unearthed!
      Excavated Shrine added at the Amrine Excavation
      Starstone Shrine added to the North East wall of the Shattered Obelisk Complex
      Shiresad Shrine added just outside the entrance to The Depths.
      Genesis Shrine added in front of the Garden of Genesis entrance
      Melpomene's Shrine added below the Siren's Amphitheatre
      Lazarus Shrine added next to the entrance to the Lazarus Instrumentality
      Open World
      Fixed an issue with the following Elite Strongholds not consistently applying the appropriate affliction to players that enter visually afflicted areas:
      Mangled Heights
      Ambusti Inferior/Superior
      Mykgard
      Malevolence
      Siren's Stand: Revised chest placements of several Elite Chests to be closer to their associated named enemy.
      Mangled Heights: Slightly moved one Elite Chest at Mangled Pox Gate.
      Notable Fixes
      Fixed inconsistent spelling for the player facing name of Eridanus.
      Fixed an issue with Windsward Patrol Faction Missions displaying incorrect values.
      Added a fix to prevent duplicate objectives from being given to players.
      Yetis converted from Elite Boss to Elites after the Winter Convergence event.
      Added enemies to an abandoned camp site in Restless Shore.
      Increased spawn times to level 35+ POIs to account for longer time to kill enemies.
      Fixed an issue found in PTR where a tree flies into sky after being chopped down.
      Fixed an issue where the Disciple of Disorder only spawned once in Myrkgard.
      Decreased some load times.
      Fixed an issue where a fence was not rendering for all players in Weaver’s Fen.
      Removed a small patch of invisible water in Everfall, North of Orion, that can slow player movement or cause the player to drown.
      Fixed an issue with an elite chest clipping through an Orchicalcum vein making it difficult to loot in Myrkgard.
      Various fixes to gatherables and vegetation below or inside world collision.
      Various fixes to holes in world collision.
      Combat & AI
      AI
      General AI
      Bears
      Increased the hit volumes for Bipedal bears so that players can more consistently damage them.
      Skeletons
      Reduced the amount of health that Skeletons will revive with from 70% to 40%.
      Villagers
      Reduced the amount of healing that is granted from Villager potions from 35% to 20%.
      Increased the cooldown on the Potions.
      Varangian Knights
      The Varangian Knights celebrated the Winter Convergence by laying down their weapons and painting them to match the color of their armor.
      Tendrils (Corrupted and Angry Earth)
      Reduced damage of Sweep attack by 40%, reduced frequency of this attack, but increased reaction to a knockdown.
      Reduced damage of Stab attack by 50% and removed stagger reaction.
      Reduced damage of Thrash attack by 40%.
      Reduced damage of Projectile attack by 50% and removed stagger reaction.
      Swamp Beast Arena Boss
      Fixed an issue preventing the Swamp Beast from properly consuming minions.
      Expedition AI
      Garden of Genesis
      Fixed an issue preventing enemies from despawning after failing to defend the sapling.
      Alluvium Marl - Removed the unintended ability for minions to apply a debuff against Alluvium Marl on their death.
      Blighted Greenskeeper - Reworked the VFX on the Blighted Greenskeeper to be more visible.
       
      Combat
      Mutator Perks added
      Weapon Perks
      Flame Attunement - Attacks deal an additional 15% weapon damage as Fire. (Cooldown 2s)
      Frost Attunement - Attacks deal an additional 15% weapon damage as Ice. (Cooldown 2s)
      Arboreal Attunement - Attacks deal an additional 15% weapon damage as Nature. (Cooldown 2s)
      Abyssal Attunement - Attacks deal an additional 15% weapon damage as Void. (Cooldown 2s)
      Armor Perks
      Flame Conditioning - After being hit with Fire damage, gain 4% Fire absorption for 5 seconds. Each piece of armor with this perk increases the potency of the effect.
      Frost Conditioning - After being hit with Ice damage, gain 4% Ice absorption for 5 seconds. Each piece of armor with this perk increases the potency of the effect.
      Arboreal Conditioning - After being hit with Nature damage, gain 4% Nature absorption for 5 seconds. Each piece of armor with this perk increases the potency of the effect.
      Abyssal Conditioning - After being hit with Void damage, gain 4% Void absorption for 5 seconds. Each piece of armor with this perk increases the potency of the effect.
