Recording summary · November 2021
The Endgame in New World is Terrible...
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Overview
Reaching level 60 in New World resulted in aimlessness and dissatisfaction due to an endgame considered repetitive, boring, and lacking proper progression incentives.
Open-world activities like elite chest runs and portal runs in northern snowy territories offer accessible gold and items for casual players without guilds, but they become chaotic and tedious mob rushes.
Endgame alternatives are perceived as unappealing or inaccessible, with Outpost Rush offering unrewarding faction rewards, territory wars restricted to guild inner circles, and endgame dungeons plagued by recruitment efforts perceived as key-exploitation scams.
Themes
Endgame activities in the Northern Territory
Comparison between New World's open-world participation and World of Warcraft's instanced raiding systems
Outpost Rush mechanics and lack of faction reward progression
Barriers to territory wars and endgame dungeons
Perceived devaluation of gear progression in large-scale content
Developments
Daniel reached level 60 in New World.
Daniel crafted iron ingots and sold them on the marketplace for gold.
Daniel maxed out faction reputation and accumulated around 60,000 faction points.
Uncertainties & gaps
Groups recruiting players for Genesis and Lazarus with the condition of using the recruit's orb might kick them after completion rather than completing fair runs.