New World: Forged in Aeternum - Community Q&A (April 2024)

Play New World
29 Apr 202418:07

Summary

TLDREn la sesión de preguntas y respuestas de abril para New World, los desarrolladores Scott y Dave V. abordan varias preocupaciones de la comunidad. Se discute la falta de contenido, la exclusión de 90% del juego y la posibilidad de agregar herramientas de recolección. Los desarrolladores admiten la frustración por errores en el PTR que llegan a la versión en vivo y explican la decisión de eliminar misiones de tramas estacionales para no sobrecargar a los nuevos jugadores. Se menciona que la calidad de las actualizaciones es crucial para ganar la confianza de la comunidad. Además, se habla sobre la mejora de la experiencia PvP competitiva y la recolección de bugs. Se destaca la importancia de la retroalimentación de los jugadores y se asegura que no se ignora, aunque la cantidad de trabajo puede hacer que algunas preocupaciones tarden en atenderse. Se menciona que el equipo está trabajando en mejorar los procesos internos y en la calidad de los lanzamientos. También se exploran posibles soluciones para los problemas de participación en las guerras y se confirma que no hay planes para agregar artefactos para herramientas de recolección, aunque el comentario ha generado interés en el equipo.

Takeaways

  • 📅 Se ha modificado la frecuencia de los eventos 'Forged in Aeternum' debido a la gran cantidad de preguntas que no pueden ser respondidas antes de una gran anunciación en junio.
  • 🐞 Los bugs y la retroalimentación del PTR son importantes, pero debido a la gran lista de problemas pendientes, no se pueden solucionar todos.
  • 📉 Se eliminaron las misiones de la trama completa de la temporada al final de cada temporada para no sobrecargar a los nuevos jugadores.
  • 🔄 No hay planes para cambiar la política de contenido de temporada en el futuro, se busca centrarse en contenido repetible.
  • 🤼‍♂️ Se está trabajando en la mejora del sistema de emparejamiento para mejorar la experiencia PvP en Arena y OPR.
  • 📊 Amazon Games no ignora la retroalimentación de los jugadores en Discord, se monitorean y se investigan los problemas reportados.
  • 🔄 Se está trabajando en la calidad de los lanzamientos y se busca superar los errores pasados para ganar la confianza de la comunidad.
  • 🍳 Se valora la retroalimentación sobre la mejora de la información en herramientas y se están considerando implementaciones similares para otros elementos del juego.
  • 🛠️ El proceso de Quality Assurance es un enfoque basado en riesgos y se está trabajando en mejorar la comunicación y la prueba de los cambios.
  • 📈 Se está aumentando el esfuerzo en la corrección de bugs y se está tomando un enfoque más paqueteado para evitar la introducción de nuevos problemas.
  • 🔢 Se está de acuerdo en que hay contenido no actualizado en el juego y se planea actualizar elementos como las pruebas de mundo abierto y los ECRs.
  • 🏰 No hay una fecha concreta para la siguiente instancia de 'fresh start', pero se está considerando positivamente.
  • 🏛 Se están debatiendo las limitaciones en la cantidad de territorios que se pueden poseer y se están considerando soluciones más complejas.
  • ⚔️ Aunque se está satisfecho con la experiencia de guerra, se reconoce que solo un pequeño porcentaje de jugadores pueden participar y se están considerando cambios para hacerla más inclusiva.
  • 🛍️ No hay planes para añadir artefactos de herramienta de recolección al juego, aunque se valora la sugerencia y ha generado discusiones internas.

Q & A

  • ¿Por qué se han eliminado las misiones de la trama completa de temporada al final de sus respectivas temporadas?

    -Las misiones de la trama de temporada fueron diseñadas para ser una experiencia única por temporada, con la intención de no sobrecargar a los nuevos jugadores con una larga trama que tendría que seguir. Se buscaba presentar los puntos clave y permitir a los jugadores conocer a personajes interesantes sin que se sintieran abrumados.

  • ¿Qué planes tienen para mejorar la experiencia de juego competitiva en PvP?

    -Están trabajando en la implementación de un sistema de emparejamiento (matchmaking) que mejorará tanto la experiencia en el Arena como en el OPR, ya que permitirá que los jugadores compitan contra personas de su mismo nivel de habilidad. Sin embargo, no hay planes inmediatos para hacer el panorama competitivo de la guerra más intenso, ya que actualmente se considera que es lo suficientemente competitivo.