      PvP damage formula update
      We adjusted the way armor mitigation is calculated to use enemies gear score value instead of your average gear score.
      To adjust for the difference in armor mitigation, we increased the damage low level players do to higher level players and reduced the damage the higher level players due to lower level players.
      Outpost Rush
      Increased the Azoth cost of Brute tokens from 500 Azoth to 750 Azoth.
      Summoning Stones are now dropped on death.
      Summoning Stones now have a rarity associated with them. Epic for Bear and Wraith Tokens, and Legendary for Brute Tokens. This should make it clear to players when they are dropped by other players.
      Outpost Rush Alpha Wolf will no longer summon minions.
      Outpost Rush gatherables no longer have weight.
      Baroness Hain’s Ice Mines now slow the player by 30% for 3s instead of staggering the player.
      Water can no longer be gathered in Outpost Rush.
      Added two additional gate points on the sides of each team’s spawn.
      Increased the cooldown on the Outpost Rush Brute’s Corrupted Ball.
      Outpost Rush Brutes will now be much less likely to use their Corrupted Ball spell when players are inside of the fort.
      Notable Fixes
      Fixed an issue that allowed Musket and Bow light attacks to be activated underwater.
      Fixed an issue that blocked Bow from entering aim down sights if swapping to Bow while in Musket Sniper Zoom.
      Updated the Rapier Tondo Ability and the Bow Barbed Arrows Rain of Arrows upgrade tooltips to state the damage per second instead of overall damage for the damage over time effects.
      Fixed issue where player movement speed was sometimes increased while placing a camp.
      Fixed tooltip for the fine corrupted sigil incorrectly stating lightning damage instead of strike damage.
      Removed text that flies out when triggering Quick Shower.
      Fixed exploit where players could combine multiple ammo return benefits and refund ammo using attacks that hit multiple times per use. Added a cooldown to ammo refunds so that it can not trigger more than once every 2 seconds per ability/perk/attribute bonus.
      Fixed issue where if shift was being held while aiming down sights with a bow or musket, or if a player used any navigation action, the animations would stutter.
      Fixed issues with player becoming stuck after interacting with NPCs.
      Fixed issue that would cause you to cancel out of Poison Shot or Penetrating shot if you were holding RMB while activating the ability.
      Fixed issue where various status effect removals were resulting in the buff applying indefinitely.
      Fixed issue where the Bow Concussion ultimate was applying to all attacks and not just headshots.
      Fixed issue where Mending Protection wasn’t functioning properly. To fix the issue the following changes were made:
      Updated Mending Protection be able to be re-applied by any Orb Of Protection heal, even the recovery form Protector's Blessing.
      To compensate for that the duration has been shortened and the effect of it has been reduced. Previously it was 5%-40% for 5s that only applied as the ability was initially used, now it is 5%-25% for 3s. That duration can be refreshed with each tick of recovery and additional applications of Orb of protection.
      Fixed issue where the great axe Reap ability was not dealing damage when both The Collector Modifier and the Gravity Passive were unlocked.
      Fixed issue that was prevalent in the PTR where the void gauntlet’s cooldown reduction was being triggered by DoT ticks.
      Fixed bug that did not allow Ancient Bear Paw to be used in crafting.
      Fixed an issue causing desyncs when using shield bash while moving.
      Fixed a desync issue that would occur when homing through Ice Shower ability.
      Fixed an issue causing desyncs on Reap when fully upgraded with the Blood Lust Passive.
      Fixed an issue where the damage ticks from bleeding sweep on the Spear were triggering cooldown reduction.
      Fixed an issue with the Void Gauntlet that caused Baleful Tether's status effect to be nullified by crouching or going prone.
      Economy, Progression, & Loot
      Housing Tax
      As a make good for the players impacted by the server clock issues experienced last year, we reduced housing tax costs for all players by 90% based on the tax % set by companies that owned the territories. We communicated alongside that change we would revert those taxes back in a future update. In the time the tax break has been active, it has brought to light an imbalance in wealth disparity which was punishing for home owners, and we have decided to tighten the housing tax band. We will continue to examine player reception and data around this issue. We are adjusting them to be more fair for home owners and companies. We are focused on evaluating and continually tuning the overall wealth distribution and impact of the territory tax system. In this patch we have:
      Reverted the make good 90% housing tax reduction.
