Forged in Aeternum - Community Q&A May 2025

00:18:30
https://www.youtube.com/watch?v=7pfNfbWbCbo

Resumo

TLDRIn this community Q&A session for New World, developers discuss various topics including leadership changes, crafting mods, weapon balancing, and future content updates. They emphasize their commitment to improving gameplay and addressing community concerns. Key highlights include the introduction of new crafting methods, the potential for a stealth weapon, and plans for a territory standing rework. The developers also clarify the status of selling carries, the Umbreal V2 system, and the future of invasions and PvP servers. Overall, the session reflects the team's dedication to enhancing player experience and engagement.

Conclusões

  • 👥 Community engagement is key to development.
  • 🔧 New crafting methods are being explored.
  • ⚔️ A stealth weapon is a possibility for the future.
  • 📅 Gorgonite schematics will arrive in Season 9.
  • ⚖️ Weapon balancing occurs seasonally with ongoing adjustments.
  • 🏰 Territory standing rework is planned after pickup wars.
  • 💰 Selling carries is not intended, but easier access to content is a focus.
  • 💎 Umbreal V2 aims to be a more systemic currency.
  • 🎮 Console players may switch to crossplay in Season 9.
  • ⚔️ Pickup wars are prioritized before revisiting invasions.

Linha do tempo

  • 00:00:00 - 00:05:00

    In this community Q&A episode, the developers discuss the current leadership of New World, with Scott Lane moving to a new role within Amazon Games. The team shares their vision for the game, including a living roadmap that outlines upcoming seasons and ongoing developments. They address community concerns about crafting mods, gear progression, and the introduction of new weapons, hinting at potential stealth mechanics in future updates.

  • 00:05:00 - 00:10:00

    The developers emphasize their focus on in-game rewards and day-to-day gameplay improvements before revamping seasonal events. They acknowledge issues with players missing rewards due to server access problems and assure that customer service will assist those affected. The team also discusses the need for more frequent weapon balancing and the importance of maintaining a fun and engaging combat experience while monitoring community feedback.

  • 00:10:00 - 00:18:30

    Future plans include a rework of the territory standing system, with a focus on pickup wars to increase participation. The developers are also exploring improvements to the Umbreal system and the potential for crossplay between console and PC players. They conclude by inviting community feedback on future topics for discussion, highlighting their commitment to enhancing the player experience in New World.

Mapa mental

Vídeo de perguntas e respostas

  • Where is Scott Lane?

    Scott Lane has moved to another adventure within Amazon Games.

  • Will there be additional ways to obtain new craft mods?

    Yes, the team is focused on in-game rewards and will address this in future seasons.

  • Is there a weapon designed for assassination?

    The developers are discussing the possibility of a stealth-related weapon.

  • When will Gorgonite weapon schematics be available?

    They will be available in Season 9.

  • Will there be more frequent weapon balancing?

    Currently, balancing occurs on a seasonal basis with spot checks throughout the season.

  • Can players expect a territory standing rework?

    Yes, the focus is on pickup wars first, then the territory system will be addressed.

  • Is selling carries permitted under the TOS?

    Selling carries is not the intended gameplay, but the team is looking to make it easier for players to join content.

  • What about the Umbreal V2 system?

    The team is working on making Umbreal a more systemic currency and easier to use.

  • Will console-only characters be able to switch to crossplay?

    Yes, this feature is being targeted for Season 9.

  • What are the plans for invasions?

    Pickup wars are the current priority, with plans to revisit invasions later.

