New World delays server transfers again to avoid disrupting weekend play

    
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And again.

Last week, Amazon Games had announced that server transferring for New World players would be pushed back to fix some “edge case” problems that were discovered. At the time of that writing, the devs had stated intentions to kick off the transfer process sometime this week. Now that this week is nearly over, and there’s been no server transfers available yet, players are likely wondering just when they’re coming. The devs came back yesterday with a fresh update: Transfers are being delayed yet again, once more pushing the transfer service into next week.

Why the new delay? According to the announcement, the devs don’t want to step in the way of the weekend, the game’s busiest time of the week. “We’ve worked on this feature non-stop every day to make good on our date estimations, but releasing it now would mean downtime, server balance changing based on transfers, Wars that might not go through due to different rosters, and the like,” explains the post.

That said, the post does state that the “final piece” to make server transfers happen is in place, and it further promises that several communications will be released in the near future, including more specific details around the transfer feature’s rollout and a deep dive into the lessons learned in the past couple of weeks. If you’re among those raring to move from one server to another, it looks like you’ll have to hold those horses a few days longer.

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Jeremy Barnes

So they waiting until Friday so they can say they don’t want to ‘disrupt’ the weekend play again?

Raap
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Raap

The launch and communication from Amazon has been an absolute shitshow that has caused my group to get split up into 3 parts, effectively robbing from us the opportunity to experience the gameplay to 60 as a group.

Every AGS employee will say something totally different on just about every matter. They have a piss poor internal communication pipeline so you end up with them saying “You can transfer to any server” one week and then the next another one will say “lol no”.

On top of all that, the game is plainly unfinished and shouldn’t have released for at least another year. This is the price to be paid for switching from a dedicated PvP sandbox game (which had great potential to totally claim a market corner), to… whatever the hell it tried to become. Certainly not a PvE centric MMO as the game has 3 quest types. 10 mob types, 6″dungeons”, and a world that isn’t New World but Copy Paste World. Let’s not even get started about how they butchered PvP to the point of non-existence.

If anyone actually reading this comment is on the fence about trying this game: Don’t. Maybe in a year if AGS hasn’t cancelled development by then. Right now the only thing New World has to offer is disappointment.

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Ford Prefect

Too late. Already at 60, with a decent PVP combat every couple of days… I’ll give you that the game has areas that are not finished. Just found a location yesterday that is clearly not finished and it has a portal you should be able to get into, but you can’t.

But the game is fun and will fill the gap until Mortal Online 2 comes out in January, which has all those things you mentioned, plus a few other things you didnt.

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angrakhan

The delay in server transfers has really fractured the company I play in. Day 1 we had one server picked out, then given the queues we shifted, then shifted again as queues began on the second server. Well, as you can imagine not everyone got the message in those shifts, so now we’re spread out across 3 servers… some willing to transfer, some not. The continued delays have given some more time to entrench in their current server and question if they will move. We’re making progress on our main server, but we’ve had to rely on diplomacy on situations we could have just handled ourselves with brute force had we our original numbers. Its been frustrating.

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Rob Hagaman

You know, I know the problems of the game, from players leaving at level 30, to the grinding of crafting skills, to the lack of story, to the horrendous character creation. Yet, I still log in, and still love to hang out in the game. They nailed the atmosphere and modeling of the game. It makes you not mind the other shit when hunting a deer actually feels kind of like hunting, or that a three skill bar can be satisfying when the combat has actual heft and feel to it. They did what most MMOs fail to do: create a second home to get away to.

Fisty
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Fisty

Pretty much nailed how I feel. All valid arguments aside, it personally feels like a place I can call home. All of the outside stuff going on that I have the option to join, just helps make it all feel more alive. It’ll be wonderful if it can do that through the holiday seasons.

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Danny Smith

The phrase “sus” has been pretty devalued by amogus memes but man.

EmberStar
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EmberStar

No, I’m sure they totally have the server transfers ready to go any moment. And they’ll work just like they said, with no arbitrary last minute limitations…. oh.