      Updated housing tax minimum band to 2.5% down from 5%.
      Updated housing tax maximum band to 10% down from 20%.
      Updating default housing tax to 5% down from 10%.
      Aptitude Rewards
      With the introduction of trade skill aptitude we imbalanced the gain of Azoth Vials which made them too plentiful, and the excess of these items for some players was causing damage to the overall value of Azoth Vials as a reward. Since these can be traded we want to make sure they stay rare and special. We will continue to watch player sentiment and data here to see if further adjustments are needed.
      Removed Azoth Vials from T1 Aptitude gathering chests.
      Reduced Azoth Vials from T2 Aptitude gathering chests to 1-2 down from 2-3.
      Reduced Azoth Vials from T3 Aptitude gathering chests to 1-3 down from 3-5.
      Reduced Azoth Vials from T1 Aptitude crafting & refining chests to 0-1 down from 2-3.
      Reduced Azoth Vials from T2 Aptitude crafting & refining chests to 1-2 down from 2-3.
      Reduced Azoth Vials from T3 Aptitude crafting & refining chests to 2-3 down from 3-5.
      Rewards
      Fixed a bug where players under level 60 were able to get gypsum from darkness events. Players must be level 60 now to start earning gypsum from those events.
      The Surgeon, Pit Lord Daehi, Baines, and Mordici The Mortician previously did not drop battle trophy materials. This has been fixed!
      Crafting
      Fixed an issue where Timeless Shards were not being consumed while crafting.
      Fixed an issue causing the Maker's Mark Hatchet to incorrectly display as legendary with an extra perk in the crafting menu.
      Updated art for Energizing Light Ration and Energizing Travel Ration to better represent the ingredients used to create them.
      Fixed "Blackened Mandje Mandje with Corn Succotash" recipe that requires a Lava Barb. The recipe title now references the correct fish.
      Fixed a bug that was preventing players from crafting GS 600 arcana items using Winter Patterns.
      Fixed an issue that prevented the use of Onyx when crafting earrings using Timeless Shard.
      Gear and Loot
      To stimulate the post-holiday economy, we’ve added a limited-time rare drop called “Bag of Juniper Berries” which gives players coin and Juniper berries. It has the potential to reward between 50-150 coin per acquisition and you can only find 3 per day.
      Fixed an issue where Rothoard Alligators were dropping an excessive amount of rawhide.
      Fixed an issue where certain 600 gear score named items were increasing your Expertise.
      Fixed an issue where the Lazarus Bow had less dexterity than other bows at its tier and gear score. It now has an equivalent amount of dexterity.
      Fixed an issue where the earring "Pedal" could not be repaired.
      Fixed an issue causing Egwene’s Cloak to stretch with certain animations.
      Fixed an issue causing the Dynasty Shipyard Mutator ring to display an incorrect name and description. It now displays the proper name and description.
      Fixed an issue preventing players from socketing gems into Mutator Accessories.
      Fixed an issue preventing players from socketing gems into Old Ring, Old Earring, and Old Amulet.
      Progression
      Sped up leveling for the mid game levels of 23 - 45 by 20%. We saw that mid game leveling was taking a bit long and did not match pacing of the content we had.
      Expedition Tuning Orbs:
      Materials used to craft Expedition Keys: Chisels, and Corrupted Fragments, Shards, Crystals, and Lodestones are now tradeable.
      Expedition Mutator Tuning Orbs can be crafted once per week and also have been added to the Faction Shops and can be purchased there once per week.
      To keep parity with Expedition Mutator Tuning Orbs, normal Expedition Tuning Orbs for Dynasty Shipyard, Garden of Genesis, and the Lazarus Instrumentality have been added to Faction Shops and can each be purchased once per week.
      To reduce the cost of all items in inventory taking durability damage on death, we made a change so that only Bound items take durability damage on death.
      We fixed an issue that was causing players to lose progress when switching back to a Faction they previously had been a part of. Now, when players switch back to a Faction they will retain their Faction Rank Reputation as well as the balance of their Faction Tokens. Unfortunately, we can not restore players to their previous state for players who switched back to a Faction they were are a part of prior to this update.
      UX, UI, & Social
      Game Entry Navigation Assistance added to the game.