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Rolagem automática:
  • 00:00:00
    [Music]
  • 00:00:01
    [Applause]
  • 00:00:06
    Hi everybody. Welcome to the Forged
  • 00:00:08
    Inernum episode on community Q&A. Uh
  • 00:00:12
    this is where the developers get
  • 00:00:13
    questions from you, our community, and
  • 00:00:16
    we answer a bunch of them. Um so I have
  • 00:00:18
    with me Dan and Joel. And without
  • 00:00:22
    further ado, Chuck, give us the
  • 00:00:24
    questions. So Katie, where is Scott
  • 00:00:27
    Lane?
  • 00:00:28
    Yes, the age-old question. Um, so the I
  • 00:00:33
    have actually taken over New World and I
  • 00:00:36
    am leading it along with a new
  • 00:00:38
    leadership team which includes Dan as
  • 00:00:40
    our creative director. Joel is our
  • 00:00:42
    product owner for seasons and
  • 00:00:44
    progression. So they'll be answering
  • 00:00:46
    some of the questions to me today and
  • 00:00:48
    there's a few other folks um that have
  • 00:00:49
    taken over some leadership roles. Uh
  • 00:00:52
    very excited for that. We're the ones
  • 00:00:54
    that brought you the living road map.
  • 00:00:55
    Um, and that is our vision for what we
  • 00:00:58
    see for New World Aternum looking ahead.
  • 00:01:00
    So that's where we see the next season,
  • 00:01:03
    the things that are definitely coming to
  • 00:01:05
    you within the next couple months. Um,
  • 00:01:07
    and then we have the things that we
  • 00:01:09
    currently have in development because we
  • 00:01:10
    want to be transparent with you about
  • 00:01:11
    what we currently are working on. And
  • 00:01:13
    then things that are in exploration.
  • 00:01:15
    Those are the things that we're really
  • 00:01:16
    excited about. They're things that we're
  • 00:01:18
    talking about. We're coming up with some
  • 00:01:20
    initial designs, maybe a little bit of
  • 00:01:22
    prototyping, maybe just conversations
  • 00:01:24
    around it, seeing if we should do it.
  • 00:01:26
    Um, but yeah, so so that that was us and
  • 00:01:28
    we're really excited. Um, and as far as
  • 00:01:31
    where Scott is, he has moved to another
  • 00:01:33
    adventure within Amazon Games. Will
  • 00:01:36
    there be additional ways to obtain the
  • 00:01:37
    new craft mods added? The current lack
  • 00:01:40
    of alternative methods to obtain them
  • 00:01:42
    beyond aptitude boxes has caused them to
  • 00:01:45
    be priced astronomically high compared
  • 00:01:48
    to anything a normal craft mod is priced
  • 00:01:50
    at. So, that one's me. Um, so we are
  • 00:01:53
    currently looking and heavily focused on
  • 00:01:56
    the progression team on in-game rewards.
  • 00:01:58
    Uh, one of those things is how gear
  • 00:02:00
    interacts with the player and really
  • 00:02:02
    encouraging players to chase and want to
  • 00:02:05
    build sets of gear. uh that they
  • 00:02:07
    interact with our gear in a unique way
  • 00:02:09
    to be able to build something or build
  • 00:02:11
    out different loadouts, different
  • 00:02:12
    gameplay styles. Uh you're seeing us
  • 00:02:14
    experiment with some of those things
  • 00:02:15
    like artifacts already in the past and
  • 00:02:17
    we want to emulate more of that type of
  • 00:02:18
    feeling. As for the perk items, that's
  • 00:02:20
    something that we're heavily looking at
  • 00:02:22
    across the board. Uh you should see
  • 00:02:24
    something in the next few seasons that
  • 00:02:26
    is going to address this and it's just
  • 00:02:28
    our first step in really building that
  • 00:02:29
    system out. There are a lot of
  • 00:02:31
    archetypes possible in this game with
  • 00:02:33
    all the different weapons, but I don't
  • 00:02:34
    see a weapon designed for assassination.
  • 00:02:37
    Is this something that could be in the
  • 00:02:38
    game one day with how the game works? I
  • 00:02:40
    know a lot of people, including me, are
  • 00:02:42