  • ¿Cómo está Amazon Games tomando acción ante el feedback de los jugadores en el canal de feedback de PvE de Discord?

    -No están ignorando el feedback. Hay personas que monitorean los canales de Discord, investigan los problemas que los jugadores plantean y archivan bugs. La sensación de que se está ignorando algo puede deberse a que no pueden abordar inmediatamente todas las preocupaciones debido a la cantidad de trabajo en curso.

  • ¿Cómo planean ganar la confianza de la comunidad después de varias actualizaciones llenas de bugs y retrasos?

    -La única manera de ganar confianza es publicando lanzamientos de calidad que los jugadores disfruten. Están trabajando en lanzamientos interesantes y a tiempo que funcionen correctamente. Además, están revisando procesos internos y buscando maneras de mejorar, como aumentar el tiempo de prueba de QA antes de que una actualización salga.

  • ¿Qué tal si implementan una función de información de vida útil para otros elementos en el juego, similar a la que tienen los ingredientes de cocina?

    -Están considerando ampliar ese tipo de funciones de información de vida útil a otros elementos en el juego, aunque aún no tienen una línea de tiempo inmediata para hacerlo.

  • ¿Cómo es el proceso y el equipo de Control de Calidad (QA) de su juego?

    -Usan un enfoque basado en riesgos, donde los desarrolladores deben comunicar los cambios y sus posibles impactos al equipo de QA para que puedan probar en torno a esos cambios específicos. Tienen múltiples compilaciones en la tubería que requieren atención y también utilizan herramientas de prueba automatizada y validación de datos. Están implementando procesos para mejorar la comunicación entre el equipo de desarrollo y el equipo de QA.

  • ¿Tienen planes para abordar y solucionar los bugs que deberían haber estado nunca en el juego?

    -Están planeando no solo ponerse al día, sino incluso superarse en la solución de bugs. Están haciendo un gran esfuerzo para mejorar la calidad del juego, lo que consideran muy importante. Además, están empleando una nueva estrategia de agrupar varios arreglos para evitar que la corrección de un problema cause la aparición de otro.

  • ¿Cuándo se espera que se actualice el límite de Gearscore de 625 a 700?

    -Están de acuerdo en que hay contenido que no se abordó con la expansión 'Rise of the Angry Earth'. Planean abordarlo en el próximo año, trabajando en la mejora de las recompensas de las pruebas en el mundo abierto, el Trial de la Larva de Arena y los ECR de Myrkgard, que aún dropean elementos nombrados de 625.

  • ¿Cuándo se puede esperar otra ronda de inicio fresh?

    -No se puede proporcionar una fecha específica, pero se puede esperar que haya otra ronda después de la última que se llevó a cabo con éxito.

  • ¿Han discutido los desarrolladores la posibilidad de limitar la cantidad de territorios que se pueden poseer?

    -Sí, han discutido la posibilidad y están considerando diferentes opciones, más allá de un simple límite numérico. No hay cambios concretos que anunciar en este momento, pero están trabajando en encontrar la mejor solución para aumentar la participación en ese modo de juego.

  • ¿Qué opinan sobre el estado de las guerras y la cantidad de jugadores que logran experimentarlas?

    -Están relativamente satisfechos con la experiencia de las guerras en sí mismas, pero no con la cantidad de jugadores que pueden participar. Actualmente, solo alrededor del 2% de los jugadores participan en las guerras. Están interesados en hacerlas más accesibles, pero no hay una iniciativa inmediata al respecto.

  • ¿Planean añadir artefactos de herramienta de recolección al juego, similares a los que tienen armas y armaduras?

    -No están planeando añadir artefactos de herramienta de recolección en este momento, aunque la idea ha generado interés y discusiones dentro del equipo. No hay promesas concretas, pero están abiertos a la idea.

Outlines

00:00

📅 Cambios en la programación de actualizaciones y planes futuros

Se discute la decisión de reducir la frecuencia de las actualizaciones 'Forged in Aeternum' debido a la inminente gran anuncio de junio. Se menciona que, a pesar de esto, se realizarán 'Eye on Aeternum' y otra actualización de desarrollo. Después del anuncio de junio, se realizará una Q&A extensa para abordar todas las preguntas. Además, se aborda la frustración de los jugadores por no poder solucionar todos los bugs reportados en el PTR y se destaca la importancia de la priorización de los problemas.