      This system will help visually impaired players enter the world of Aeternum, through voice narration of some of critical steps needed to create a character and get to the starting beach
      Removed ability to give gold to individuals outside of the player-to-player trading system.
      Added a new loading screen tooltip to help explain how the strong against / weak against mechanics work.
      Players must now play the game for a minimum of 2 hours and have owned the game for a minimum of 72 hours before they can use chat. This should help eliminate some more of those pesky gold sellers.
      In-Game Store
      Décor Packs now display number of furniture items included in pack.
      Store items can now simultaneously display that they are on sale and that they are available for a limited time.
      Currency symbols now correctly display in all regions.
      Trading Post
      Fixed an issue that caused the Trading Post’s “Sort by Time” function to function incorrectly.
      Inventory should no longer scroll back to the top after closing the sell window (whether you sell or cancel) on the Trading Post.
      Notable Fixes
      Fixed an issue where group chat could break after exiting a house.
      Fixed an issue where companies who own more than one territory were not getting merge reimbursements. Companies are now compensated depending on the number of territories they own (rather than a flat amount).
      Fixed an issue where Outpost Rush reward screen would only showed one reward even if multiple were awarded.
      Fixed an issue that sometimes caused Corrupted Breach icons to not appear on the map.
      Fixed a bug that caused the Territory Standing Upgrade UI to stay on screen if a player starts a trade while its visible.
      Fixed an issue that sometimes caused items to not appear repaired after a player repairs all.
      Fixed a bug that sometimes caused the incorrect items to trade when trading from a split stack.
      Adjusted Void Gauntlet icons to match the gauntlets model color.
      Fixed a number text overlapping issues in the UI.
      Fixed an issue with sorting by time on the Trading Post.
      Fixed an issue causing some Timeless Shard icons to display the incorrect weight.
      Fixed a bug where Eternal Pool Arena boss music could be heard right outside of the Eternal Pool Arena.
      Fixed a bug where sounds were not always playing at Navarro’s Kitchen.
      Adjusted the way mission tooltips dock (they now dock to the side of the tiles), to make it easier to read detailed info on missions.
      Added a sound for when players capture points during an Outpost Rush.
      Fixed a bug where players could not always hear Snap the Wolf when accepting the Snap’s Blessing quest.
      Fixed server crash that likely stemmed from territories abandoned by their governors.
      Fixed a discrepancy between server, client, and system clock timing in war declaration screen.
      Fixed an issue where the map was reporting that there was an Upcoming Invasion when there was actually an Upcoming War.
       
      Thanks for your support! We'll see you in Aeternum.
    • By Staff
      A new patch has arrived to New World and it brings some more fixes, with some quests with missing rewards getting disabled, the bow jump-cancel, permanent disease and slow getting fixed and more.
      1.2.2 (Source)
      Greetings Adventurers!
      This week’s update includes a few fixes for recent issues that popped up, alongside some combat adjustments and fixes. 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.
      General Bug Fixes:
      Fixed an issue where players couldn’t gain more than 3 levels of Aptitude when crafting large quantities of items at once.
      Disabled a short series of work-in-progress quests which were missing some aspects, most notably the rewards. These quests are being disabled for the time being, and they'll be re-enabled at a later date. Players who have completed the quests in their current state can keep the XP and gold earned, but progress will be reset so you can complete the quests again for the proper rewards when they're re-enabled. The quests affected are:
      Edge of the World
      Call Beyond the Void
      Stirs the Awakened
      The Cursed Blade
      Sensou no Ko
      Fixed an issue where players were able to jump-cancel the bow firing recovery. There is now a .33 second delay from when an arrow is released before a jump can be triggered.
      Fixed an issue causing permanent disease and slow being applied in PvP.
      Fixed an issue to players sliding when animation cancelling Void Blade heavy attacks.
      Fixed an issue where the wrong mob could spawn for “Guardian of the Light”.
      Fixed an issue causing The Surgeon, Pit Lord Daehi, Baines, and Mordici The Mortician to not drop battle trophy materials.
      Thanks for your support! We'll see you in Aeternum.