    waiting for this. Yeah, I mean, as far
  • 00:02:45
    as if there could be something specific
  • 00:02:47
    to this, a weapon in the future, yeah,
  • 00:02:49
    definitely. It's something that we talk
  • 00:02:51
    about pretty often. Uh, we did announce
  • 00:02:53
    that we are working on a new weapon. Um,
  • 00:02:55
    and while we don't have too much to give
  • 00:02:57
    right now as far as what uh what the
  • 00:02:59
    weapon is and what it's going to do, I
  • 00:03:01
    know that we've tossed around words like
  • 00:03:04
    rogike, like stealth. Um, not that these
  • 00:03:07
    are specific to that upcoming weapon,
  • 00:03:10
    but it is something that we are also
  • 00:03:11
    very interested in. So, um, I very much
  • 00:03:14
    enjoy sneaking up on other players
  • 00:03:16
    whenever possible and dealing a lot of
  • 00:03:19
    damage when I can. Gorgonite weapon
  • 00:03:22
    schematics. When? Season 9.
  • 00:03:26
    Yes, there you have it, folks. When will
  • 00:03:28
    we see new events that are not copy and
  • 00:03:30
    paste every year? Uh, so that one is me
  • 00:03:32
    again. Um, so events are definitely
  • 00:03:35
    something that we find to be very
  • 00:03:36
    important, but right now, and you'll see
  • 00:03:38
    a consistent trend, I think, as I
  • 00:03:40
    already answered a question about this,
  • 00:03:42
    ultimately we really want to focus first
  • 00:03:44
    and foremost with our group on the
  • 00:03:45
    in-game rewards and the in-game
  • 00:03:47
    day-to-day content. Uh that doesn't mean
  • 00:03:49
    that we're going to stop with events. We
  • 00:03:51
    already are adding new gear and rewards
  • 00:03:52
    and we'll keep updating those for the
  • 00:03:54
    foreseeable future. But before we focus
  • 00:03:56
    on the the minute-to-minute gameplay of
  • 00:03:58
    those, we really want to focus on the
  • 00:03:59
    day-to-day gameplay across the entire
  • 00:04:01
    in-game spectrum of the game. So that is
  • 00:04:03
    priority number one for the progression
  • 00:04:05
    group before we start to look at uh
  • 00:04:07
    seasonal events and making sure that
  • 00:04:08
    those get a a new fresh paint of coat.
  • 00:04:11
    Just next year. No, leave that in. Yeah.
  • 00:04:13
    Yeah, we should. That was fun. Um but uh
  • 00:04:16
    that doesn't mean that they will be we
  • 00:04:17
    will always have new rewards for them.
  • 00:04:18
    We're not going to abandon that part,
  • 00:04:20
    but we really want to focus on the
  • 00:04:21
    endgame first. Yeah, I think that that's
  • 00:04:23
    that's really the takeaway there is
  • 00:04:25
    that, you know, we do know and believe
  • 00:04:28
    that the in-game events are absolutely
  • 00:04:30
    important, but where we're focusing
  • 00:04:32
    right now is on the endame. Yeah.
  • 00:04:34
    Players who were not able to log into
  • 00:04:36
    the last week of the PVP server were not
  • 00:04:39
    able to receive their reward. Is there
  • 00:04:41
    going to be a remedy for this? There was
  • 00:04:42
    a couple issues and we're going to make
  • 00:04:43
    sure that the players that missed out on
  • 00:04:45
    some of their items got it. If you feel
  • 00:04:46
    like you are not getting the item or if
  • 00:04:48
    you feel like you missed that
  • 00:04:50
    opportunity, feel free to reach out to
  • 00:04:51
    our customer service and we can
  • 00:04:52
    definitely look at that on a case- by
  • 00:04:54
    case basis. We just have to validate if
  • 00:04:56
    you actually earned it or if there was
  • 00:04:57
    an issue on our side and we'll
  • 00:04:58
    absolutely get that for you. Can we ever
  • 00:05:00
    expect to see more frequent weapon
  • 00:05:03
    balancing? OP setups are running seasons
  • 00:05:06
    at a time. Uh so right now our combat
  • 00:05:08
    balance cadence is we do our massive uh
  • 00:05:11
    package of balance changes on a seasonal
  • 00:05:13
    basis and then we do spot checks
