I was in the test, but I couldn't play it, since it's not supported on Win 8.1 I'm not going to upgrade my system (and potentially my hardware) just for New World, so we'll see if they make it any more backward compatible in future test.
If not, I'll be waiting a while. I did notice that the game didn't seem to have a lot of new concepts, just old ones bolted together.
This was one of my suggestions for a next-gen open world MMO, and I think it largely applies to Fractured too:
Been thinking about this more, and here’s a more in-depth example of what a next-gen MMO could do:
Dynamic Wildlife Biomes
In my experience, MMOs usually have static mob spawners that do little more than replace mobs at static intervals.
Instead, what if wildlife were dynamic, changing in the world and changing the world? Here’s one possible implementation:
- Boar mobs are configured to seek out forest biomes
- A core boar spawner is placed in a forest biome, adding X boars over Y interval
- If the active boar population in the area reaches Z, then level up the spawner
The leveled spawner can now do several new things:
- Send squads of boars to investigate nearby territory for expansion
- Spawn higher-level boars, tougher, of course, and with better possible ingredients if killed
- Spawn a Boar dungeon in the heart of the forest, with (naturally) a nasty boar boss. If players complete this dungeon too many times, the spawner is considered subdued, and loses a level, ultimately reverting back to core and despawning the dungeon
The boars will thus seek to expand their territory within specific biomes (and not human-recognized territories, of course), going to war with the current wildlife in those biomes if needed. If successful, the boars will place an auxiliary boar spawner in the conquered biome, that works in all ways like the core spawner, except it can be destroyed.
At the same time, any predator that considers boars to be prey will find the increased population of boars a tasty, tasty treat! They may attempt to move in to the forest biome, and thus place an auxiliary spawner of their own kind within the boar biome (since the boars themselves are a biome to the predator).
Note how this makes “kill X mob” missions more interesting. A faction may not want boars to increase in its area, and thus will post meaningful “kill X mob” quests to control the boar population.
Or, a faction may want to prevent an enemy faction from reaping the benefits of higher-level boar ingredients, and thus post PvP boar-poaching missions, or PvP missions to complete a boar dungeon in enemy territory.
Note also how this makes world dungeons more interesting. Their appearance is dependent on more subtle world conditions, defeating them can have subtle world effects, and leaving them alone can also have subtle world effects.
Finally, the Corruption mechanic could tie right into this dynamic wildlife, by (what else) corrupting it. Corruption could send its tendrils into that boar dungeon, and it might start spawning corrupted boars in the area: tougher and more aggressive, desiring to spread Corruption as far as possible.
Furthermore, a corrupted dungeon within X distance of a faction town could have innate negative effects on the town, thus spawning more meaningful faction missions.
Again, I think the above framework transcends PvE or PvP, and provides a means to make both more meaningful.