Beta Results For The New World From The Frontier. Should you play or not

Amazon Games’ upcoming new world of MMORPG has become the focus of attention because the long closed beta period will tease the action before its release on August 31. The New World has changed its vision many times throughout the development process, and now everyone is thinking about a question: where will it land when it is released? What type of players are suitable for? What kind of MMORPG? Perhaps the most important question is, is it worth your time? Throughout the Beta process (and the presentation meeting that led me to the endgame part that was fully adapted to the role), I saw some areas with great potential that are currently neglected in the MMORPG space, as well as other areas that may be neglected. Serious damage to the title.


Successfully landed in the strong frontier survival atmosphere 

If you are familiar with survival games, where you must drill wood to power houses, New World initially achieved this goal by providing players with countless survival activities. Hunting turkey within the safe zone you have established to improve your cooking skills and create rations is much more attractive than it should be. Finding elusive nitrate deposits in the mines and making your own shells for your old rifle is fun. It is a classic Runescape style system that can improve anything you want. It's nice to know that you can carry out every production and collection skill according to your own preferences, even a small fish. It's great to put your first collection of tools together, and it makes sense to dig carrots and potatoes. Going back to the city in nature, exchanging food and talking with other explorers, I have all the charm of the hustle and bustle of Disney Frontier City. I rarely invest so much in creating and trading MMO systems. I can see potential problems in these areas later, that is, do I really want to spend time collecting resources in the endgame just to play the game? But for now, there is a lot of magic in creating my own food and ammunition. And supplies, and then travel to nature. It feels tough, original and fresh.


Faction PVP can bring a lot of fun 

Territory control and optional faction-based PVP not only bring back some domain-to-domain feelings in the glorious era of Camelot’s Dark Ages, but also inject many things that have been far away from the online experience. The past ten years-social interaction. This means yes, you will see a player named PoopyPants (yes, this is a real player I saw) cutting trees and shouting the price of the silver mine outside the city, and your chat will be flooded with comments . This makes the notorious Barrens conversation sound very academic. 

However, even if you choose not to verbally interact with any other players, it successfully adds a shared social interest to the experience. By guiding players to three different factions, you can invest in your own tribe no matter how far you want to go. If you still want to be alone and bring a bunch of skins to trade in the city, you can, but the real fun is to get together, interact with other people, and eventually occupy some territory as your chosen faction. In single player mode, guilds and higher levels, letting the flow of the game be determined by the player instead of the "theme park" experience is a bold choice, and more than a little refreshing. 

The question here is how interesting and meaningful these faction wars will be at the end of the game. Although I don’t have an answer yet, the prospect of actually interacting with other players in a meaningful way in MMORPG makes me strongly nostalgic and makes a serious difference from many other types of products today. On the other hand, if you don’t really like turf wars or PvP, other existing MMORPGs may be better choices. 

Combat is the biggest weakness of the new world 

In almost every MMORPG, you will have a lot of battles. This may be the most important part of the entire gaming experience. Due to the limited selection of skills, clumsy animations and few emotions, the battle in the new world is absolutely boring. Now I have something to say, blowing up the opposing faction members from a long distance before the 3v3 skirmish will become very greasy, but this is more about player-to-player interaction, not battle. 

The person will usually appear stiff and loose. Although I do like to try to pull this type of system out of the label positioning standard that has been adopted for a long time in the MMO, it does not really achieve its goal here. I find it difficult to determine whether other aspects of the game that seem interesting are particularly like this, because fighting is at the core of almost all other activities. Even if you are just looking for saltpeter, you have to fight a lot of creatures like zombies, wolves or bears, which feels wrong. This problem is exacerbated in the team experience of PvP and PvE, but it is more pronounced in the latter. It's almost ridiculous to chew on furry opponents, such as weapons that obviously lack feedback packages, and your options in battle feel very limited and lacking.


Everything can feel that the same enemies 

locations and activities can be turned into a big bowl of mash without having to break it down through some PvP activities. As you travel through this huge world, you will see many similarly crumbling small fishing villages, dilapidated farms and dilapidated ruins. The feeling of killing some undead pirates at level 5 is the same as at level 15, and you will do a lot of daily tasks/mission activities to hone your faction reputation, such as wandering around in the aforementioned locations. Use it in the box and kill X undead bad guys. Even after only playing for 20 hours, it feels very repetitive, so I am worried about how this will turn into the final game-as a member of the elite syndicate, will I still wander the farm to kill the undead and collect French fries? I mean, I like to pick potatoes...

Based on the beta version, New World will become an interesting but potential niche addition to the current MMORPG. However, it does seem to be suitable for players who want to play faction skirmishes with a small group of friends and are interested in the territorial control wars of grand guild politics. If you are not interested in the kind of larger tasks with a lot of social interaction and PvP, then the PvE element itself does not seem to be enough to keep things going. Although I like the feeling of creating my own things, slowly increasing the areas that I am strong enough to explore, and meticulously improving all my collection and production skills, as the activity becomes somewhat routine, I can see these charms quickly disappear. The dynamics involved in factional warfare and territorial control seem to be a vivid antidote to the endless rock farms in various undead huts and houses. Like other games that rely on this emerging game (RIP Shadowbane), some games in the new world will be the way players shape it.

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