The issue with the grind is the watermark system. It’s absurd that you can purchase 575 GS items and still have to farm useless 520 GS items because of the watermark. But this is an entirely different issue.
I don’t consider this an half-baked idea, and clearly you are frustrated by either not seeing a lot of people agree with you or again with what’s going on in the game from reading your tone on replies you make to a lot of people that don’t have an issue. Either way, I would recommend taking a break if you are not happy with the game. I’ve heard it help so many players that then chose to come back when their frustrations are met by the developers. No one is forcing you to be unhappy, but if you continue to play the game, then you have to accept the changes the developers make based on the internals metrics they see and the bugs/exploits being reported by the player base. Since this is an opinion related post, the devs will more than likely skip this post, so it’s not going to create the change you want. This will be my final reply and hope you can find happiness in something out there, whether it’s this game or something else.
Agree with you.
Also valid points 
If this is true, why does the game feedback section exist? Why have a feedback forum only to disregard feedback?
I think the change is absolutely fantastic.
For one thing, it is 100% optional, and unflagged players received no nerfs. You can still get just as many gems etc. as you could before.
For another, there was almost no reward but tons of risk associated with flagging before. The game was always marketed as brimming with PvP opportunities, but in reality open-world PvP barely existed because there was no incentive.
Where gathering was a boring grind to me before, now it is 100 times more exciting. I see way more rare drops that have me anticipating every node, plus I’m always on the lookout for enemy players. And if I don’t want that experience, I can simply not flag! You can also just go to gathering hotspots to fight enemy faction players, you know, as if there’s a war going on between you!
Finally, the large luck bonuses are introducing way more rare materials into the economy, and I think this is a good thing. Crafting was extremely hard and slow in this game, and now materials are more accessible to everyone. The grind is simply shorter with more drops and lower prices across the board.
I think it is ridiculous to argue that PvE-only players should have equal access to everything in the game, because this is effectively the same as saying PvP should have no unique rewards whatsoever. Even the most dedicated PvP player almost certainly needs to watermark, harvest, craft, and run expeditions if they want to get great gear. Currently PvE-only players can access absolutely every reward there is, just at a slower rate for this one type of content.
PvE bonus : you get to farm whatever you want without having to deal with players killing you? not a big enough bonus for you?
In a previous reply I mentioned that I want unique PvP rewards, as in items that you can only get through PvP. I’m saying that gathering luck is not a unique reward. As far as the economy goes, when you have a struggling economy you don’t inject more goods into it, you inject currency and try to add some form of price protection. Gold was already more valuable than goods, the scarcity gold was/is the problem. Doesn’t matter how many materials you have, it will never lower the cost of housing, travel, taxes, or repairs.
I really wish folks would read the entire discussion before replying. Having to point out that I am a PvP player, and am seeking unique PvP rewards because the luck doesn’t really change a whole lot, is becoming less fun.
I like that you tried to tackle this issue, but I still think the PvP luck is fine. This game, at its core, is supposed to be a PvP game. By AGS implementing this flagging thing, their hope is to get more people to flag and create emergent stories. Pvp is always and will always be a risk vs reward equation. By adding this luck bonus in the game, more people will take that risk, creating more content for both “groups” of people (PvE and PvP). This isn’t so much favoring a particular group of people, but providing incentive to do this particular activity and rewarding players whom partake. The inverse of that is unflagged people don’t have to worry about being ganked. It’s really all about time efficiency.
Well, releasing the game in such a state was probably not even the first of the strange choices.
I have spent everyday flagged with full mining gear on since the patch and have seen no big change in my yield. Either the PvP luck isn’t working or doesn’t stack with the gear luck. Either way there is no real reason to flag for gathering at this point IMO.
Respectfully, I disagree. I am predominately PvE. I do not find that this in any way takes away from my playstyle.
Your hypothetical is not really on par, no offense. A closer analogy, just in my opinion, is to say we both are working at the same place, making the same amount of money. The boss comes over and offers us unlimited overtime. I decline, but you accept. Now we are no longer taking home the same amount of money. You are going to get more because you chose to do overtime. My paycheck did not go down, my base pay did not go down. Nothing was taken away from me. You were not given a raise, your paycheck changed because of the actions you chose.
