On the 15th of October, New World is launching the latest version of itself as Aeternum. There has been a heap of confusing marketing surrounding this event, and quite honestly a bit of weasel wording when it comes to what is actually about to transpire. Essentially Aeternum is the attempt to launch New World on consoles with a clean slate, in order to wipe a bit of the bad taste of the dwindling PC player numbers out of the collective mouths of an audience that may have not actually played the game. Treating this as though it were a new and fresh gameplay experience, is what feels like a last-ditch effort to make this game succeed. The hard truth however is that PC players have not received any substantive updates since the launch of Angry Earth in October 2023.
The truth is that New World has struggled since its just slightly under 1 million concurrent player launch, and has never quite found a large enough player base to keep the game successful. It is very obvious that Amazon does not really consider this to have been a success, because while they often laud the achievements of Lost Ark… you never quite hear the same rhetoric surrounding their other MMO New World. Steam Charts paints the picture clearly of never quite getting a critical mass of players interested for the long haul. I feel like the console launch is essentially the last lifeline that the game has before Amazon ultimately shutters it. For that reason, I legitimately hope that this awkward rebranding is what the game needed in order to sell the notion of it to a new group of players.
I’ve loved this game deeply since its release three years ago. Over the course of that time I have dedicated 92 blog posts to the game, including this one… and probably would have had more except due to the fact that I spent a lot of time playing the game when it was under NDA. Unfortunately, New World is also a game with deep systemic problems due to the awkward way that this game was built. It is a game that needs about 1200-2000 players on a single server in order to make the game feel alive but was crafted in a manner that limits the total population of a server. It was designed more in the manner of a Rust private server than a Massively Multiplayer Online Game. We struggled at the release of the game to get everyone on the same server at the same time, and ultimately that is the core requirement of an MMORPG… the ability to play with your friends. This fresh coat of paint and renaming does nothing to solve this fundamental issue that exists at the core of the game.
At launch, there were one hundred and seventy-seven servers available, and it was simply not enough capacity to contain the millions of players attempting to play the game. Within days they spun up a number of servers at least doubling the total number, and quite honestly… I cannot remember how many servers that number eventually ballooned to. As the influx of players waned quickly, you were left with a ton of servers with little to no population and no way of those players migrating elsewhere. The game has been plagued with a long history of server migrations as we have now shrunk to twelve servers serving the global population. This gives players no real identity for what server they play on. I’ve not played in almost a year at this point and I could not tell you off the top of my head what server I was playing on. This makes it extremely hard to link up with friends wanting to play the game, which again is the most important requirement of an MMORPG.
I last played the game around the launch of Angry Earth and quite honestly… the game was in a pretty good state then. It was fun and the new story was pretty solid. The “new” zone was also pretty great, but I say new in quotation marks… because it wasn’t a new zone at all. It was taking the existing zone of First Light and changing everything about it to create a new endgame zone for the Angry Earth campaign. Similarly, the launch of Aeternum in 11 days is destroying the previous zone of Cutlass Keys to turn it into a new endgame zone that is half-dominated by full PVP. Instead of adding content to the game they are removing content by way of repurposing it. I didn’t care that much about First Light, but I loved Cutlass Keys and it was a destination that I went to regularly because I enjoyed the material farming loops there. the New World team has not actually “added” content to the game in the form of new open-world real estate since October 2022 when they introduced the Brimstone Sands region.
All of that said, I guess it should not shock me with what they are trying to do with Aeternum, but renaming something that has existed for four years at this point considering pre-release gameplay time, and treating it as though it were a brand new gameplay experience. They have attempted to put a shiny coat of paint on things several times with limited results. I get that this might be a team that is strapped for resources and might not have the time to devote to building entirely new zones out of whole cloth, but do have time to rearrange a bunch of chess pieces on the board in the form of a zone redesign. However, as a long-term player, it feels like I am losing content much in the same way I did with Destiny each time they vaulted a zone… instead of gaining content.
I have baggage, and I know that. I still have bitterness surrounding the patch where they effectively killed all of the player-created elite farm trains out in the world that were amazing. Bitterness aside though I really do want this game to succeed, if for no reason other than that they might get the resources required to fix some of the deeper fundamental flaws that the game has. The game keeps chasing the PVP player base, but time and time again the MMORPG market has proven that this is not a big enough community to ever support a game in its totality. PVE gamers are deeply social gamers by nature, and all of the flaws surrounding server limits and connectivity have always been a giant impediment for that style of player.
