New World: Aeternum Review (Ostrava of Boletaria)
This game has a great core but is marred with many flaws. My earnest review would be mixed, but I decided on the recommend as the devs have been making a genuine attempt at improving the game and making real progress.
In my personal opinion this game shines the most for two playerbases: casuals and pvpers. New world is a great casual experience with its gorgeous open world, flexible build options (as it pertains to casual play; this is less true considering other content for reasons I will discuss) and fun, easy to learn action combat. Many of the issues new world has pertains to the post-level cap experience so casuals are largely unhindered by these flaws - you can see this come into play as the usual first impressions of new world are generally very positive, then decline as players become aware of the faults at play.
The other group this game is good for is pvp'ers. Even though I think this game could have REALLY shined here if they focused more on small scale pvp and didn't make certain changes they made to the combat back in the beta, I think it still rewards skill - you tend to see results if you put time and effort into learning how to play your builds properly, and learn how to counter or play around other builds. Pvp balance is honestly not too bad; the most fun pvp-related activities IMO are open world forts, 3v3 arenas, and duels.
As for issues with the game, I will list the most important ones off the top of my head:
1) Gear is prohibitive. There are too many bad perks on gear, PvP-exclusive and PvE-exclusive perks can appear on the same item, and acquiring BiS gear is completely rng through either raw drops or crafting. You have well over 100 perks in the game, so rolling 3 desired perks on a single piece of gear is highly unlikely. This is the main reason I get burnt out of the game and drop it for a while, personally. I come back because I genuinely enjoy this game's combat but I loathe how hard it is to get great gear.
2) PvE endgame is sort of gatekept. Mutation dungeon runs have a weekly cap for runs and rewards are tied to a rank you recieve at the end of the dungeon, which naturally leads to PvE groups requiring you to run meta builds and already have good gear. It becomes much worse when you realize you're usually expected to run ward gear.
Dungeon mutations are a weekly rotation and you need different ward perks for different dungeons, which, in total, means you need 6 different ward sets if you want to be able to run mutation dungeons every week. Mutations themselves also inherently gatekeep and slow people down, as mutations scale from m1 to m10. The rewards for anything up until m10 runs are paltry at best, but you need to complete all preceding mutations to access m10's. As most people who are active PvE'rs are already running m10's and there isn't a huge influx of new players currently, preceding mutation levels are barren and take a very long time to form groups for.
The end result of this is the main endgame PvE we currently have timegates your ability to make bothering with it actually worth your time behind finding groups and the weekly cap, and when you do get access to m10's you are expected to find or buy ward equipment with the 0 coin you made doing the preceding mutations lol
3) The main pvp modes are half baked. The modes in question are outpost rush (OPR) and wars. OPR is your main casual medium-scale (20v20) game mode. It's also the only casual pvp mode that is rewarding in a meaningful capacity. It's a single map where the primary goal is capture points and keep them until either team reaches a score of 1000 points first. There is also a boss that spawns periodically that, when killed, makes the enemy team unable to gain points for a few minutes. The main problem with this game mode is there is neither matchmaking to differentiate solo queue players from premade groups nor a role function to ensure you have the resources you need to actually have a chance to win (this being bruisers and healers). The end result is many OPR games result in landslide victories - most people who solo queue run with ranged builds so they can actually get kills and not die on cooldown from zergs, but the consequence is they're not that useful by themselves for capturing points.
Wars are also very flawed. Wars are a large scale game mode (50v50). The basic concept of a war is companies can dispute ownership of a territory by declaring war and the territory will transfer ownership to whoever wins said war. Owning a territory means you can collect taxes from people using crafting stations and trading posts in that territory, which generates an absolute ludicrous amount of money compared to literally any other activity in the game and it's not even remotely close (basically, this means this is the sweatiest content in the game).
I can't talk as much about wars because I only ever participated in 1 war since the beta but they are very prohibitive. Companies have no cap on the amount of territories they own so the vast majority of the time the top 3 or so companies on any given server will own all territories at all times. The consequence of this is the top companies on the server get vastly more wealthy than anyone else which allows them to gear people up with BiS gear, which takes a very long time to for one person under normal circumstances let alone >50. This content basically doesn't exist for >90% of the server which is a shame.
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With this being said though, season 2 is looking hopeful with some very welcome additions on the way like more accessible gearing, transmog and so forth. If you enjoy pvp just to pvp or just want to chill out, kill and collect stuff in a beautiful open world for a couple dozen hours I'd say the game is already worth your time. Otherwise, I would wait and see how much season 2 fixes things if at all and determine if the game is in a good enough state to try out or not.