I finally feel like I’ve played Amazon’s New World enough to have something approaching an opinion. It’s not a lot, only five hours, but enough to get an idea of the systems in place and how they work together.
In the most general sense, it feels like a very different flavor of Star Wars Galaxies at the moment. This is very heavily driven by the economy itself. I haven’t seen anything so similar to the player-driven SWG economy in a long time, and I like that. It’s really not that hard to find yourself with a bunch of random stuff and there’s only a few things you can do with it. Use it to craft, store it, sell it to other players, or salvage it. The last one doesn’t really apply to components.
I actually saw a lot of people in chat asking what to do with stuff they didn’t want, and “salvage it” was the popular answer. If you intend to repair items instead of replace them, you need the “repair parts” from salvaging to do so. Probably not a major issue where I’m at in the game, but I imagine it’s a much more important problem toward the end of the gear treadmill when replacement most likely slows down. I’ve barely played enough to break my early game flint gathering tools and simply chose to replace them with purchased iron ones instead of repairing them. I haven’t needed to replace any of my combat gear yet.
I find that the crafting and gathering aren’t exactly as complicated as SWG was. There were some similarities though. Some crafter gear could have additional optional ingredients inserted for a stat bonus, as well as a general percentage chance for bonuses that are presumably tied to skill level. I really haven’t done much more crafting than I had to for quest progression. There are a few examples, making myself some more ammo, and in particular making more food.
I’ve spent most of my time working on various optional and required quests while gathering. There are a lot of optional quests for things such as town progression, faction progression, etc, all broken out into different categories. I focused mainly on the hunting and gathering ones, but also saw some general combat objectives, exploration, and crafting as well. The faction quests were also divided into PvE and PvP categories for those of us that are more interested in one or the other.
The “town” quests are like community objectives that allow you upgrade facilities within a given location, unlocking additional recipes and whatnot. I didn’t look that closely, but the ones I did were for a tier 3 cooking station.
The faction ones seem to be related to obtaining or maintaining control over a given town or area. I largely ignored it, but apparently belonging to the current controlling faction offers a discount on the various crafting, refining, and trading fees. I’m sure there are other perks as well.
Speaking of fees, that’s one thing I noticed rather quickly. Pretty much all crafting, refining, and trading sort of activities have an associated cost. Most of the crafting costs are minimal. Low enough, at least, that I was unconcerned with them. The trading fees are pretty intense though. I went to list some resources I didn’t intend to use and the fee to list a quantity that would have sold for 5 and a half gold was about 4 and three quarters gold. I figured it wasn’t worth the effort at that price/quantity. On top of the listing fee an additional transaction tax is applied as well. I’ll have to look into it more to see where and how it scales.
There are also some sort of regional perk points that I haven’t watched. I believe it works like a regional reputation system, and the points can be used to purchase fee discounts and eventually house ownership. Naturally there’s an additional property tax too.
Combat is an odd area. I mostly poked around with the musket and a rapier for close quarter combat. Each weapon appears to have two seperate progression trees, and only enough points to buy one. I really haven’t dug into it, just bought the “hotbar” abilities for whichever tree took my fancy. Having said that, there’s only three abilities per weapon tree, but they tend to have fairly long cooldowns in the 10-20+ second range.
That looks like two cents worth, at least. I’m intrigued enough that I’ll at least continue poking around with it a little bit. I do have a couple of reservations for the long term. I didn’t see any obvious caps on the gathering or crafting skills. It seems like long-term there’s a good chance that omni-crafters will develop among those who have the time to invest in multiple skills. It’s hard to say how much of a problem that is, but it undermines the interconnectedness of disciplines and need for trade that this sort of economy typically leans on.
We’ll see. Y’all take care.