    • By Staff
      The January PTR is bringing a big update to the New World endgame, basically adding WoW's Mythic+ dungeon system to the game. Called Expedition Mutators, it introduces 10 difficulty levels and changes the way mobs behave in different ways (similar to Mythic+ affixes) and makes them more challenging, with a weekly schedule of which Expeditions and which Mutators are up. The update also adds a new gear score limit of 625 and a new resource for upgrading gear past 600, gained from the Mutated Expeditions and other sources. There's also some more balancing and fast travel cost reductions planned, so read up on the details below:
      January PTR (Source)
      Greetings, Adventurers!
      Aeternum is an ever-evolving world, and as such, we continue our efforts in providing our players with an assortment of ongoing new features, content, and changes. Similar to the activities leading up to our latest major update, we are approaching the release of our next large release and would like to once again invite you all to participate in the next cycle of our Public Test Realm (PTR)!
      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 releases and are not final versions. You may encounter bugs, crashes, missing text, or other issues. Between our internal testing efforts and your reports, we hope to catch and resolve all serious issues before they reach the live servers. However, not every bug or feedback piece will be actioned on before release. Some changes need to be investigated further, and may come in a subsequent patch or two. Nonetheless, hundreds of changes have already been made — with more to come — and the full release notes will be shared on release day.
      To help with the feedback process, all newly created PTR characters will have the opportunity to instantly level to select level-ranges outfitted with appropriate gear and items.
      The PTR servers will officially open today, January 6, at 2 PM PST (10 PM UTC) . Servers are limited — there will be one world available in US East and one world available in Central Europe. This special preview client will be made available for download through the stand-alone Steam application, “New World Public Test Realm” (which should already be in your Steam library if you own the main game).
      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 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 look forward to hearing your playtest feedback regarding the following changes:
      Expedition Modifiers: Mutators
      With this PTR release, we are introducing a new end-game feature: Expedition Mutators! Mutators change the familiar by augmenting “Normal” and “Named” Enemies found within expeditions, changing the way encounters play out and what strategies players should consider before battle. And as combat changes, so do the rewards! New bespoke gear and resources can be found, providing additional means to increase your power level.
      This system is intended to rotate through a unique combination of Expeditions and Mutations each week, with 10 difficulty levels per Expedition Mutation. Players will be challenged to climb the ladder, with the aim of eventually reaching the max difficulty. However, during this PTR cycle, these rotations will be placed on an accelerated schedule so that everyone will get a chance to play a variety of mutations on several end-game Expeditions.
      Please be advised that “Recommended Gear Score'” levels for a Mutated Expedition is important, as it directly factors into enemy scaling — and by consequence, your chances of success. Please note: This combat scaling is individual per player and separate from the base difficulty increases in health and damage.
      We expect higher difficulties to be extremely difficult, and so we will be very interested in group outcomes and scores — especially from those who consider themselves highly competitive or highly skilled. To accommodate for this month’s PTR playtesting, players will be given a starting 600 Gear Score loadout.
      Submit your feedback here.
      Entering a Mutated Expedition
      On the PTR, all players will be issued a generous sum of keys to run Expeditions.
      Upon approaching and interacting with the Expedition Menu, players will be able to see the type of mutator available, the mutation level, Gear Score recommended to advance, and lastly if they meet qualifications for entry.
      Scoring & Advancement
      Score is performance based, taken from a combination of categories. Score is also a shared value for group members.
      The following categories count towards the group’s overall score value:
      Time: The better the time, the better the score. Calculated at the end of a run.
      AI Kills: A target value for killing a predetermined amount of enemies within the Expedition.
      Takedowns: A target value for killing “Named Enemies” within the Expedition.
      Team Wipes: Each team wipe during a boss fight reduces the score by a significant amount.
      Respawns: Each respawn reduces the score by a moderate amount.
      There are also Bonus Multipliers for run efficiency, minimal respawning/wiping, speed, and taking down all targets. These are calculated at the end of the Expedition run. The score ranks are Bronze, Silver, and Gold.
      Advancement through each Mutator difficulty level requires reaching a predesignated level of proficiency within the highest achieved level. Higher scores mean advancement to higher difficulties, which in turn lead to bigger rewards.
      Expedition Mutator Schedules
      During the duration of the PTR test cycle, one of the following Expeditions will be mutated every 48 hours:
      Dynasty Shipyard
      Garden of Genesis
      Lazarus Instrumentality
      Furthermore, we feel that the following scheduling mechanics are also worth spotlighting:
      The difficulty level for each mutated Expedition is tracked separately, and will persist across mutation cycles.