  • 00:05:15
    throughout the season. Uh some notable
  • 00:05:18
    examples of that from recent past would
  • 00:05:19
    be like the burninator issue or the
  • 00:05:21
    elemental band issue before that. Um we
  • 00:05:24
    are actively in recurring conversations
  • 00:05:26
    on a week-to-eek basis to talk about
  • 00:05:27
    combat balance. It is critical um in
  • 00:05:30
    terms of a a cadence. It's basically
  • 00:05:33
    what we have now. But we are we are
  • 00:05:36
    going to continue to monitor and make
  • 00:05:38
    sure that uh the the metas that we
  • 00:05:40
    introduce with our new artifacts and
  • 00:05:41
    perks kind of stay under control. We
  • 00:05:43
    like we like artifacts and perks. We
  • 00:05:45
    like that we're constantly changing up
  • 00:05:46
    the game. We know that that's a downside
  • 00:05:48
    of that approach, but we think it's
  • 00:05:49
    worth it. Yeah. And the other piece of
  • 00:05:52
    this is we have these previews for new
  • 00:05:54
    game modes and we want to make sure that
  • 00:05:57
    when we make these meta changes or when
  • 00:05:59
    we make these adjustments that are are
  • 00:06:01
    going to change power in the world, we
  • 00:06:04
    also want to make sure that it's still
  • 00:06:06
    fun and exciting for those game modes.
  • 00:06:07
    So, I will say that while we we want to
  • 00:06:12
    update very frequently to make sure that
  • 00:06:14
    we're addressing the community's biggest
  • 00:06:16
    concerns, this is also something where
  • 00:06:18
    we want to make sure that we're getting
  • 00:06:20
    all of the data in order to make the
  • 00:06:21
    best decision. And that includes after
  • 00:06:23
    our previews have ended. But wait,
  • 00:06:26
    there's
  • 00:06:27
    more. So, with a lot of the overhaul
  • 00:06:29
    that we're doing for gear, there's also
  • 00:06:31
    going to be a very large meta shift uh
  • 00:06:33
    in the next uh couple seasons. So,
  • 00:06:35
    that's also going to take some time to
  • 00:06:37
    stabilize. We don't want to make drastic
  • 00:06:38
    changes, but we will absolutely, as Dan
  • 00:06:40
    said, making adjustments on high uh
  • 00:06:44
    impact items such as, like you said, the
  • 00:06:45
    burnator and the elemental band, but
  • 00:06:47
    there's going to be a very large meta
  • 00:06:49
    shift, and we're going to want to wait
  • 00:06:50
    to see how that plays out as players
  • 00:06:52
    learn it when we do those big updates
  • 00:06:54
    for rewards. We think it's going to be
  • 00:06:56
    very good for content overall, though.
  • 00:06:58
    The season 8 countdown timer in the pass
  • 00:07:00
    rewards section says 56 days left till
  • 00:07:03
    the end of the season. Does that mean
  • 00:07:05
    season 9 will begin in July? That is an
  • 00:07:08
    incorrect number of days. Um, so that
  • 00:07:11
    was that was a bug and it's going to be
  • 00:07:14
    fixed. Can you comment on the decision
  • 00:07:16
    to make Expeditions Unleashed active
  • 00:07:18
    only one week per month? It initially
  • 00:07:20
    sounded like this was going to be a
  • 00:07:22
    permanent addition to the game, which
  • 00:07:24
    was very encouraging given the
  • 00:07:26
    community's desire for new daily
  • 00:07:28
    content. Yeah. So, obviously, what we
  • 00:07:30
    have now is a starting point. Uh we have
  • 00:07:33
    the we have five bosses in and we're
  • 00:07:35
    going to rotate them, but we also needed
  • 00:07:36
    to make sure that we had a pretty
  • 00:07:38
    organized live content schedule for
  • 00:07:40
    season 8. Um, but you know, we totally
  • 00:07:43
    reserve the right to watch, see what see
  • 00:07:46
    what happens, maybe change up the
  • 00:07:47
    cadence, which we can do uh pretty in
  • 00:07:49
    real time. The foundation is built and
  • 00:07:51
    that's something we're absolutely going
  • 00:07:52
    to look at exploring. And I think that