05:06

📚 Sobre la duración de las misiones de la temporada y el contenido futuro

Se aborda la pregunta de por qué se eliminaron las misiones de la trama completa al final de sus temporadas correspondientes. Se aclara que dichas misiones están diseñadas para ser únicas de temporada y que no se tiene previsto cambiar esto en el futuro. Además, se menciona que las narrativas estacionales son una gran inversión y que el enfoque futuro será en contenido repetible y sistemático.

10:07

🤔 Reto de mejorar la experiencia PvP competitiva y la retroalimentación de la comunidad

Se discute la experiencia actual de la PvP competitiva y la percepción de los jugadores sobre la falta de incentivos. Se comparte que se está trabajando en un sistema de emparejamiento para mejorar la competencia en las arenas. Además, se destaca que Amazon Games no ignora la retroalimentación de los jugadores, pero la cantidad de trabajo en curso puede hacer que a veces parezca que se está ignorando algo.

15:08

🔍 Proceso de Quality Assurance y mejoras en la comunicación interna

Se explica el enfoque de Quality Assurance basado en riesgos y los desafíos asociados a la cantidad de builds en curso. Se admite que se han tenido problemas en las actualizaciones pasadas y se describen las medidas que se están tomando para mejorar la comunicación entre el equipo de desarrollo y el equipo de QA. Además, se menciona el deseo del equipo de liberar software de calidad y la importancia de la transparencia en caso de fallas.

🔄 Estrategia para abordar la acumulación de bugs y la mejora de la calidad del juego

Se aborda la preocupación de los jugadores sobre la acumulación de bugs en el juego y se asegura que el equipo tiene la intención de abordar estos problemas de manera significativa. Se menciona una nueva estrategia que implica agrupar varios fixes para lanzarlos juntos y se destaca el enfoque actual en la resolución de bugs, que ahora ocupa una gran parte del tiempo del equipo.

🌐 Contenido de juego actual y futuro, y la posibilidad de un nuevo inicio

Se discute la falta de actualización del Gearscore y se promete que se abordarán ciertas áreas de contenido en el próximo año. Además, se menciona que se está considerando la posibilidad de limitar el número de territorios que se pueden poseer y se habla sobre la satisfacción con el estado actual de las guerras, pero también se reconoce la necesidad de aumentar la participación de los jugadores.

📈 Planes para la inclusión de herramientas de recolección en el juego

Se menciona que, aunque actualmente no hay planes para incluir herramientas de recolección en el juego, la idea ha generado interés y debate entre los desarrolladores. Se destaca que la recolección es un aspecto distintivo y apreciado en 'New World' y que se valora cualquier sugerencia que pueda mejorarlo.

Mindmap

Keywords

💡Contenido

El término 'contenido' se refiere a los elementos que componen el universo de un juego, como misiones, historias, desafíos y mecánicas de juego. En el script, se discute la preocupación de los jugadores sobre la falta de contenido, lo que indica su deseo de nuevas actividades y experiencias en el juego.

💡PTR (Public Test Realm)

PTR es una instancia de juego donde los jugadores pueden probar nuevas actualizaciones y cambios antes de que lleguen al juego principal. En el script, se menciona la frustración de los jugadores debido a que los bugs informados en el PTR aún se presentan en el juego principal.

💡Misiones de historia de temporada

Este concepto se refiere a las misiones que se ofrecen solo durante una temporada específica en el juego y luego se eliminan. En el video, se discute la decisión de los desarrolladores de no reinstalar estas misiones para no sobrecargar a los nuevos jugadores y mantener una narrativa más manejable.

💡Competitividad en PvP

PvP es el acrónimo de 'jugador versus jugador' y se refiere a las interacciones competitivas entre jugadores. El script aborda la mejora de la experiencia PvP, destacando la importancia de la competencia y la necesidad de incentivos para los jugadores para mejorar la calidad de las partidas.

💡Discord

Discord es una plataforma de comunicación en línea utilizada por muchas comunidades de juegos para discutir y compartir información. En el script, se menciona el canal de feedback de PvE en Discord como un medio para que los jugadores comuniquen sus opiniones y preocupaciones a los desarrolladores.

