Worlds Adrift previews PvE ruleset and new tutorial experience on its PTS

    
23

The Worlds Adrift public test server is back, and it’s been updated with a test build of the upcoming Update 27, which introduces PvE servers, a new tutorial experience, new crafting materials and schematics, and… guitars? Worlds Adrift players who want the opportunity to explore, craft, and build without the constant threat of a sudden and untimely death at the hands of another player will undoubtedly be pleased to know that Update 27 will be introducing PvE servers, on which PvP combat is disabled except in the Badlands.

Moreover, new players will find a warmer and more accessible welcome to the game thanks to the addition of Haven, “a safe area of the world where new characters emerge from their home ship after it’s crashed on a remote island.” Haven includes a tutorial system through which players will be taught the basics of surviving and thriving in Worlds Adrift before being teleported to the Wilderness where their journeys will begin in earnest. And last, but not least, the current PTS build introduces the first musical instrument, the guitar, to the game, perfect for campfire singalongs and/or being that one guy at the party who only knows Wonderwall. The full PTS patch notes can be found over at the game’s official site.

newest oldest most liked
Subscribe to:
Reader
Steely Bob

I’d actually reinstall and check it out again if they do this.

Reader
Jack Kerras

I was on the forums saying they’d need PvE for months and months, throughout alpha and beta and into the EA release.

Here’s the deal, folks: PvP players exist, and they’re extremely noisy, but there are like fourteen of them for every five hundred players that just want to build a skyship and sail around seeing all the cool places their fellow players built.

Griefing will still be a thing; I’m sure someone will fly into your ship as you launch and drive it straight down into the Understorm now and again! It’s a physics game. But someone chopping a tree and grappling it over onto your head is a lot more interesting (and makes for a much better story!) than just getting fucking shot to death while you have nothing in your bags because you don’t know the game well enough to put your pistol in a belt slot.

That shit sucks, and 2-3 man grief squads rumbling around wherever spawners exist was a -huge- problem when it came to new player uptake.

PvPmongers can bitch all they want that the game will lose people and its identity and whatever else, because all they care about is a tiny portion of the game, and they will inflict that tiny slice on absolutely anyone they find, most of the time.

Also, when it comes to fuel and its scarcity in the Badlands, I’m not sure how much of a problem this will be; you can carry 1000 of it in four slots, which is… kind of a lot? The resource system in WA is kind of a problem when it comes to PvP stuff; you can carry such a ludicrous amount of shit per person/box/etc. that there’s just no way to plow through all your ammo/wood/etc. in a reasonable timeframe. Sea of Thieves does this vastly better, but its shipbuilding is nonexistent, and exploration isn’t really a thing…

Reader
Sleepy

” PvP players exist, and they’re extremely noisy, but there are like fourteen of them for every five hundred players that just want to build ”

Posters to that effect should be put up in MMO studios across the world

Reader
Jack Kerras

How people haven’t grokked it yet, I don’t understand.

PvP folks are INCREDIBLY intense, they love the games they glue themselves to, but they don’t realize that their behavior towards people who are unlike them causes actual fucking damage to the rest of the game.

That’s why you cut them off and corral them in a specific place or places. Not to be unfair to them. To keep your fucking lights on.

Reader
Nim

In my experience the split is closer to 50/50, and not everyone who enjoys PVP is a ganker. This worldview that you’re either a happy little carebear or a psychopath ganker is laughable. Saying that the ratio is 14:500 sounds great if you’re trying to make some kind of point, but isn’t remotely based on reality. PVE servers do need to exist, because there is a good percentage of players who cannot handle ffa-pvp. I have no problem with this, and I wish you all the best. Just know that T4 is still going to be ffa-pvp. So, there is still going to be a quote unquote skill-wall in place for some of the content in this game. So I guess those 14 gankers are just going to live in T4.

Reader
Jack Kerras

You’re right, it’s hyperbole.

It’d be much more like 25:500; dedicated PvP players, like the folks who play Arena or queue like crazy for battlegrounds even after all their weekly shit is done, are right around 5%.

The number of people who -touch- PvP is pretty different, but a huge number touch it once or twice and then stop forever, or play -purely- because something they want is on offer, and even then it’s not even remotely close to 50/50.

I like PvP. I’ve played a ton of it. I think FFA in WA’s case is a mistake (while FFA in Sea of Thieves works much better) because the whole fiber of the game is wrapped around making loss hurt, while other FFA offerings make it much easier to recover from and get back into a fight afterwards. The ones that reduce the pain of getting brutalized by someone way outside your weight class are generally the ones that stick around.

That, or the ones with no power progression, see: Fortnite, PUBG, et al. Ark and Conan and whatnot do fine, but they do fine as a sandbox, which isn’t really the same as an MMO; Conan’s getting close, but we’re still talking pretty different audiences, and still most of the folks you’ll find are more interested in building a citadel with their friends and less in murdering each other.

