New World - June Alpha Release Notes, Part 2
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In order to prepare for the upcoming closed beta for New World, Amazon Game Studios has put together one final alpha update for their age of exploration MMORPG. This update adds two new PvE mission types, tinkers with the game's PvP mechanics, and addresses a whole bunch of miscellaneous issues.
Here's an excerpt from the patch notes:
GeneralWar Declaration Update
- Added two new types of PvE Faction Missions: Assassinate and Elite.
- Assassinate missions challenge players to take out specific high-threat foes.
- Elite missions send players to take on Aeternum's most dangerous villains and their minions. These missions are higher difficulty with a higher reward. It's recommended that you bring a friend.
- Polished Territory quests with updates to tracker text and map pins.
- Reduced weight cost for Azoth fast travel by 20%.
- Invasion rewards are now tied directly to a player’s scoreboard score.
PvP Updates
- War Declaration has been updated to reward the most active Companies in the influence race with a higher chance of being selected as the Vanguard.
- All companies in a Faction are no longer eligible to declare war when a territory is thrown into a conflict state.
- To be eligible, a Company must have contributed at least 10% of the total influence required to throw the territory into conflict.
- In the unlikely event that no Company contributes over 10%, any Company will be eligible to declare War.
- The War declaration button now indicates a Company’s eligibility to declare war.
- If more than one Company declares War on the same territory during conflict, the amount of influence a Company contributed toward the conflict increases its chance to be selected as the Vanguard.
In a continued effort to support PvP, we’ve reduced gear’s durability loss due to PvP death, increased XP for PvP kills, and adjusted camp respawning mechanics to make Faction Control Point battles more interesting.
- Players flagged for PvP receive 50% less durability damage to equipment (both equipped and in their backpack) when killed by another player.
- Increased the XP players receive for PvP kills and added rewards for players that have been alive longer (killing a player that has been alive for longer than hour will now reward 4x what the max used to be).
- When flagged for PvP, choosing to respawn at a camp activates an incrementally-increasing respawn cooldown.
- For each subsequent camp respawn, this cooldown increases.
- If the player chooses to respawn elsewhere (for instance, at a settlement), the cooldown will continue counting down in the background.
- If the player dies while flagged for PvP while the cooldown is counting down, the time increment will be added to the current value.
- This makes respawning at a settlement and running back into the fray a great way for players to lower their camp cooldown.