  • 00:07:53
    there's a lot of room for us to grow
  • 00:07:55
    this type of content depending on player
  • 00:07:56
    reception, but this is just the first
  • 00:07:58
    stab. This is us really taking a look at
  • 00:08:00
    these bosses and seeing what makes them
  • 00:08:01
    fun, what makes them tick, and are these
  • 00:08:03
    the right rewards. Absolutely is
  • 00:08:04
    something we can address in the future.
  • 00:08:06
    said, we want to make sure that we have
  • 00:08:09
    um the scheduling accurate, that
  • 00:08:11
    everything is working as intended. And
  • 00:08:13
    as Dan, you mentioned, this is all
  • 00:08:15
    configurable. We can move them so that
  • 00:08:17
    they're happening more frequently. So,
  • 00:08:18
    that's something that we wanted to make
  • 00:08:20
    sure that we had the ability to do
  • 00:08:22
    because we feel strongly that we'll want
  • 00:08:25
    to make those adjustments. So, that is a
  • 00:08:27
    conversation that we are actually
  • 00:08:28
    having. Can we expect a territory
  • 00:08:30
    standing rework? There's a lot that we
  • 00:08:32
    would like to do. There's a lot of
  • 00:08:34
    different ideas on the table, but where
  • 00:08:36
    where we've landed with it is uh I think
  • 00:08:39
    that the the the first step that makes
  • 00:08:41
    the most sense is to focus on pickup
  • 00:08:43
    wars as a feature. Uh because the the
  • 00:08:47
    biggest problem with the territory
  • 00:08:48
    system is that there's not enough war to
  • 00:08:49
    go around. There's not enough content
  • 00:08:50
    there. Get more people into wars. Yeah.
  • 00:08:52
    And then so if we figure if we if we get
  • 00:08:54
    pickup wars out, not only does it start
  • 00:08:56
    address that problem the most directly
  • 00:08:59
    uh but it also gives companies uh a way
  • 00:09:01
    to practice wars whenever they want,
  • 00:09:03
    spin up wars whenever they want and try
  • 00:09:05
    out new fighters whenever they want. A
  • 00:09:07
    really effective way. So that's the
  • 00:09:09
    first step in terms of what we do with
  • 00:09:11
    the territory system. And then once
  • 00:09:13
    that's out, we'll have a look at the
  • 00:09:15
    actual like open world territory system
  • 00:09:17
    for guilds. Yeah. And one thing that has
  • 00:09:20
    remained in the backlog and again in
  • 00:09:23
    full transparency it's not something
  • 00:09:25
    that we have planned but I know that you
  • 00:09:28
    know it's something that I have wanted
  • 00:09:30
    and it's something that I know players
  • 00:09:32
    have talked about but you know timing
  • 00:09:34
    wise um development planning wise it
  • 00:09:37
    just doesn't make sense right now um
  • 00:09:39
    from just a production standpoint is the
  • 00:09:42
    card system. So like updating that card
  • 00:09:45
    system so we can go back and change
  • 00:09:47
    where we put all of our territory
  • 00:09:48
    standing points and all that. So that's
  • 00:09:50
    something that I know would be really
  • 00:09:53
    interesting and it would give us this
  • 00:09:55
    different um different dynamic for how
  • 00:09:57
    we kind of manage and manipulate the way
  • 00:10:00
    that our character lives in the world.
  • 00:10:02
    Um but again that's that's not something
  • 00:10:04
    that we are actively working on, but it
  • 00:10:05
    is something that's in the backlog. It's
  • 00:10:07
    one of the ones that we've we've
  • 00:10:08
    actually looked into in the past and
  • 00:10:10
    it's it's uh it's just more expensive
  • 00:10:12
    than it needs to be. expensive than you
  • 00:10:13
    think it would be. Um, and yeah, it's
  • 00:10:15
    it's another question kind of looked
  • 00:10:18
    like it was about Q stuff, but like it's
  • 00:10:21
    it's it's in general um like we kind of
  • 00:10:25
    have to like you know go step by step.
  • 00:10:26
    So in terms of Q, the next big thing
  • 00:10:28