It isn’t even close to 50/50. If it is, I’m pretty interested in finding your source for that info. PvP percentages in most PvE-facing experiences which have PvP (WoW, TOR, TSW, et al.) are remarkably low, and even in ‘hardcore’ PvP games and sandboxes, most people are carebears and gank squads are pretty bad for PvE-player (majority) retention.

Not coming from a carebear place, here. PvPers are noisy, they’re just not that populous.

Reader
Nim

Well, I would say that your first mistake is comparing a sandbox mmo (WA) where the players are largely the content, to a bunch of themepark mmos (WoW, TOR, TSW, etc.) where people are basically a distraction from the content. The underlying tech (SpatialOS) allows them to have thousands of players in a single world, like EVE Online, except with more flexible load distribution and border-crossing triggering the switch between shards. Themeparks don’t need that kind of tech because having more people in a themepark doesn’t improve it in any way. The roadmap marks Territory Control as coming soon, so the developers clearly have direct player competition in mind here.

So I’m just gonna look at sandboxes.

In Life is Feudal MMO there are currently:
EU PVP Worlds – 413 players
EU PVE Worlds – 463 players

It’s ~10PM on a Tuesday mind you so that’s low pop but I could certainly check again on the weekend.

EVE Online has High-Sec and Low-Sec which kind of works the same way a PVP/PVE server split would. I can’t pull a realtime count of players in any specific region, but the heat-map for average players docked grouped by region looks pretty even to me: https://imgur.com/DAGVGyb.

I’m having a hard time really thinking of any other sandboxes that have a PVE/PVP server split at the moment.

The bottom line here is that I think that the Vocal Minority/Silent Majority trope is pretty laughable. If you want to do some research into the topic I think you’ll find that it’s related to argument from ignorance, but I only took one semester of informal logic so what do I know?

Reader
Robert Mann

As others, I thought of this one as a no go with the PvP (and the systems surrounding that).

The question will be, how they handle some of the building and grief-building aspects of things following such an update. Still, may get a look from me since the exploration side seemed a little interesting…

Reader
Psi

PvE? I’ll actually give the game a shot, now.

camren_rooke
Reader
camren_rooke

Ditto.

ditto.jpg
Reader
Schmidt.Capela

The devs call those servers hybrid, actually. The regular zones are PvE, while the Badlands (home of the best rewards, but without fuel, forcing players back to the other zones from time to time) is still PvP.

Quite a few PvPers are crying bloody murder on such a server being offered, BTW.

camren_rooke
Reader
camren_rooke

WAILY WAILY WAILY!

CRIVENS!

Reader
Robert Mann

Course they are. If you let the sheep have somewhere that can’t be wolved they freak out… despite the fact that the only long-term successful PvP games that aren’t specific to instanced PvP matches have such things, allowing the PvP people to PvP and not to watch the game crash and burn.

Reader
Schmidt.Capela

Reminds me of UO. By some accounts there were up to 30 or 40 players in Trammel for every player remaining in Felucca. Heck, many players simply abandoned obscenely expensive houses in Felucca to start anew in Trammel.

To make things more interesting, the Hybrid server is going to be introduced together with a game wipe. So PvE players have no reason to stay on the PvP server, as they would have to start from scratch anyway.

This is not enough for me, mind. I would gleefully purchase the game and start playing if an actual PvE server was offered, but what is currently offered instead locks up the most challenging PvE content and the best rewards in a zone where PvP is mandatory. There’s absolutely no chance I will ever again play any game that does that.

Reader
gatheris

ahh, was wondering about this – don’t know much about this game other than it was PVP so ignored
so the best stuff is still behind a PVP wall –
ignored
just when my interest was peaked by the story title – sigh

Reader
Nim

Yes, it is terribly sad when a game makes getting the best stuff in said game an actual challenge.

Bel
Reader
Bel

This sounds like a plan to help out the PvP-minded players that were turned off by so much griefing, but still interested in PvP. I don’t interpret this as them deciding to fully serve PvE-minded players. In fact, I’d expect them to lean in more to better rewards or exclusives from PvP areas, since that was their core vision.

camren_rooke
Reader
camren_rooke

They need more sheep, just ones that aren’t completely anti-pvp.

Bel
Reader
Bel

I’m willing to be a little more charitable and think that they just want more players and truly believe there are people that would play “if only.” But, for anyone interested only in PvE, I wouldn’t jump into this thinking that they’ve suddenly seen the light and are rolling out the welcome mat.

Reader
Bullet Teeth

Thought PvE servers were “impossible based on core gameplay”.

Funny how that changes when you have dollars at risk…

Reader
Kickstarter Donor
Patreon Donor
Loyal Patron
BalsBigBrother

The Impossible Dream (The Quest)

Reader
flamethekid .

Pure PvE servers are impossible in the sense that anyone can still pretty easily kill and grief you since there is alot of physics in the game instead with this you just can’t shoot anyone.

but you can still drag someones ship down with something heavy enough

Reader
Patreon Donor
Loyal Patron
Schlag Sweetleaf

This one is starting to look interesting to me now. PvE outer layer with a PvP core and never the twain shall meet. Curious to see how it plays out.