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Bruno Brito

We should make a bingo for Amazon excuses delaying the transfers.

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Rndomuser

Who the heck releases a modern MMO with a 2k server cap these days?

Their engine may not handle larger amount of players per server. Plus the in-game territory is pretty tiny, adding more players into tiny territory may cause issues such as competing for stuff to kill or stuff to gather. And their instanced battlegrounds can only fit small amount of players at specific scheduled time so the more players you will have on server = the less chance you will have to get into those “war” instances with the current system. Imagine having 10k people trying to get into 2-3 “war” instances, with only 1 “war” happening at the time of the day when most of those players can participate at.

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Jeremy Barnes

yea, I’d say it has a lot more to do with gameplay design issues than technical hurdles.

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Rndomuser

Gameplay design issues may be caused by technical hurdles, though. In particular the technical limitations with Lumberyard engine. The in-game world could’ve been easily increased in size, they are not limited by lore or by amount of quests, the most likely reason for current tiny world size is that the current engine does not allow them to have a lot of players to populate such world without significant performance issues.

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Jeremy Barnes

Everything they have said that the size of the world is limited by their ability to design for it. They’ve indicated they intend to expand it, but that all the questions around increased world size like the very inability to travel easily or that Azoth costs increase the further you go are the limiting factor, not the engine.

There’s major gameplay questions that go with a larger world and their vision has been to have people out traveling in it which gets tougher and tougher the larger it is.

If you have statements or other sources that indicate the contrary, I’d enjoy reading up on it.

EmberStar
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EmberStar

I haven’t been paying a huge amount of attention, because I’m not the target audience for this game in any form. But I had the impression that it started out as a hyper-PVP game, with the intention of full-loot PVP and player driven wars as probably the main form of content. Then switched to mostly PVE after the foundation for that was already set. Stuff like the population limits and territory design probably made perfect sense in a game that wanted to compete with Rust or the PVP Ark servers.

Sort of like how Kerbal Space Program is designed as a single player game, and makes a lot of assumptions about what it can get away with when simulating physics and orbital mechanics that make perfect sense if there is only one player and no lag whatsoever. And that turn out to be *really* hard to work around in the multiplayer mod that someone cooked up, where two people playing on an Ethernet LAN with less than 20 feet of cable will still experience nearly unplayable levels of lag and desync issues.

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Boe_Jlobers

Very disappointed in this entire New World launch. I have a fairly large guild I’ll play these pvp centric games with, and they got on a big server. Many of us couldn’t make a toon on that server as it filled, and choosing a “backup” server to make a toon on and wait for transfers also failed as the backup server filled.

The result is about 15 people not in the main guilds server, playing in tiny groups. What has happened is those tiny groups have stopped playing, it sucked to log in and hear about your main guild fighting big wars, and engaging in the initial rush of the new mmo experience while you are stuck on some random server.

I waited till the 3rd day to log in and so I rolled on a new server to avoid queues and try to catch up to everyone. Saw this sentiment come up in general chat frequently too, and in the rando company I joined. People said they were only on this server till transfers opened.

Anyways I haven’t logged in at all this week. I tried to refund the game through Steam and was denied, unsurprising as I have over 2 hours of playtime but still disappointing. I’ve so far behind my guild and so much of the initial rush is over that I have no interest in being strung along.

It’s sad, game has some incredibly good components. Combat is a blast, gathering feels really satisfying, world looks beautiful.

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Arktouros

Off topic here. Who the heck releases a modern MMO with a 2k server cap these days? I’m just dumbfounded by this.

A game that was originally designed from the ground up to be a survival gankbox game blown up to large scale to take advantage/showcase Amazon Web Services/Lumberyard technology.

EmberStar
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EmberStar

If I use the term “gankbox,” it’s likely because I have a very low opinion of PVP and write off anything even slightly related to it as “Psycopath Simulator.”

Arktouros is a PVP fan. If he’s using that term, it’s probably because he thinks it’s actually applicable. And speaks from a position of enough experience to actually know the difference.