I feel like the healthiest thing for New World would be a change in server methodology to something akin to Guild Wars 2 where servers do not matter other than for WVW combat, and now there is a semi-regular process of matching up different guilds into groups to balance that. I could see something like that where companies are matched based on activity level and assigned to a relatively leveled playing field so that they are vying for control of the map against a similar group of players. Then remove all of the negative things that impact PVE players from other factions owning territory. This would lean into the fun PVE nature of the game while also serving the desires of the more bloodthirsty competitive minority in MMO players.
I think half of the revamped Cutlass Keys zone being devoted to full-open PVP is going to be a mistake in the long run, but I feel like it is probably a carrot being thrown to the players who have stuck around and are more PVP-focused. I imagine a few months from now, it is going to be a dead space with the same few people dueling each other. That said… I have no clue how you sell this game to PVE players in a way that does not exist currently. The thing that killed the game for me, was the fact that I was competing for harvesting resources constantly with a bunch of bots who were running a loop constantly. I feel like the game would be better served with longer node respawns, but having them flagged to your account so that if you go out into the woods looking for resources you are not actively competing with other players for them.
I’ve not had the game installed for a few months, and I last played in May. Even then I only played for a little bit to poke my head and see how things were going. I’ve not played a ton since the release of Angry Earth last year. I’ve seen nothing about this Aeternum rebranding that is really speaking to me. For the PC players… there really isn’t a lot of change. I think there is some new story, a new dungeon, and half of a revamped zone to explore. Aeternum is not for us, it is an attempt at luring a brand new audience of previously untouched console-first gamers. I think this is probably a make-or-break moment for New World. If on the 15th it fails to find a brand new audience, it is probably the eventual death of the franchise.
I think what I would have personally liked to see instead of this, is a shift in the model of the game as a whole. Instead of being a persistent forever game… focus on being a seasonal game like many of the ARPG Diablo-likes are. In that scenario, the crippling server constraints are not that big of a deal, because you are playing the game for a three to four-month shot at a time. They would need to amp everything up… experience, resources, gold… but honestly some of the most fun I ever had playing New World was rerolling fresh on a new server when they launched the story updates and fresh start servers in 2022. I could see having a heck of a lot of fun rolling fresh characters and going through all of the content again at an accelerated pace with a group of players doing the same thing. I think it could have worked, pending they came up with some gimmick for each season in the way that Path of Exile does its leagues.
As it stands, I will have a lot of happy memories from the time I played New World. I hope they find a new audience and get the resources to make this game the game it could have been. I hope they come up with a hook to earn back PC players who have felt abandoned by the staff. I legitimately hope this dangerous gambit works, because the alternative is that the game goes away. The stakes feel extremely high… but given everything else coming out this month, I can’t bring myself to join the folks who will be playing on the 15th. I wish them luck, but will be doing so more than likely from the sidelines.
Are you going to be checking out New World Aeternum? Did I completely miss the mark in my assessment of the game? Drop me a line below.
The post The Rebranding of New World appeared first on Tales of the Aggronaut.
Even thought I had used Modrinth to download and install mods, I had not actually been launching the game through it all this time. I had simply been copying the mods over manually into the appdata folder for Minecraft. However, I have learned… Minecraft mods update shockingly often. As a result, I have decided to copy all of my saved games over to a Modrinth profile and migrate to launching the game through it. All in all, it has been a pretty smooth transition save for the very first time I loaded the game. I am guessing there is some process of caching in all of my stuff that had to happen all at once. After that first time though, everything has felt effectively the same as launching through the Microsoft launcher.
I have been undertaking a few massive projects over the last few days. Essentially I decided that I needed a more reliable source of iron so that I could keep building nonsense. This meant that more than anything, probably the best option was to build a villager iron farm. This however is a massive pain in the ass and there are a bunch of competing ideas about how it performs the best. So just to make sure it worked successfully I decided to build it way the hell up into the air. This meant that I needed to get 3 villagers way up there… and a zombie. The zombie is the easy part, because they will follow you without much issue. Villagers however have to be moved either by boat or by baiting them with a work bench of some sort.
Unfortunately, I don’t have screenshots of this nonsense because I keep forgetting that this is what happens every single time I hit my default printscreen key instead of the F2 key. When I am in the middle of doing my nonsense, I fall back upon defaults and keep hitting the key that I hit by rote memory. It was a mess. I used a Composter since I had a few of those lying around, and took him as far away from the village by boat as I could before breaking the boat and dropping a composter… then dropping another one once they had bonded with the first one and then going back and breaking the one they were bonded with. I set the game to peaceful to make the move a bit less frustrating.