    we're going to do is the global storage
  • 00:10:29
    changes. Yeah. Um that's like I mean
  • 00:10:32
    100% of players like deal with that pain
  • 00:10:34
    every day. So it's like we got to work
  • 00:10:36
    our way down the list in order. Can you
  • 00:10:38
    clarify whether selling carries is
  • 00:10:40
    permitted under the TOS and more broadly
  • 00:10:43
    whether this aligns to your intent for
  • 00:10:46
    how the game should be played? Yeah, so
  • 00:10:48
    selling carries is not our intention for
  • 00:10:52
    how this you know how it should work
  • 00:10:54
    that you can sell a carry for the raid
  • 00:10:56
    or mutations. Um but that's that's kind
  • 00:11:00
    of part and parcel for an MMO that that
  • 00:11:02
    does happen in that ecosystem. Um, but
  • 00:11:06
    what we're looking at instead is how to
  • 00:11:09
    make it easier for people to join uh
  • 00:11:11
    those those that those different pieces
  • 00:11:13
    of content. How do we get you into a
  • 00:11:15
    raid so that you don't have to purchase
  • 00:11:17
    a carry so that you can join other
  • 00:11:18
    people. Um, so that's actually what
  • 00:11:20
    we're looking into is looking for raid,
  • 00:11:23
    looking for group and making that a more
  • 00:11:24
    streamlined process to get more folks
  • 00:11:26
    in. Yeah, I believe the the living road
  • 00:11:28
    map has uh raid difficulties on there
  • 00:11:30
    and that's something that we're very
  • 00:11:31
    passionate passionate about. We want to
  • 00:11:33
    make sure that all players get a chance
  • 00:11:34
    to get into this content, not just an
  • 00:11:36
    elite few. It's not as fun when you're
  • 00:11:37
    getting dragged through versus actually
  • 00:11:39
    accomplishing that with either peers or
  • 00:11:42
    uh a feeling where your group is
  • 00:11:43
    actually being challenged. And we want
  • 00:11:44
    to make sure that we get that for all
  • 00:11:46
    types of players. Why isn't there more
  • 00:11:49
    variety and better-l looking transmogs,
  • 00:11:51
    like actual cute girly ones? Uh, you
  • 00:11:54
    know, we've actually been talking about
  • 00:11:55
    that recently and uh there are uh some
  • 00:11:59
    new offerings that are in the pipe for
  • 00:12:02
    the summer which are pretty cool. Y can
  • 00:12:04
    you make worm armor craftable? That is
  • 00:12:07
    something that we are looking at as a
  • 00:12:08
    whole. We are looking at overhauling all
  • 00:12:10
    of in-game rewards, especially for
  • 00:12:12
    in-game pinnacle content. You should see
  • 00:12:15
    a change there in the next couple of
  • 00:12:17
    seasons. Stay tuned. We definitely have
  • 00:12:19
    big plans. Please tell us something
  • 00:12:22
    about Umbreal V2 or how future gearing
  • 00:12:25
    will be done. Content gearing relies too
  • 00:12:28
    much on the hoplight gear. Uh Umbrell is
  • 00:12:30
    something that we are very passionate
  • 00:12:32
    about. I think that the old system had
  • 00:12:34
    flaws and the dark matter system also
  • 00:12:37
    has its own flaws. Uh we are heavily
  • 00:12:39
    looking at taking some of those lessons
  • 00:12:41
    between both of those systems. We want
  • 00:12:43
    to make it more systemic. We want to
  • 00:12:44
    make sure that it's much easier to use.
  • 00:12:46
    We also want to make sure that Umbrell
  • 00:12:48
    as a whole is spread out more. So you
  • 00:12:49
    have different ways to get it across
  • 00:12:51
    different content. One of the failures
  • 00:12:52
    of the first Umbreal system is most of
  • 00:12:54
    it was in not all of it but most of it
  • 00:12:56
    was in expeditions and those players
  • 00:12:58
    ended up with thousands of it and that's
  • 00:12:59
    the other thing we don't want to end up
  • 00:13:01
    with a player just sitting on stacks of
  • 00:13:02
    it. So it's a worthless currency. So we
  • 00:13:05
    are actually looking at the new version