EmberStar
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EmberStar

Because NPCs are playing pieces. Grineer in Warframe don’t care if I kill them. It’s literally the reason they exist. I happen to care very, very much if another *player* tries to kill me, and it’s everything to do with intent. A Grineer will try to kill me on sight. It’s their sole function in the game. They don’t have a choice about it. (And as cannon fodder NPCs, they individually aren’t very good at it anyway.)

A player who attacks me is making the conscious choice to increase their fun by decreasing mine. And given your choice of example, that’s as far as I’m going to bother to discuss this with you – I don’t think you’re entering this discussion “in good faith” to begin with.

EmberStar
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EmberStar

Read my first post in this thread again. Slowly. With the understanding that you have missed the point I was trying to make by such a large margin that, if you were trying to fly a plane from Miami to Key West, you’d have just crashed into the moon Europa.

EmberStar
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EmberStar

Then your reading comprehension skills suck. Try NOT fixating on the first paragraph (which is not really relevant) and looking at the second, where I mention that Arktouros is a PVP FAN and ACTUALLY LIKES PVP.

It’s a good think you’re not a lumberjack. The only thing safe in the forest would be the trees.

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Bruno Brito

It’s a good think you’re not a lumberjack. The only thing safe in the forest would be the trees.

*wheezes*

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Bruno Brito

showcase Amazon Web Services

I don’t know about you but the “showcasing” being done doesn’t make me want to toss money their way.

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Arktouros

The showcasing isn’t for you or me it’s to other devs. They can say here’s our game New World that used our engine with our web services and look at these performance numbers/data imagine what you could do with this technology.

The idea, essentially, is you take a game that’s traditionally small scale (IE: most survival games have servers of roughly 32-64 players per server) and then blow it up using their tech. So now if a new developer comes in and is like “I want to make Blood Island 12, a ‘revolutionary’ survival gankbox!” they can do so on a much larger scale with servers of 2000 people instead of 64. This is where the money is at for gaming because now you’re not wasting money on developers or supporting shitty themepark games people are going to drop like a bad habit when the Final Fantasy 14 expansion drops 2 months later. Sell developers the engines and web services to make games and let them worry about capricious customers while you collect a % of any revenue they make.

But engines don’t sell themselves. You gotta show/prove what they can do. That’s why there were articles like with Smedley or whomever where people from Amazon were like “we don’t care what you do, just make it huge, lots of people/numbers” kinda thing.

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Arktouros
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Bruno Brito

Oh, you mean the Mark Jacobs approach.

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Arktouros

I hope that’s the Mark Jacobs approach. His engine working with multiple hundreds/thousands of monsters/players on the same screen and working good from a network and graphical performance level is kinda revolutionary when you really look into the topic. Most games are just terrible at that kinda shit and are brought to their knees the second 100+ people start fighting.

If he can liscence that off to other game companies who will have actually interesting game design concepts rather than just another boring 3 way RvR PvP game that ends up failing because there’s few realistic ways to balance population/factions that could be exciting 5-10 years from now.

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Bruno Brito

It probably is. I think most of his funding is done by investment money nowadays. It’s shitty for the players buying on the dream, but…eh, i guess that’s the industry’s future.

All that being said, the fact that i spent a good ammount of money on a trainwreck that is clearly not made for me grinds my gears a bit.

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Jeremy Barnes

They’re not showcasing it to players. Amazon makes most (something like 80%) of their money from AWS. Game development is one place that AWS may not be dominant in the ‘server’ market.

They need to get devs out into the workforce who have experience with it and promote it. I suspect it’s why they didn’t really seem to care that they spent a lot of money on games that ended up never launching because the dev team now propagates out to the rest of the industry with lumberyard experience.

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Arktouros

As someone who heavily plays PvP based games and also prefers sandbox style game play it’s a pretty accurate word all things considered.