💡Quality Assurance (QA)

QA se refiere a los procedimientos y pruebas que se realizan para asegurar que un producto, en este caso, el juego, cumpla con los estándares de calidad. El script discute los desafíos y los cambios en los procesos de QA para mejorar la calidad del juego y evitar bugs en futuras actualizaciones.

💡Gearscore

El 'Gearscore' es una medida numérica que representa el poder o la eficacia del equipo de un personaje en el juego. En el script, se menciona la preocupación de los jugadores sobre la falta de actualización del Gearscore, lo que indica su deseo de desafíos y recompensas apropiadas para su equipo.

💡Territorios

Los 'territorios' son áreas en el juego que las facciones de jugadores compiten por controlar. En el video, se discute la posibilidad de limitar la cantidad de territorios que una sola entidad puede poseer y cómo eso podría afectar la participación y la diversión en el juego.

💡Guerras

Las 'guerras' son eventos de juego grandes y competitivos que involucran a múltiples jugadores. El script aborda la satisfacción de los desarrolladores con el estado actual de las guerras y la participación de los jugadores, así como la intención de hacerlas más inclusivas.

💡Anuncios

Un 'anuncio' en el contexto del juego se refiere a una declaración o revelación importante hecha por los desarrolladores. En el script, se hace referencia a un gran anuncio programado para junio, que influye en la programación y las expectativas de los jugadores.

💡Transparencia

La 'transparencia' implica la claridad y la comunicación abierta sobre procesos, decisiones y motivaciones. En el video, los desarrolladores destacan la importancia de la transparencia para ganarse la confianza de la comunidad de jugadores, especialmente después de las actualizaciones problemáticas.

Highlights

The team is changing the schedule for the Forged in Aeternums Q&A sessions due to an upcoming major announcement in June.

Reported bugs and feedback from the PTR sometimes make it to live due to prioritization and time constraints.

Seasonal storyline quests were designed to be one-off experiences and will not be reinstated in full.

The team is focusing on repeatable content over seasonal narratives to provide more engaging experiences for players.

Matchmaking is being worked on to improve the competitive PvP experience in the game.

Amazon Games is actively monitoring and responding to feedback on Discord, despite the perception of delay in action.

The team is striving to regain community trust by delivering quality releases on time and addressing bugs.

The cooking ingredient tooltip feature displaying ingredient locations is being considered for expansion to other items.

The Quality Assurance process involves a risk-based approach, automated testing, and data validation tools.

The team is increasing the time allocated for QA before patches go live to ensure higher quality.

Content that was not addressed in the Rise of the Angry Earth expansion will be updated in the upcoming year.

The possibility of another fresh start round is being considered, although no specific timeline is available.

Limiting the number of territories owned by players is being discussed, with no immediate changes announced.

The state of wars is generally satisfactory, but the team recognizes that only a small percentage of players participate.

The issue of 'war loggers' and the exclusivity of wars is acknowledged, with a desire to make it more inclusive.

The team is not planning to add gathering tool artifact items to the game, but the idea has sparked internal discussion.

The next official communication will be the Eye on Aeternum update on May 13th.

Transcripts

play00:00

[Lovan] People are complaining about lack of content, but you've excluded 90%.

play00:03

Are you happy with the state of wars?

play00:06

Are you planning to add a gathering tool artifact?

play00:09

[Scot] Love that question.

play00:10

And after I saw it, it sparked a few discussions today that we have.

play00:19

Hey, everybody, welcome to the April Dev Q&A for New World.

play00:23

I'm here with Scott, and look who's back, Dave V.

play00:25

We're all super thrilled to have you back.

play00:27

[Dave] Thanks.

play00:27

Glad to be back.

play00:29

[Scot]It's awesome.

play00:30

Before we get started with the questions, there's a little bit of update I want to give.

play00:34

So I know we generally do these Forged in Aeternums every Monday, and we have for a while we made that commitment.

play00:40

We're going to make a change.

play00:43

We realized that because of this big announcement we've talked about in June, that we're not in a position to answer a majority of the questions coming in.

play00:51

And that's creating creating some frustration and tension.

play00:54

And we don't want to really want to do that.

play00:55

So we're going to just cut back on them.

play00:58

We're still going to do an Eye on Aeternum and then we're going to do another dev update.

play01:02

And then after that, I'm not sure when the next Q&A is beyond that, after our June announcement.

play01:09

We will do a long Q&A and try to address as many questions as we can after that announcement to make sure you all understand everything really clearly.