The biggest problem with all of this is the fact that the closest village to me is roughly 600 meters to the east of me… across a mountain range. I originally thought I would be making this trek no normal mode and spent some time laying down a pathway of torches… and then got the bright idea to just flip it to peaceful for the time being. I am not entirely certain how I would have dealt with the villagers constantly getting attacked, and I would have kept having to throw them in the boat to keep them from running away. Worse is that I would have had to do this three times, each time just as frustrating as the last.
For the “other side of the mountain problem” I did a bunch of pre-work and dug a straight tunnel from the Village side of the mountain to my side of the mountain, which would get the villagers close to where the Iron farm was going to live in the sky. Again I am coming in and taking screenshots after the fact so that I could have something for this blog post. Thankfully there really wasn’t anything messy in the route I randomly chose. I had to deal with a patch of gravel which is always annoying, but in large part, I could bore straight through the stone to the other side. Again I torched it off thinking that I would have to deal with mobs all along the route. If nothing else this gives me a faster path to get over to the village if I ever need to abduct more villagers.
As for the farm itself, it is the standard affair that you have likely seen dozens of internet guides on how to create. One room has 3 beds and 3 villagers, and then there is another room where you lure the zombie and set up so that the zombie can never reach them but has to have open air between the villagers and zombies so that they can see them at all times. The zombies trigger the spawning of an Iron Golem which then only has one area where it can spawn up top, covered with moving water… that pushes the Iron Golem into a pit with a block of lava that will kill it and drop the goodies into a hopper/chest system for collection. If you are wondering why I have a glass walkway… it is because the Iron Golems cannot spawn on glass making it a reasonable option for building scaffolding to check on things.
Each time you kill a Golem it drops at least four bars of iron and potentially some poppies. I have no clue at all WHY the Golem drops poppies but I guess I will never run out of red dye. It is honestly impressive how fast the farm works, and if I wanted to go through the hassle… I could set up three more of the exact same farm in the space I have set aside, but that would also involve luring 3 villagers and a zombie each time. Maybe I should have set up a Villager breeder farm first… but that sounded equally annoying. In truth I have replaced all of the iron that I used creating the farm already, so mostly I just need to spend some time AFKing in range and letting it do its work.
The placement of the Iron Farm is at least in part so that I can AFK down at the mob drop farm, and should in theory have my Slime Farm, the Mob Farm, The Iron Farm, and all of my automated crop farms running at the same time. At some point, I need to go into my drop farm and spiderproof it, which should be easy enough given that I now have access to moss carpeting from finding a lush biome during one of my nether portal adventures. I already have more string than I can ever really use, and if I need more… it would be more enjoyable to go find a mine somewhere and harvest cobwebs.
In other news, I have expanded my Bamboo Farm upwards considerably in an effort to try and speed up production. This is in large part thanks to the influx of iron I am getting from the Golem farm, allowing me to do more dumb things with hoppers. It takes a TON of hoppers to direct loot from the top two tiers down to the bottom two tiers. I might expand my Sugarcane farm, but really… I am not even sure I need that much Sugarcane. I am contemplating building a Cocoa Bean farm, but again… I am not even sure I need them, and there does not appear to be a good way to fully automate that. The best option I saw was a design where you have pistons holding back water and then letting the water harvest everything before you replant it. In my hardcore series, I did something like this for harvesting fields of crops and it worked well enough but if I am going to the trouble of building something… I want it to run on its own if possible.
The post Iron From Fear and Lava appeared first on Tales of the Aggronaut.
Good Morning Folks! It is another Monday and here comes another one of my semi-regular weekend recap posts. I am still in a really odd place gaming wise where I am not necessarily hardcore motivated by anything. I thought I might dive into Space Marine 2 or Final Fantasy XVI this weekend… but neither happened because I just did not feel like playing anything that “heavy”. I’m not sure how to explain it, but there are times when I don’t want to play anything that I cannot easily dip out of at a moment’s notice as my mood changes. As a result I am still playing quite a bit of Minecraft because it is easy to pop out of and return to, and one of the major things that I did is create a bunch of dog houses for all of my wolves that I have had hanging out in my base for ages. Of note… that is NOT lava in the back of their cage but instead, a shroom light to keep them warm and safe from baddies.