  • 00:13:06
    of Umbreal becoming a literal currency
  • 00:13:08
    versus an item. I think that's one of
  • 00:13:09
    the things that we'll go into in the
  • 00:13:10
    future. Um, beyond that, we also want to
  • 00:13:13
    make sure it feels like it is a uh a
  • 00:13:16
    very direct goal for you on a week-
  • 00:13:18
    toeek cadence where I know exactly I can
  • 00:13:20
    go to these five places, I can get some
  • 00:13:21
    amount of Umbrell. It feels valuable. It
  • 00:13:23
    feels like it's uh valuing my time. Um,
  • 00:13:26
    and that I always know that the gear
  • 00:13:28
    that I'm getting post that update will
  • 00:13:31
    be usable with Umbrell. It'll be
  • 00:13:32
    systemic. It doesn't matter. It doesn't
  • 00:13:34
    have to be a specific named item or a
  • 00:13:36
    specific artifact. Everything at that
  • 00:13:38
    gear score level that we defined with
  • 00:13:39
    the new system will be something that
  • 00:13:41
    you can level up. Yeah, we've like we've
  • 00:13:44
    got like um you know like a crazy
  • 00:13:46
    conspiracy map of all the endgame
  • 00:13:48
    content in the game and we've like kind
  • 00:13:49
    of crafted our big strategy around like
  • 00:13:51
    how do we make it all matter? Umbrells
  • 00:13:53
    is key to that. Yes. Will console only
  • 00:13:56
    characters ever be given the chance to
  • 00:13:58
    swap over to crossplay in any form? So,
  • 00:14:02
    I am going to assume that this question
  • 00:14:04
    is asking if you're a console player on
  • 00:14:06
    a console only world, are you going to
  • 00:14:08
    be able to go to a crossplay world
  • 00:14:10
    within your region? That is something
  • 00:14:12
    that we are actively working on and
  • 00:14:14
    targeting season 9 for when you will be
  • 00:14:16
    able to do that. Yeah, but if you mean
  • 00:14:18
    cross progression, that's that's
  • 00:14:20
    different. Yeah. Your account doesn't
  • 00:14:22
    transfer from a console to a PC. Those
  • 00:14:24
    are separate. Yeah. And that's not some
  • 00:14:26
    so we are if it's talking about a
  • 00:14:29
    console only world to a crossplay world
  • 00:14:30
    to play with PC players um on a more
  • 00:14:34
    populated world then that is something
  • 00:14:36
    that is in the works. Uh if it is cross
  • 00:14:38
    progression that you're asking about
  • 00:14:40
    that is not something that we are
  • 00:14:41
    working on. Any news on invasions?
  • 00:14:44
    Anything? Buler. Buler. Like I was
  • 00:14:48
    saying before, um, pickup war in terms
  • 00:14:50
    of, uh, that that specific part of
  • 00:14:53
    instanced content, Pickup War is our top
  • 00:14:55
    priority. Uh, we we started prototyping
  • 00:14:58
    and designing out what we were going to
  • 00:15:00
    do with Casual Invasions. And, uh, it's
  • 00:15:03
    it's a really it's a cool design. It's
  • 00:15:05
    going to really freshen freshen it up as
  • 00:15:07
    well as make it uh, more uh, accessible
  • 00:15:09
    to more players. uh it'll be like you
  • 00:15:11
    know on the pug system. Um but the you
  • 00:15:15
    know we had to decide one or the other.
  • 00:15:16
    So we decided pickup war for right now.
  • 00:15:18
    PvE players will have tons coming soon.
  • 00:15:22
    Um but for but it's the order of
  • 00:15:25
    operations there is pickup war and then
  • 00:15:26
    we'll come back to that. What kind of
  • 00:15:28
    investments for P PVP are you making and
  • 00:15:30
    what data did you get from the first PVP
  • 00:15:32
    server? If there's another what are your
  • 00:15:34
    plans for addressing the that data and
  • 00:15:36
    do you see a long-term opportunity for a
  • 00:15:38
    PVP server? So, we got a lot of data
  • 00:15:41
    around the seasonal server, and you're
  • 00:15:42
    going to see this with the second
  • 00:15:43
    seasonal server. Uh, one of the first
  • 00:15:45
    things that we knew going into it, but
  • 00:15:47
