Happenings From Aeternum - Summer Medleyfaire
28.07.2023 - 21:27
/ newworld.com
Greetings, Adventurers!
Happenings from Aeternum is all about the community. Explore community Q&As on topics like New World's client performance, view community spotlights, and discover new content creators. This month features the Summer Medleyfaire. Learn how to get involved or just enjoy what’s happening.
We’ve started additional community Q&As in Discord as a result of community feedback. Join the conversation to find more answers and ask your own questions in August. Here’s the latest Q&A episode of Forged in Aeternum, followed by some responses from our July thread:
We agree strongly with your point of view, and are actively looking into it. I'm sure you can imagine there are technical constraints to work around. We are still exploring!
Yes, this is something we've discussed in the past and think is important so we can push for exciting and strong PvE experiences without breaking the balance of PvP. The first part of it will come in Season 3 when we use this new system to replace some of the balance we achieved through «required» perks. We will then build upon this system over time to include more aspects of combat.
There are no plans for solo Expeditions at the moment. Those experiences are built for multiple players and designed with support and tank classes in mind. However, we want to make sure everyone can easily participate in Expeditions, so we're making some changes in Season 3 to the difficulty of base Expeditions to make them easier for all. We want players to be able to experience the fun and story of our Expeditions in a low pressure setting. If players want a challenge they can participate in Mutators.
We caught up with Mike Boccieri, one of New World's AZoth Engine team leads, to answer your questions about DX12, performance optimization, and DLSS:
As Rich Lawrence mentioned in 2021, New World's AZoth Engine team has had in the past — and currently has — active development towards supporting DX12. While any new platform technology has the potential for improvements — both in areas of graphical fidelity as well as performance — the ability to leverage new technologies effectively is heavily dependent on both the upfront cost to develop the implementation, as well as the downstream costs to the game's content creators.
As a result, when we consider against the broader portfolio of things we can do as an engine team on behalf of New World players and New World developers, those costs weigh heavily in our calculations. Thus in consultation with New World leadership we've taken a longer-term approach to supporting new render platform technology, and instead have spent much of our time supporting the team with a host of new tools and technologies that we think have greater immediate