Where the difference between “Sandbox” and “Gankbox” to me occurs largely depends on the content offered within the game. Like for example I wouldn’t call a game like Albion a gankbox because there’s more to the game than just PvP/ganking despite PvP/ganking being a big part of the game play. Where as by comparison the first New World Alpha was literally 10 different types of mobs and basically nothing to do but PvP.

So the game wasn’t really designed as a MMO or to be a MMO. It was only after they completely and utterly failed at their survival gankbox game that the PvE devs (Amazon heavily took devs from studios like Arena Net) fell back on their PvE roots and made the themepark MMO that launched today.

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Rob Hagaman

Yeah, some people like a game where it’s the skill of one player vs the skill of another. Others like to kill newbie players or muster 50 players to kill 10, or grief players into quitting the game, then wonder why their game is failing, when all they have to do is look in the mirror at their own sad face. You really are psychopaths.

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Arktouros

You really are psychopaths.

Not really, I find the whole “psychopath” line of thinking to be the simple man’s way out of what is a complex issue.

Most everything in how players will play a game comes down to game design. For example the original New World Alpha test there were innumerable design issues that lead to behavior that people would describe as psychopathic such as: Oh wow, a buncha veteran players down south in the noob areas camping and killing noobs, what a buncha psychos! Except that isn’t the full story. For one we’d start our runs at the top of the map but no one was out there because no one needed to farm mob camps and the T5 resources were on huge timers so no one would be out or gathering them so there were no high end players in high end zones. For two, most of the northern territories were unprotected (no Azoth wells for protection) so they were considered bad territory where the best territories were often down south where noobs were at. So all your high end players largely hung around down south with the noobs which naturally when PvP broke out then the noobs get rolled over for just being in the area. Better game design choices like incentivizing high end players to be separate from noob players would go a long way.

That doesn’t mean there aren’t grief oriented players who just want to see the world burn. They exist, but they also exist in purely PvE environments with examples like people who join and take over groups kicking people out at the last boss kinda thing.

Also no one in the history of ever has “wonder(ed) why their game is failing” especially when it comes to PvP oriented games. All PvP games have been funded/designed/developed by small indie studios who struggle for resources and talent. Most are just objectively bad games. The industry has decades of collective experience designing successful PvE games but almost none for PvP game design. We saw this with New World where a buncha PvE devs tried to make a PvP game and failed in virtually every way possible before giving up. It was honestly embarrassing. This isn’t an indictment of PvP games themselves, as we can see with successful titles like Albion a well designed PvP game can have hundreds of thousands of monthly active users. It’s again a reflection of an industry that doesn’t innovate or take risks and simply chases what has been successful in the past.

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Arktouros

As someone who doesn’t like PVP though, it seems like the MMO PVP games struggle with mixing PVP and persistent character progression.

I generally speaking think this is wrong. For example you brought up titles like Fortnite or PUBG and in general most battle royales are inherently imbalanced because they can crack open a crate and receive a “A level 10 shooty gun” and well you cracked open a crate and got a frying pan. So not exactly fair but still extremely popular so the idea that “balance” or “fairness” is what drives popularity isn’t quite right.

In terms of MMOs that have persistent progression if we look at successful PvP examples we’ll see a lot of smart design choices. For example in Albion players who have much higher gear are generally not in the same areas as people who have starting gear so you’re less likely to run into a gear brick wall. More stats such as our +10 stabby knives while they give an advantage don’t guarantee victory anymore than having a +10 shooty gun means you can aim with it.

I don’t try to convince anyone to like or think everyone should like PvP. However it’s always eye-roll inducing to read these extreme scenarios that proportionally to the kinds of PvP encounters that happen hell camping someone until they quit the game is virtually non-existent. Like I’ve actually done that before and it’s not some casual thing you do. It’s not just some casual 2 hour hunt on a person or camp them at a respawn because they always invariably log out and then come back later to see if you’re there. Which if you want them to quit you have to be so that means you’re wasting tons of hours of your own time on a single person. This also assumes they can’t just get on an alt (which they always do). Like the whole thing is multiple weeks of targeted harassment generally reserved for scenarios like someone mega betraying your guild/alliance (IE: stealing the bank or something) not just some casual thing you do because of “the lulz” of it or anything. However everyone who dislikes PvP, first example they go to: Hell camped until quit the game.

