Is New World worth playing the MMO Again?

When the hopeful New World came out in September 2021, it was off to an absolute dream start in terms of numbers. Almost a million players try to play in Aeternum at the same time. But because Amazon misjudges the number of servers by 100, you mainly play the much less pretty “Queue World” for the first few weeks. The queue problems are followed by severe exploits that have to disable free trade or full game modes for weeks.
Fortunately, seven months later, these teething problems are a thing of the past, and most of the points of criticism we listed in the original test have now been significantly improved. Reason enough, then, to put New World to the test again in a follow-up test in 2022.

Enjoy the easy life
If you want to know what the plot of New World is about or if you’ve forgotten about it, here’s a miniature refresher course. Spoiler alert: The story isn’t particularly compelling. But if good game plots are important to you, listen to our podcast on the ranking of the 100 best story games – it’s worth it!

Returners will immediately notice the quantum leaps the MMO has made in terms of convenience. Thanks to drastic price reductions, adventurers no longer have to travel long distances to save on the Azoth fast travel, crafting, and respec resources.

There are also nine additional fast travel points to navigate to, and if you’re still on foot, roads now give you a 10 percent speed boost. You can even manage your inventory on the go and don’t have to stop there every time.

The small and significant improvements in comfort (see box) can be felt in almost all game situations, except for one that Amazon still criminally neglects: leveling up with friends. As before, you potentially start on opposite sides of the game world and can neither share quests nor display the destinations of your up to four fellow players.

All comfort improvements at a glance:
Fast travel and the ability resets cost are next to nothing
Nine additional fast travel points
10% faster travel on roads
Inventory management on the fly (unless in combat)
Infinite “base” ammo. Better arrows and bullets continue to increase damage.
Log in to PvP modes, wars & invasions via a map from anywhere
Only donned items lose durability upon dying
Item transfer between camps is now free and faction independent
Double storage space with chests
House tax reduced drastically; due every seven days instead of five
Only one party member needs to go to the expedition entrance for raids
Easier quest management and various other UI improvements

Nothing for soloists in the long run
So during the leveling phase, no new incentives were created to play together with other than to escape the still brutal monotony of quest design. Although some areas have been revised and new questlines introduced around mysterious knights, this cannot distract from the unimaginative bring and kill tasks that dominate everything.

The story’s couple of cooperation moments has been defused because the previously built-in expeditions for five players can also be skipped. So the perfect game for loners? Not at all.

Because once you have reached the maximum level of 60, there are hardly any activities for soloists to fulfill. Now it’s about increasing the skill value of your equipment from 500 to 625, and that’s only reasonable in groups.

Competence has nothing to do with the skillful use of a piece of equipment but mainly with your tenacity. Each clothing, trinket, and weapon category has its skill level, and that only increases as you gather the right resources and kill lots and lots of monsters. The higher the skill, the better the possible stats of equipped items.

Everything for the plaster
This brings us to the endgame of New World because that is almost exclusively about leveling up the equipment. Amazon wants to encourage you to use as much different content as possible. Virtually any activity apart from the city wars and invasions distributes its type of plaster as a reward, of which you can only collect a certain daily quota.

Types of gypsum and where to get them

Obsidian Plaster: Creatures over level 60 with their names
Sapphire Plaster (2): Bosses of the Lazarus, Origin, and Stormwind Expeditions
Citrine Plaster: Complete an arena match
Amethyst Gypsum: Clearing outbreaks of corruption
Topaz Gypsum: Opponents over level 55 after consuming a special potion
Diamond Plaster: Only from special events (e.g., from Christmas gifts)

Emerald Plaster: Every 1/3 turn around the experience ring for professions above level 200

Ruby Plaster: Outpost Storm (instanced battles 20 vs. 20)
Once a day, you can also buy a ready-made plaster ball from the faction trader for 7,000 tokens.
The bottom line is that plaster casts can achieve ten increases per day, precisely one per equipment slot for the average player (two weapons, five pieces of armor, and three pieces of jewelry). It is not possible to squander everything for just one slot – here, too, there is a need for variety.

Sound challenging and tedious?
Well, fortunately, the old water level system somehow survives. If your competence is still below the big intermediate goal of 600, you always have the chance that a dropped item is a touch better and will boost your item level. But don’t expect bigger jumps, and traded items don’t count.

Concentrate on the expeditions if you don’t want to rely on luck alone because their raid bosses lure you with guaranteed increased incompetence. If you combine the daily cast hunt with efficient monster and boss farming, you can make good progress quickly if that is important to you.

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