Current Overview of Amazon’s New World MMO – And Why We Need Open World PVP

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What’s up folks, my name is Ser Medieval and today we’ll be jumping back into none other than Amazon’s New World yet again. For today’s video we’ll be diving into recent details that have surfaced in both the new world community and the first media impressions themselves. And we’ll even be jumping into the open-world PVP aspect which has been on everyone’s mind for the past few days since the announcement. For this one I’ll be following most closely the MMORPG article posted on their website that also features a few direct quotes from the New World Staff. It starts off by describing Amazon’s New World’s reveal during the game awards, the first look at the upcoming prject from the studio which looks very promising. Set in the twilight age of exploration during the 17th century, we’ll be exploring the island of Aeternum, also known as the eternal isle.

This upcoming game is being showcased as an open-world MMO, complete with player-run settlements, guilds which are known as companies in this game, skill-based combat, and classless character progression. And of course it’s being developed and shaped by none other than Papa Amazon themselves, which means for good or bad, we’re in for one wild ride. Now Aternum itself, at first glance looks incredibly beautiful and varied, with magical places, ruins, and settlements all dotting it’s landscape. We can see a bit of this in the trailer but we also see these very same locations get heavily corrupted and tained to show a very different side of the island. One thing that was mentioned a long time ago was that when the game goes from Day to Night, you’ll see a very different type of assortment when it comes to the creatures and humanoids you’ll encounter, I really hope that will still remain a thing going forward.

They then follow this with a quote from Christoph Hartmann, vice president of Amazon Games in a press release that accompanied the announcement. They state that they want their players to feel the depth, and the danger of the New World from the moment they step onto the shore of Aeternum in May 2020. They have been working tirelessly to create a deep, immersive world that delivers challenges and surprises at every turn, and they are very excited to reveal more about that today… It’s also important to mention that although the launch for New World still remains in May, we will be seeing the closed beta for the game beginning in April after all. The next topic they go into is one of great interest to me, they state that how us as players will establish ourselves in New World will depend on the player.

As mentioned before, New World is classless, our weapon and armor choices will help determine our playstyles. And in terms of the combat itself, hit volumes, physics, and both timing and location will matter in this aspect. The reason this part is interesting is because they go on to say that for us that enjoyed the alpha previously, we’ll be noticing a change in the combat as well, because now New World will be using a weapon mastery system as opposed to what we used before. They also give an example for this, for instance if we want to focus on sword and shield, we can choose to focus on damage with a set of different abilities and possibilites that we can choose from. Or we can choose to focus on working with our teammates to tank and support them. This reminds me a lot of the system that albion online utilizes and I’m hoping we’ll be seeing echos from that system when going down this classless based progression, I think it’s an amazing change that a lot of players are going to love.

For me personally I’m planning on going straight down the crafting line, I’ve got some unfinished business as a blacksmith in sandbox mmos, and that’s a journey I intend to continue down. The next thing they talk about is the weapon swapping, stating that New World wants its players to be fluid in their approach to combat allowing us to easily swap out weapons to change up what they bring to any given combat situation. Stating that one of the staff members also mentioned that one of the more enjoyable aspects of their job is designing the AI of each enemy to force players to come up with cool and unique strategies to defeat them. I can only hope that means that we’ll have quite a few mechanics to overcome when fighting monsters and maybe even bosses. Continuing on, proper planning is a big part of the game as we reach the higher tiered content, assessing what we’re up against and adjusting accordingly will be very important in ensuring victory.

And then one of my favorite parts come up. They state that weapons aren’t the only thing we’ll be using in new world, as the world of Azoth imbues and amplify the power around it, giving the Eternal Isle the opportunity for Magic. And with that I really really hope that we’ll be seeing the magic on the launch of the game, that’s one of the things that players have been waiting for so long to experience, and I’m really excited to see it coming to fruition. They say that we’ll be able to join different schools of magic and discover the supernatural surrounding Aeternum, and even us crafters can imbue weapons with power to create wonderful and magical artifacts. They then go into player-run settlements being a huge part of Aeternum. Companies can be formed and claim land all on their own, with all the territories in new world being controllable. We’ll be able to manage tax rates, crafting fees, upgrades to settlements and so on. However one part they do talk about is that although many games have free-form creation tools, New World will instead have Pre-defined settlements with pre-defined layouts.