play01:18

And with that, though, let's, let's dive into the questions.

play01:22

[Lovan] How come reported bugs and feedback in the PTR still make it to live?

play01:28

[Scott] I can take that one.

play01:29

So the feedback that we get from players and PTR super valuable.

play01:34

I know that there's frustration because we can't fix everything that comes up.

play01:38

We have other bugs in a, you know, a big backlog of things that we're working on to fix as well.

play01:43

So any new items that come in have to get tagged and prioritized against everything else.

play01:49

And so we usually just don't have enough time to hit everything that, that players raise as a concern.

play01:55

We try and hit the most important things, the game breaking things that we're aware of.

play01:59

But, you know, there's only so much time.

play02:02

[Lovan] So with a distinct lack of content to do right now, why were the full season storyline quests removed at the end of their respective seasons?

play02:10

They should be reinstated in full to give new players and alts a chance to play these stories, which are pretty good in the first place.

play02:18

[Scot] Yeah, we we considered that when they were designed; they were designed to be one off for that season where we wanted to carry part of the story arc forward, but not the whole thing.

play02:28

We thought that would have been too, like burdensome on new players if it became this big, long, drawn out storyline where we thought we were getting the key points and allowing you to meet the real interesting characters and have that story work for you.

play02:42

[Lovan] So what about like moving forward in the future?

play02:44

Is it going to stay the same?

play02:46

[Scot] Yeah, we have no plan to change that in the future.

play02:48

We like the...

play02:51

We like the level of depth that is getting you there, but we don't want to; like I said, we don't want to do we don't want to make it this huge, drawn out thing for for all the players.

play03:00

For alts to understand how you might want that.

play03:01

For new players, that wouldn't be quite as just fun.

play03:04

[Dave] And I think one thing to add is that these seasonal narratives are huge investment, right?

play03:09

Like so moving forward we're probably going to be doing less and do seasonal narratives.

play03:15

[Scot] Yeah, we'd rather focus on other areas that are more repeatable for players that you can engage in that content over and over, as opposed to; you're going to see our investment is really in the main storyline as the one off content and then repeatable content.

play03:28

[Dave] Yeah.

play03:29

For systematic content, procedural content, content that can be replay.

play03:34

[Scot] Yeah.

play03:35

[Lovan] Okay.

play03:36

So what options are being explored to make the competitive end game PvP experience better?

play03:41

A generic looking skin for winning a season or placing top three on the leaderboards in its current state for days, holding a territory feels bad and isn't really an incentive for companies to win a season.

play03:53

So it isn't really a goal.

play03:56

[Dave] Well, we have good news on one front.

play03:58

As we've talked about, we are working on matchmaking; that is something that will be coming to New World.

play04:03

And when that happens, that will help both the Arena and the OPR experience, because you'll start playing against people more of your skill and that will get overall more competitive.

play04:13

I think for war, there's not as much planned there to make the competitive scene more intense.

play04:19

I think, you know, it is already pretty intense.

play04:21

And I think just the rewards of owning a territory, I think, for now, are going to be, what we're planning to keep.

play04:28

[Lovan] Okay.

play04:28

There is a lot of players giving feedback using Discord PvE feedback channel.

play04:33

Is Amazon Games taking action?

play04:35

Is Amazon Games doing it in background?

play04:37

Is Amazon Games ignoring it?

play04:40

[Scott] We're definitely not ignoring it.

play04:42

So the the Discord channel is just, you know, one of the many ways players have to communicate with the Dev Team.

play04:47

And we have people, you know, monitoring those channels when issues are raised by players.

play04:52

You know, we have people investigate them and file bugs and things like that.

play04:58

You know, like I said before, just we have so many things that we're trying to get done that it may it may feel like we're kind of ignoring something.

play05:05

And that's just because we don't have the ability to get to it right away.

play05:09

[Scot] I would just, you know, pile on a little bit that...

play05:14

If your feedback isn't listened to, you know, there might be, you know, you and three others saying, hey, I want this, and five other people saying they want the opposite.

play05:23

And we've got to figure out, you know, sometimes no action is better than action, and sometimes we might go the other way, which would be a change that you don't want and sometimes will go your way.

play05:32

And it's not everything is just black and white.

play05:35

So when we're responding to these and working on these, we're we start with the ones that are really clear and are going to have the most impact that we can get done, and then we start making those harder decisions when we have more, more information.

