I'm going to go out on a limb and claim that I don't think a new edition of NCO would be better than a database search assisted by an engine and a portion of critical thought.
By all means, NCO was a great work for its time, and was certainly helpful for me before, especially in the lines I didn't have any books for. But honestly, with just four persons working their way from A00 all the way to E99, there are going to be errors and omissions, and the fact that all lines have to stop at some point with an evaluation mark is IMO a severe restriction compared to a database, where you can play through high-level games from the final position, look at engine evaluations etc. Not to mention the obvious - that every written work at some point gets outdated.
DenVerdsligeRejsende wrote on 07/22/15 at 22:13:33:
I am wondering myself the same. I grew up with NCO and stuff, but then how else do you know which are popular, bad, and critical moves in a theoretical line. Even if you use databases, you see percentages, which often can be useless if the critical moves are not the playedest moves. It can also be the case that top players might start choosing the rarer moves.
I understand what you mean, but:
- Popular moves: Well, you pretty much see them by the number of games from recent years, don't you?
- Bad moves: A bit harder, but game statistics and engine evaluations give a good indication, and I found several clear mistakes in NCO's evaluations too (which is understandable considering the amount of lines they had to dig into).
- Critical moves: If the most critical are not among the most popular moves, there is a good chance they are not in NCO. On the other hand, if the 5th most popular move in a position looks super-sharp, there is a good chance it is worth looking at.