Governers can also choose how the settlement wants to focus it’s economy, crafting, or how they upgrade the settlement based on their focus. There will also be chances for other people in the territory to help out contribution wise, so when a governer wants to upgrade their crafting for instance, they can create a town project to upgrade the crafting stations. This allows everyone who lives in or around the settlement to pitch in to help on this project. In terms of how players would conquer the settlements, that’s when we get into the spicy bits. According to David, The player experience lead on New World, one of the main factors of the game is it’s territory conquest.

We and our companies will capture these different settlements and hold them verses other players. Now for the conquest part, it appears that we’ll be doing it via a 50v50 battle to determine who controls the fort, these forts will be powerful structures with siege defenses and high walls. And while the number of people in a company is not locked down, right now the maximum is 50v50 for the territory war itself, to obviously prevent zerging.

They then state that holding territories is going to be difficult, especially because these forts will be highly desired. And trying to hold more than one will be a very difficult thing to do and will require dedicated groups. One of the cool things about this territory system as well is that not everyone living in a territory will belong to the same company, you may build your house in a governed territory but you will still be apart of it and contribute to it accordingly. they say that new world is heavily pushing to be a full featured MMO with a lot of systems to keep players busy and advancing in Aternum. It’ll be very interesting to see where New World goes from here but of course, to conclude the topic we’ll have to finish off with talking about the PVP aspect. Now of course the 50v50 battles aren’t that big of a problem because that means you will just need to take your 50 most skilled players into the fight to overcome the enemy, and I’m sure the majority of people that want to play new world would prefer it be more about skill than sheer numbers, even though there will definitely be some that want that kind of thing.

But there has been concerns regarding the flagging system, so far a few articles have worded their description of the PVP system in a way to make it sound like you could toggle the ability to get pked on and off, some have stated that these articles have been translated from other languages and that it’s important altogether to take them with a grain of salt because it could be possible they didn’t fully understand how the system worked. And so because of that, a lot of members in the playerbase are waiting on an official statement from amazon game studios regarding this, they want to know if PVP in the open world will be optional or not. Which of course is a valid concern and I would definitely stand on the side saying that you should have that player-killing and open world skirmish experience going on, it’s very important for a sandbox and in some cases really helps to provide those many unique experiences that only games of this type can provide. And of course a good example of what not to do is like how legends of aria first handled their open world PVP system, if you allow everyone to be safe at all times, it removes the danger aspect and also it allows players to skyrocket to the endgames of progression so quickly that they will just end up being bored as a result.

Because the challenge aspect is no longer there. Now that being said, even though I want that PK aspect to be there, and am saying that as someone who loves gathering and crafting, I’m not an idiot when it comes to thinking that there shouldn’t at least be some safeguards in place. Because you see, although having too many restrictions on PVP has in fact driven away a large portion of playerbases, having too little restrictions can definitely do the exact same thing. Some of the best PVP sandboxes still have examples of restrictions like this as well. I think personally, if you want to do it right then you’ll need to have some sort of criminal system in place, people that constantly flag and kill people can only travel safely in certain areas or are in danger of losing all of their gear upon death instead of just their inventory. Or you could put out NPC guards, both in the cities and outside of towns, maybe patrols on the roads and things of that nature. Have specific outlaw regions that players who are criminal have to stay around to access crafting/building/etc…

Or their own territories. The final suggestion I’d have is it could be done like albion, give players a green zone, more than likely being the starting regions, and then a yellow zone where there are guards in certain areas or protections in place but you could still be attacked and looted, and then a red or black zone where the most expensive and rarest resources are, where anything goes. That way players would have to work their way into it or buy what they need from those lands to avoid exploring into them, there’s many ways this could work overall. But right now people are waiting on an official statement from Amazon regarding this. Hopefully everything will work out for them from this point on, and with that folks that is all the info we have for today. Thanks so much for joining me and you have a wonderful night or day, farewell..

As found on YouTube

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