play05:45

[Scott] And that's true even like within our own team, right?

play05:47

We have, you know, some people that agree with with whatever is being proposed and some people that disagree.

play05:52

And, you know, it's something we have to work through.

play05:56

[Scot] And everyone thinks everyone wants what they want, right?

play05:59

[Lovan] How do you plan on regaining the trust of your community after many content-less delayed buggy updates, how can we expect anything different after the June announcement?

play06:10

[Scot] Super fair question.

play06:12

You know, I, I said this before, but the only way we're going to do it is by putting out quality releases that you all like.

play06:21

I can tell you that we failed differently on this last one than the one before.

play06:26

We won't fail this way again.

play06:29

But like anything I say is not going to make you trust us.

play06:33

You know, it's going to be when we put interesting software in your hand that is, you know, on time and works.

play06:40

And again, I know I've already said that, but I don't really like...

play06:43

that doesn't make it wrong.

play06:45

Just means we failed at it the last time.

play06:46

So we've got to we got to succeed at the next time.

play06:49

And if not, we'll try to be as transparent we can as to why it failed.

play06:52

And, Scott, I know you're going to talk about that a little bit.

play06:55

So we'll just.

play06:57

[Scott] And we're not just, you know, sitting on the current situation, right?

play07:00

We're looking at things internally, what processes we can improve like different things we can change.

play07:04

So we're always trying to do better.

play07:06

[Scot] Yeah.

play07:09

[Lovan] I like how the cooking ingredient tooltip now displays where a set ingredient can be found in game.

play07:14

Could we get that same quality of life feature for other items in the game as well, if it's not already planned?

play07:21

[Dave] Yeah.

play07:21

This is something I think we've all enjoyed.

play07:23

I think it's a pattern we like.

play07:24

We're looking at it for other items.

play07:26

Don't have immediate timelines on it yet, but it's definitely something we want to continue doing.

play07:31

[Lovan]Can you give us some insight as to what your Quality Assurance team and process looks like?

play07:36

Please be as detailed as possible.

play07:38

It seems like every patch there are major issues that should have been caught before going live.

play07:43

Like not being able to read perks on any item in the entire game when season five went live.

play07:48

So people are wondering if it's a process issue or a resource one.

play07:53

[Scott] Okay, so I can't get super, super detailed on kind of the team stuff, but for that particular issue, what happened there was we had a build in hand that we were ready for season five, and we had a bug that we wanted to fix.

play08:09

That would have necessitated like creating a new build and retesting, and we sort of have a multi-day timeline on that.

play08:16

We had already delayed so we were, you know, trying to rush.

play08:19

So we we tried to do, basically two patches for the one update.

play08:24

And, that process had issues with it, which caused, you know, the assets for tooltips to not get processed in the right way.

play08:33

So, like, all the kind of designer facing string data was, was what the players saw.

play08:40

Overall, though, our, our QA approach is we use a risk based approach, which means that as developers make changes, we need to communicate what those changes are, what the potential impacts could be to the QA team so that they can test around those particular changes.

play08:59

You know, especially with an MMO with how many, you know, infinite combinations of player state, you know, weapon location, game mode, status effects, you know, whatever, right?

play09:10

There's no way to for humans to test every single thing every single time.

play09:15

And we have multiple builds constantly in the pipeline, right?

play09:18

We have the one for our next major release, the one after that, the next, you know, minor update if we have a hotfix, you know, so there's multiple builds in the pipeline at the same time that need attention.

play09:28

So on top of the, you know, the human QA stuff, we also have automated testing and data validation tools that are not, you know, they don't cover every single thing either, because it takes time to build those tools.

play09:42

When we add new features, we need to add, you know, the tools and the validation around those features.

play09:46

And with timelines and priorities and stuff, that doesn't always happen.

play09:51

[Scot] Yeah.

play09:51

Well, can I comment real quick?

play09:54

Sometimes our desire to get the software out gets too high.

play09:58

And so one change that has come from this is when we are doing even a small change, we're 5x the amount of time QA gets with it before it goes live.

play10:07

And I think that's going to be an important, very important.

play10:09

And we're going to and it'll hold us to a higher standard.

play10:13

Do we really need to fix this thing?

play10:14

Because it's going to, you know, it's going to be several days before it gets out versus [Scott: Right], you know.