It has been ages since I made one of my dumb videos, and this weekend I decided to record a bit of a base tour in Minecraft. The Path of Exile league was fun, but didn’t necessarily inspire me to create any videos, similarly, Last Epoch has been more of the same but if I can ever get my build dialed in I might record one of it. This recent foray into Minecraft started by watching this video about a 14-year-old Minecraft mystery while convalescing from Covid. This then made me remember that I have videos from my very first Minecraft world over on another channel, which made me nostalgic for the game and the way in which I used to play it. It has been a lot of fun and while I have entered the “machine building” phase of the game, I am still enjoying myself because it does not ask a lot of me to play it.
Over in Last Epoch, my build is starting to come together and I have picked up a handful of really decent Legendary items. We are in a really weird state of the endgame meta for the game where you either want an item to drop with 2 or more Legendary Potential, or you want an item to drop with NO Legendary Potential so you can feed it to a Nemesis Egg and either get a Legendary or an item with hopefully 2 or more LP on it. Circle of Fortune however makes it so that most Uniques drop with at least 1LP… meaning that 99.9% of what drops for you is useless. What I find myself doing is picking up weapons off the ground and then rolling the dice with a Rune of Ascendance because it does not seem to take into account the Circle of Fortune bonuses and is way more likely to give me a raw zero LP version of the item if I luck my way into it.
There are also some weird growing pains around being in the endgame and crafting items. Last Epoch should be praised for how approachable crafting items is and how easy it is to make decent enough gear while running through the campaign. However, when you hit the endgame… it sort of stops being useful. Glyph of Envy is this really cool item that was recently introduced that lets you take a single good stat and then reroll everything else. I could see this actually being really useful for those items that have a Tier 7 roll of that one stat you care the most about. However, it does not work in this situation because you cannot use this unless an Affix can be upgraded, meaning that you cannot use this on T5, T6, or T7 items. I’ve tried this a few times and when you end up getting as a result is an item that would probably be hidden by your loot filter. There really is no way to craft perfect items in Last Epoch, meaning that after a point you just stop engaging with that system other than randomly trying to reroll a single stat on an item.
Friday while I was off my friend Ace gifted me a copy of Pesticide Not Required and I’ve had a blast playing some of it. Essentially this is a game in the same style as Vampire Survivors but instead you play a cute frog that has inherited a farm Stardew Valley style. You roam around doing chores, planting crops, watering them, and eventually growing new weapons… to help you clear out the bugs that are trying to attack you faster… so you can grow more crops and get more weapons. It has a really fun main gameplay loop and you get to throw a bunch of fun things as weapons like randomly sending lawnmowers off in various directions. Over time you get the ability to buy pets that take care of some of the tasks for you like an Elephant that waters your plants, or a Dog that retrieves loot for you. If you liked Vampire Survivors give it a go, because it is kind of stupidly fun. I do suggest you play it with a controller because originally I tried Keyboard and Mouse and completely missed that you could direct your attacks until I played with dual sticks.
Lastly, The Cure released a new single and it is brilliant. It is hard to explain how much this band means to me, and listening to this was like a visit from an old friend. Fair warning though it is 3 minutes or so into the song before the lyrics start because The Cure has reached a point where they just do not have to give a fuck about pop sensibilities. What is staggering about this track is how much like classical young Robert Smith this sounds like. Whatever he is doing to take care of his voice… it is phenomenal. If you also love The Cure and were not aware of this collaboration with Chvrches from a few years ago, I highly suggest you give it a listen as well.
Anyways! I hope you all have a most wonderful week. Mine is probably going to be busy, but I am had a great weekend.
The post Weekend Recap with Frogs appeared first on Tales of the Aggronaut.
Featuring: Ammosart, Ashgar, Belghast, Grace, Kodra, Tamrielo, and Thalen
Hey Folks! This week we continue to chip away at the massive list of topics from our time off. We start off the show with an adorable Frog version of Vampire Survivors meets Stardew Valley called Pesticide Not Required. From there we talk a bit about Pokemon Go and what it is like playing it with your kids. Ash continues his dive into rhythm games via the Round1 Arcade, this time with Beatmania. Space Marine 2 has been released and a bunch of the folks on the podcast have been playing Multiplayer Co-Op and have some thoughts. Kodra has been playing Tactical Breach Wizards and shares his thoughts about it, and we have some very early preliminary thoughts about the brand-new Zelda game Echoes of Wisdom. Finally, Bel talks a bit about returning to Minecraft during his recent convalescence and how that game feels like chicken soup in gaming form.