    uh, we were able to address a little bit
  • 00:15:48
    better in the second server. We want to
  • 00:15:50
    make these feel more like events, almost
  • 00:15:51
    like a game mode. We want to be able to
  • 00:15:53
    break the rules in a way that would
  • 00:15:54
    potentially be detrimental to the main
  • 00:15:56
    game, but we do want to make sure that
  • 00:15:58
    they are isolated and not splitting the
  • 00:16:00
    player base so much. So, the second
  • 00:16:02
    seasonal server is going to be a much
  • 00:16:03
    smaller time span. It's much more
  • 00:16:04
    expedited. We did kind of a fun silly
  • 00:16:07
    quest with Alstrom that just gets you
  • 00:16:08
    through. I think it's like two to four
  • 00:16:10
    hours. A slower player might take six,
  • 00:16:12
    but a really good player that knows how
  • 00:16:14
    to go farm things is going to be very
  • 00:16:15
    quick. Slower players are not inherently
  • 00:16:18
    bad.
  • 00:16:21
    I I I am a farmer, but I'm also a troll
  • 00:16:24
    and a PvP ganker. So, yes. Um, but um I
  • 00:16:29
    think that those are the biggest lessons
  • 00:16:30
    we learned. We really want to make sure
  • 00:16:32
    that these feel like fun game modeesque
  • 00:16:35
    experiences. Uh beyond that as a PvP
  • 00:16:37
    server as a whole, it's something that
  • 00:16:38
    we do want to revisit in the future.
  • 00:16:40
    It's not currently in front of us, but
  • 00:16:42
    it is something that we feel we learned
  • 00:16:44
    a lot from ethereal gear and conquerors
  • 00:16:46
    gear and we want to experiment with that
  • 00:16:48
    and I think there's a lot of things we
  • 00:16:49
    can do both in a seasonal capacity or in
  • 00:16:52
    potentially live services as something
  • 00:16:54
    that exists for the normal prime worlds.
  • 00:16:57
    Great. And then we're also um while we
  • 00:17:00
    talk about PvP, that's one of our
  • 00:17:02
    focuses when we come to the game modes.
  • 00:17:04
    So the PVP game modes are something that
  • 00:17:06
    we are absolutely uh investing in and
  • 00:17:09
    something that we want to keep doing. We
  • 00:17:11
    have another preview for Capture the
  • 00:17:12
    Flag coming out. We also have the um
  • 00:17:15
    Barebones OPR happening. So there's a
  • 00:17:18
    lot of fun stuff happening in addition
  • 00:17:19
    to the PvP server. And so we're we're
  • 00:17:22
    gathering a lot of information from
  • 00:17:24
    what's fun for you. Um, and then also
  • 00:17:27
    looking at what that looks like on our
  • 00:17:29
    end for the future, right? Is this
  • 00:17:30
    something that we can implement again
  • 00:17:32
    and you guys will feel rewarded when we
  • 00:17:34
    do that or is this something where we
  • 00:17:36
    need to put our focus elsewhere. Um, so
  • 00:17:38
    make sure that you participate in those
  • 00:17:39
    preview weekends because it really helps
  • 00:17:41
    us and in the seasonal server because it
  • 00:17:43
    really helps us figure out what you want
  • 00:17:44
    to do. Yeah. So, thank you for joining
  • 00:17:46
    us for this uh community Q&A forged in a
  • 00:17:49
    tournum. If you liked what you saw, make
  • 00:17:51
    sure to like and subscribe. We
  • 00:17:53
    appreciate your time. Uh, normally we
  • 00:17:55
    don't do a community question with these
  • 00:17:57
    ones, but I'm going to do one anyways.
  • 00:17:59
    Um, looking ahead, knowing all the
  • 00:18:01
    topics that we covered today, any that
  • 00:18:03
    we missed or that we covered in a
  • 00:18:04
    Discord Q&A recently, what's another
  • 00:18:07
    Forged in a tournum episode that you
  • 00:18:08
    want to see? Thank you so much, and
  • 00:18:10
    we'll see you in a tournum.
  • 00:18:12
    [Music]
  • 00:18:13
    [Applause]
  • 00:18:19
    [Music]
  • 00:18:23
    [Applause]
  • 00:18:25
    [Music]
  • 00:18:26
    [Applause]
  • 00:18:29
    [Music]
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