play10:19

[Scott] Yeah.

play10:20

And so there's other internal processes as well.

play10:23

You know, we're we're doing things to improve the communication between the Development team and the QA team, especially with like our risk based approach.

play10:32

The I think the main danger there is like someone makes a change, they don't tell QA, it's not written down somewhere and so it doesn't get tested.

play10:39

And so, you know, we're we're implementing processes to try and eliminate that from from our workflow.

play10:48

[Lovan] Are you ever planning on catching up with fixing bugs that should have never been in the game in the first place?

play10:53

Please don't corporate answer me Scot, I will know.

play10:56

[Scot] Well, I agree with you.

play10:57

I don't think any bug should have been there in the first place.

play11:00

But there are bugs and we are absolutely planning on not only catching up, but catching way up.

play11:05

Huge effort this year toward getting our...

play11:08

just raising the quality of the game.

play11:09

Like we think it's super important.

play11:11

And, you know, we want the quality to be as high as you all do.

play11:15

[Dave] And one thing I want to add, and is that we're doing a little bit of a different strategy.

play11:19

We're bundling a bunch of these fixes together, and I know that can be a little frustrating for players because like, you're making fixes, let me see them.

play11:25

But we're intentionally putting them all together because as you fix one thing, it can break another thing.

play11:29

And we want to see this whole thing come together in a sort of bug free polish manner.

play11:35

And that's going to take a while to get that all done.

play11:37

But that's a new strategy we're employing to really hit that new quality.

play11:41

[Scott] Yeah.

play11:41

And and we're devoting the time for it too.

play11:43

Like in the past when we've been more focused on feature development, I'd say maybe only like 20% or so of our time has been on catching up on bugs and things like that.

play11:52

But as of right now, like, that's a much, much higher percentage.

play11:55

Like the whole team focused on it.

play11:57

[Lovan] People are complaining about lack of content, but you've excluded 90% of the game by leaving it at 625.

play12:03

When?

play12:03

When will this be updated to 700 Gearscore?

play12:07

[Dave] We agree.

play12:07

I've, you know, there are definitely pieces of content that we did not get to with the Rise of the Angry Earth expansion.

play12:13

We are going to be getting to that in the upcoming year.

play12:17

I think some of the big ones are the open world trials.

play12:20

Those three trials, I think are a ton of fun.

play12:22

But the rewards just, quite frankly, you know, aren't very good.

play12:25

They suck.

play12:26

[Scot] Well, the artifacts are okay.

play12:28

[Dave] Yeah, but the overall.

play12:28

Yeah.

play12:29

The other one is the Sandworm Trial, right?

play12:31

Like, this is a cool, huge raid type content.

play12:35

And the rewards just aren't up to snuff.

play12:37

And the last one I know is one of your favorites, why don't you tell us about it?

play12:40

[Scot: No] Okay, some of the ECRs, for instance, I know Scot is a big fan of the Myrkgard ECRs.

play12:47

They still drop all the 625 named items, and if those got uplevel, they'd give yet another reason to do some of that content.

play12:54

So those are three sort of big piles of content that will be uplevelled this year, at the sort of end game and provide some cool refreshes of that content.

play13:04

[Lovan] All right.

play13:05

When can we expect another round of fresh start?

play13:10

[Scot] I can't really say when, but we think, we love the last fresh start; we thought it was...

play13:13

it went really well, so you can expect another round, but I really can't get into the details on when.

play13:19

[Lovan] Have the devs discussed limiting the amount of territories allowed to be owned?

play13:25

[Scott] Yes, we've definitely discussed it a lot.

play13:28

That's one of those things that, you know, the player community has different opinions on and we have different opinions on it just internally within our team.

play13:36

So we're discussing it.

play13:38

We're we're thinking of, you know, outside of the box, different options and things like that.

play13:42

Beyond just, like a numerical limit.

play13:46

Because, you know, the discussion right now is whether that will actually fix the underlying issues of not enough people being able to participate in that game mode.

play13:56

And so, you know, we're thinking about it.

play13:58

No concrete changes to announce right now, but...

play14:01

[Scot] We laugh because we have like two strong factions internally butting heads on...

play14:05

[Scott: Yeah.] I think we all agree that a change needs to be made, but it's quite often difficult to when you really start thinking about all of the edge cases and things, that it affects what the right change is.