      There are a total of 8 different mutation combinations that will be randomly cycled alongside the 48-hour Expedition rotation. The Expedition-interact menu will display the current mutation available.
      Expeditions Changes
      With the release of Expedition Mutators, we’ve made some balance changes and updates to existing content. We’ve made Expeditions more enticing by updating rewards and drop-rates, bringing them in-line with other end-game activities:
      Drop rates for “Named Enemies” in Expeditions have been significantly increased.
      T5 gear have been added to Dynasty Shipyard loot-tables when playing in the mutated Expedition.
      We’ve also adjusted certain enemies counts:
      Lazarus Instrumentality: Reduced the number of enemies when sealing the Ancient Azoth Portals in the Ostium.
      PTR Backstory Loadouts
      Upon character creation on the PTR, players will be given multiple caches of special armor and weapons. Each cache has a designation based upon a general build based on a main attribute: CON, DEX, INT, FOC, and STR. In addition, we’ll also be issuing a large sum of orbs to facilitate the Expedition Mutator runs with our accelerated scheduling. In the event all orbs are exhausted, re-roll a new character will provide you with an additional set of orbs.
      To help manage the sudden onset of new items, we advise that you please do not open all provided caches at once or risk becoming encumbered! Instead, equip all provided bags and then follow-up with opening each cache deliberately. Any undesired caches can be dropped or deposited into your personal settlement storage.
      Lastly, during the final week of testing, a new loadout will be provided with a maxed out Gear Score of 625, allowing for a renewed take on level 10 difficulty Mutations! To take advantage of this offer, a new character will need to be created.
       
      New Features
      Umbral Shard Equipment Upgrade System
      With this release, we’ve added Umbral Shards to the game. Umbral Shards are a mysterious, powerful resource that enable you to take an item with a Gear Score of 600 all the way up to a Gear Score of 625. Raising your equipment’s Gear Score in this way is critical if you want to dive into higher-difficulty Mutated Expeditions or gain a competitive edge in PvP. We have also increased the Expertise cap to 625. There is an earnable soft cap at 600, which you can reach in the same ways as before — such as Gypsum Casts and defeating powerful enemies. With this update, crafting a Gear Score 600 item will also raise your Expertise if you are not already at 600 for that item. Going from 600 to 625 requires Umbral Shards, which can be acquired in 3 ways:
      Completing Mutated Expeditions.
      Crafting a Gear Score 600 item when your Expertise with that item is also at 600.
      Opening a Gypsum Cast when your Expertise for that item is also at 600.
      Umbral Shards can only be applied to an equipment piece if both of these 2 conditions are met:
      The equipment piece is Gear Score 600.
      Your Expertise for that piece of equipment is also 600.
      Submit your feedback here.
      Outpost Rush Balance Changes
      We think the summoning of Brutes proved to be too frequent and too easily handled by solo players alone. We want this to be more of a group effort, so we’ve increased the cost by 50%.
      Brute Summoning Stone cost has increased from 500 to 750 Azoth Essence.
      Combat Updates
      The following combat-related changes have also been made within this update:
      Bow: Fixed an issue that allowed players to instantly jump-cancel the bow shot recovery.
      Void Gauntlet: The “Blessed” item perk is now available on the Void Gauntlet.
      Ammo Refund: Effects from abilities, perks, and the attribute bonus that refunds ammo now has a 2-second cooldown.
      Submit your feedback here.
      Fast Travel Costs
      We’ve heard your frustrations with the cost of Fast Travel, and this release includes an update that dramatically reduces the distance factor in the amount of Azoth required for each trip. Accordingly, the Faction Control Point bonus associated with Fast Travel now reduces the distance factor to zero.
      Submit your feedback here.
      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 Staff
      Game Director Scot Lane and members of the New World team discuss the current state of the game, the Winter Convergence festival, and their vision for the future of Aeterun in the latest team update.
      (Source)
      Seasons greetings, Adventurers!
      Join Game Director Scot Lane alongside members of the New World team as we discuss the state of the game, the Winter Convergence festival, our vision for the future of Aeternum, and more in our December team update.
    • 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.
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