New World's movement is jank and unresponsive (#3)



Part 1: https://youtu.be/aQy7_b3uRRE
Part 2: https://youtu.be/BL0gz8HBb70

Analysing New World’s movement and traversal systems.

This video was recorded a few days before the release of New World and it is using footage from the open beta a few weeks before the release build. Some of the bugs and issues I show off in this series may have been addressed, but due to the nature of beta tests in the last 10 years I really doubt much has changed at all. Barely anything improved fundamentally from last year’s closed test so I’m skeptical it has gotten much better in about a month.

Video edited and produced by yours truly.

#Amazon #NewWorld #Bad

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18 thoughts on “New World's movement is jank and unresponsive (#3)”

  1. This video was recorded a few days before the release of New World and it is using footage from the open beta a few weeks before the release build. Some of the bugs and issues I show off in this series may have been addressed, but due to the nature of beta tests in the last 10 years I really doubt much has changed at all. Barely anything improved fundamentally from last year's closed test so I'm skeptical it has gotten much better in about a month.

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  2. Releasing all of these old clips is a bit jank and flawed imo. Lots of these things could have changed but you are pushing old information. Not everyone reads the comments.
    This would have been great a month ago or leading up to the week prior so people could take time to look at any changes.

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  3. Sadly, these kinds of criticism will fly over the heads of most gamers today, especially the people who have already made up their minds to love New World.

    Movement mechanics and combat interactions are the core of this game. It's what you'll be doing most of the time and every other system exists to contextualize these two actions. Gathering and crafting, territory mechanics, economics, clans, etc. all of these exist around the core gameplay of moving and fighting.

    The jank is baked into the movement and combat systems of this game. Worse still, it's baked in without design or intent. One can easily imagine that New World combat came about as a discussion about the "theory" of what makes a combat system fun. It's gotta "have weight" (root animation, forced forward movement, sluggish momentum dragging down direction changing)… it should be "souls like" (tacked on stamina, roll dodge, block) but also like a MOBA (managing CD on limited number of abilities) … it should be "skill based" (aimed projectile/hitscan), melee should feel "realistic" (accurate hit-tracing on weapon swings, etc.), so on and so forth.

    In the end, you have combat that is a jumble of features released in a closed beta, with the players given the job of making sense of the final product (which was never intended to make sense in the first place), with developers "fixing" whatever issue the players cried the loudest about (such as the stagger on hit) without any kind of vision on what the final product should play like. You can easily compare this to a product that was designed with a desired "meta" in mind–even if the developers fail to realize it, such as in Mordhau or Chivalry 2, the movement/combat systems have a sense of coherence and where the system fails players and developers both can quite easily identify and discuss what went wrong where (though not always how to fix it). Whereas with the New World, it seems like no one knows what the end product of the "meta" gameplay was supposed to look like.

    The same goes for the environments. What function do the little rocks that slow down movement at random have? It's a "feature" that was dreamed up in a brainstorming session that was heavy on ideas and light on usability. It's conceptually cool to have the playable landscape of the game littered with little doodads and extra elements. It's theoretically "realistic" to have such elements have collision. But for the player, all it means is that you'll randomly get 60% snared as you move and fight in the gameworld. It's not readable, understandable, or predictable, and the developers did not ever design the combat and movement to include random snare to the player character from colliding with small rocks placed randomly throughout the world.

    Team Fortress 2, CS:GO, League of Legends, games like these have endured despite having essentially the same small content pool for years on end because the core systems were designed well. It doesn't matter that you're pushing the same payload cart for the 2000th time because the simple act of moving and shooting in TF2 just feels extremely good. Smaller, niche games have survived way beyond what is reasonable for the same exact reasons: Chivalry, GunZ, Mount & Blade Warband, Runescape, all games which have no right to have lasted as long as they did but survived well-beyond their natural life-span due to the enduring brilliance of some of their core mechanics.

    Then you got these concept games that ticks off certain "feature" lists and are put together with an acceptable level of surface polish to make players "FEEL" like they're in Aeternum, but what happens when that feeling wears off and you realize mechanically, you are playing a pre-alpha demon souls?

    Ultimately, the major disappointment about New World that is only inferred in these videos is that another developer (with a great deal of resources and every incentive to wow the gaming community) has decided to dress up mediocre / underdesigned core gameplay mechanics with a lot of facially-attractive "MMORPG" systems (above mentioned gathering and crafting, territory, economy, clans etc.) with a fresh coat of 2021 paint to sell to an audience that's unable or unwilling to look past the dressing into the mechanics that they'll actually be engaging with 90% of the time.

    The players buy in because they're addicted to that feeling of discovering a new world, adventuring with a brand new community, and all the potential that it holds, and are willing to settle for inexcusably sub-par gameplay and even defend it. Future developers and investors, of course, give gamers what they want. Sub-par gameplay dressed up in many nice sounding features that were never intended to play nice together. Because games today are meant to be "experienced", not actually played.

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  4. oh god this is one of my biggest complaints about this game. its soooo bad. play something like CSGO or rocket league or literally any other non mmo kind of game and the movement actually feels responsive and good. I hate the "its a mmo" excuse for bad mechanics and its frankly ridiculous that they couldn't implement more responsive, fun movement with Amazon money and tech.

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