play14:15

And we we don't want to make the wrong change.

play14:19

[Scott] And it'll probably end up needing to be a more complex, bigger change at the end of the day.

play14:22

And, you know, it's just not something we can get to right now.

play14:26

[Scot] Yeah.

play14:28

[Lovan] Are you happy with the state of wars?

play14:30

What does your data say on the number of players who get to experience them?

play14:34

How do you feel about war loggers?

play14:38

[Dave] So definitely has some ties to the last question.

play14:40

I mean, I think overall, in terms of when you get into a war, I think we're, you know, we're relatively happy about that experience.

play14:47

Maybe the meta is a little bit staler than we want, but like it's a fun, intense experience.

play14:51

So I think what this question is really asking is like, are you happy with the amount of people that get into it?

play14:56

And I think overall the answer is no, right?

play14:59

We wish more people that played the game got into it.

play15:02

Depending on how you slice the data, you know, it's around 2% of people get to participate in this.

play15:07

So it's a very small percentage of players.

play15:09

It's the elite players.

play15:10

And as this question mentions, a lot of them are, what they call war loggers.

play15:14

People who come in, have different accounts and only, you know, play to do wars.

play15:18

And and that further limits people that get to participate.

play15:22

I think one of the things with war is like experience matters so much.

play15:26

Like knowing how to participate is much more important than gear.

play15:29

I mean, all these guys have the top gear anyway.

play15:33

So yeah, I think there are things we want to change here.

play15:35

We want to make this more open.

play15:37

It's something that's definitely we've talked about and we're interested in, but there's...

play15:42

I'll be honest, there's not an immediate initiative on this.

play15:45

I think it's going to take some while to do this right.

play15:47

[Scot] Yeah.

play15:47

It really hits that small percentage of the players hard.

play15:50

And for that worst, you know, like, that's not what we want.

play15:53

But you know we have another PvP mode OPR.

play15:57

We see that's getting you know 20% of the players are engaging and roughly 20% not exactly are engaging in it, some fairly regularly.

play16:05

This would pull against that.

play16:06

It would start to create other potential queuing issues that we got to think about.

play16:11

You got to think all those things through when you go to make changes.

play16:13

Because I'm a huge proponent, I would love to do casual wars.

play16:17

We just got to figure out the way to do it right.

play16:19

[Scott] Because just a pickup group against a more organized team like you already see that with in OPR sometimes with with pre-made groups and things like that.

play16:27

Like we want it to be a good, good experience.

play16:29

[Scot] Yeah.

play16:30

[Lovan] All right.

play16:31

And are you planning to add gathering tool artifact items to the game as well, like weapons and armors?

play16:38

[Scot] We aren't.

play16:39

But I love that question.

play16:40

And after I saw it, it sparked a few discussions today that we had.

play16:43

I thought, like, I think, I think that that's really interesting.

play16:45

I am ashamed to say I hadn't thought of it myself.

play16:48

But I think that's a I think it's a fun idea.

play16:50

No promises but.

play16:51

[Dave] Yeah, I mean, gathering is one of the more fun aspects; unique, well done in New World so anything we could do to make it better.

play16:58

[Scot] Yeah, it's my chill aspect.

play16:59

It's kind of relax, play the game.

play17:03

[Lovan] Well, that is all the questions we're taking for today.

play17:08

[Scot] Awesome.

play17:08

Well, thank you all for, you know, your patience and the questions.

play17:11

And we appreciate it.

play17:12

And we know that, you know, June seems far away, but it gets closer every day, so we got that going for us.

play17:20

Otherwise, the next time you hear from us will be Eye on Aeternum.

play17:23

[Lovan] Yes, on May 13th.

play17:24

[Scot] On May 13th.

play17:26

Is that Mother's Day, I wonder?

play17:27

It's right around there.

play17:28

[Lovan] Oh ****, I don't know.

play17:31

[Scot] Anyway, welcome back again, Dave.

play17:34

Thanks, Scott.

play17:36

If you like what you saw, let us know on YouTube, X.

play17:41

[Lovan] Facebook.

play17:42

[Scot] Facebook.

play17:42

[Lovan] Twitter.

play17:42

Oh, no.

play17:43

[Scot] I said X.

play17:44

Yeah, you fell for it.

play17:45

Anyway, all those cool places.

play17:46

Otherwise we will see you in Aeternum.

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