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Arktouros

My experience with PVP is that I have been camped until I’ve quit a game for good.

I’m skeptical all around. Virtually all people who “fucking hate PvP” don’t play games where they can be forcibly engaged in PvP. More over it’s not really camping you till you quit the game if you die a few times then decide you don’t want to play a game where that can happen. Camping you till you quit the game implies you wanted to play the game (the game with PvP you fucking hate in it…) but were unable to do so because you were camped so much you couldn’t do so. The whole scenario you describe really comes off like one of those YouTube videos where someone was lightly tapped on the shoulder and now they’re giving a Vlog on how they were physically assaulted.

It’s really weird to say you don’t know and don’t care but then try to discuss the matter. If you don’t know the mechanics then why are you using battle royales as a counter example of a successful competitive game compared to what you think are failings for competitive MMO games? Battle Royales are never inherently balanced and there’s always an element of getting the right equipment from a myriad of sources. If you don’t then you lose.

While pointing out that the next round everything is reset might sound clever it also similarly points out that MMO progression does not reset. So just because you ran into someone who had a level 10 knife of stabbiness doesn’t mean the next time you won’t also have a level 10 knife of stabbiness. By comparison in a battle royale there is no next time. They got a shotgun on drop and you didn’t, you’re dead and eliminated. It’s that persistence that lets you flip the tables and turn things around that is interesting.

Again, grief players are everywhere in every environment be it PvP or PvE. Earlier today I was doing the Prophecy dungeon in Destiny 2 with two people from the same guild and I was thrown out of the group at the last boss. Do I go around claiming all PvE players are psychopaths who just use people and then dispose of them like trash? Of course not. I dusted myself off, posted LF2M for boss, and had it done 10 mins later.

I don’t mind the tangent I just find it strange. Like you clearly admit and know you have an extreme dislike for PvP and thus avoid it as much as possible and have little experience with it. Yet despite admitting and knowing that you still want to use it to formulate opinions on the topic of PvP (IE: MMO persistence is problematic due to imbalance) but it’s like obviously not going to be a complete picture of an environment you want no part of.

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Arktouros

Because if I post anything at all, I’m largely assuming I’m talking to myself.

Oh well that saves me a lot of time reading then. Good luck with all that.

EmberStar
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EmberStar

Whatever then.

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Bruno Brito

You really are psychopaths.

I’m not someone to condone the casual irritation of gaming peers, but to judge someone that gets in the way of your fun as a “psychopath” is a gross overexageration at best.

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Arktouros

but to judge someone that gets in the way of your fun as a “psychopath” is a gross overexageration at best.

It’s all part of the old names and old insults. PvE players are carebears and crybabies and causals and PvP players are sociopaths and pyschopaths and basement dwellers who live with their parents etc etc etc. I don’t mind, it makes me nostalgic :)

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Bruno Brito

I do, because i’m part of the spectrum and it’s concerning how people casually jump from one thing to another without realizing how dangerous that harsh judgement is.

I have the same issue for shipping and art and people calling other pedophiles. There have been instances of artists actively suing name-callers because of these over-the-limit fingerpointing, and honestly, i’m on board with it. I don’t like loli/shota art either, and i don’t consume it, but to jump from “you ship two minors/you play Elin in Tera” to “you like to harass, molest and destroy kid’s lives” is absurd at best.

It’s really problematic to just let discourse get rampant with this overexageration that has actual consequences in real life. And when these people get served with judicial consequences, to remember them they’re actually adults who can’t just call others whatever they want without a shred of social and judicial consequence, i get a bit happier.

AmittaiD
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AmittaiD

My weekend play has already been disrupted by a mysterious fatal error that now pops immediately anytime I login. Clearly some gremlin manifested between when I went to bed at 2:00AM and when I got up at 9:00AM.