Just like in New World. The change in how much we each get is contingent upon our actions. If I stick to my usual routine, I will get my usual expectations. If I flag up, I am “putting more work into” it and I see no problem being rewarded for it.
This is no more unfair than you and I both needing the same resource but you play for twice as long as I do. Or that on your server you were able to make\buy the gear you needed to boost your take home and I was not.
If Amazon really wanted to take something away from us PvE’ers, they could have required that to gain the luck bonus you had to have participated in X number of Wars, OPRs, or engaged in a certain number of duels or killed a certain number of people while PvP flagged. Things that a “Standard” PvP player will likely have done, while the “Standard” PvE player would not have done.
None of these things were done. I have the same option as everyone else and the same choice to utilize it or not.
I dislike rolling with PUGS, so having to group up to do expeditions are a special kind of hell for me. But I can choose to participate in that portion of the game, or not. Again, it is about MY choice.
Just my opinion.
That above right there - its perfect. I love PVE and generally despise PVP because it always dicks around my PVE experience. Always some sort of “X skill is unbalance in pvp so lets nerf it for everyone!” type of situation in every mmo I’ve played starting with the Warlock Fear in World of Warcraft. So, now that you understand my stance as a long time PVP hater…
I love the PVP luck bonus. It’s gotten me to flag. The extra loot and excitement is kind of fun. Occasionally running into skirmishes is both scary and exciting, Players add a depth to combat that the NPC AI (which is really good imo) isn’t capable of. Then there is the wonderfully toxic energy I get from narcing on a dude that’s mid farming the orichalcum vein I want. I still dislike that PVP tends to impact balancing issues more and the douchebaggery that I tend to encounter from PVP players. But AGS got me to try it out and even enjoy it a little bit.
Lastly… they took nothing from PVE experience. They actually added to it by adding in that extra bit of risk and need for awareness when farming.
I get what you’re saying but what I’m saying is there were much better ways to encourage more world PvP, this was just the quickest to implement.
I feel your reply illustrates how the flagged PVP luck bonus is playing out. Players using it for a commercial purpose i.e. gathering materials or searching chests. The game has features where missions attached to declaring wars means the player character must be flagged for PVP; Your chasing them down provided an opportunity to engage in mutual PVP, however, I do question whether this “opportunist” style PVP encounters meet the objective purpose e.g. encouraging more players to be PVP flagged by AGS.
AGS has not made crystal clear publicly what their intentions are for encouraging more players to be PVP flagged outside the PVP faction mission board, Outpost Runs, Invasions, and so forth. The luck bonus seems haphazardly foolishly implemented without clear goals to be achieved, and “We want to include an incentive to be PVP flagged” returns no metric value without the end objective for the decision to be clearly known.
Should AGS want to encourage an open-world PVP system in New World then there are other system mechanic, probably needing to be reworked, that should be addressed in the controlling territory and town.
- How does open-world PVP contribute to ‘Controlling Territories and Towns’?
- How does the current flagged PVP luck bonus contribute to meaningful open-world PVP?
- What changes would need to be implemented to the Controlling Territory and Town mechanic, as a result from open-world PVP, and by association, includes does the faction gain PVP points towards declaring wars?
I doubt AGS considered the placement for open-world PVP besides thwarting another faction’s success completing their PVP missions. However, AGS recently lowered the risk v. reward when they removed the auto-fail on PVP missions BUT implemented a different kind of risk v. reward through the PVP flagged Luck bonus.
I understand the reason for removing the auto-fail. Its done to help factions declare war easier without always having their missions reset. That’s the actual crux AGS is struggling to balance: How to implement a suitable mechanism to encourage the constant power struggle over control of land and towns, so AGS can successfully establish the constant PVP content play for players.
As for the Luck bonus, my suggestion would bring interested parties into specific areas for their risk v. reward and establish an arena-style setting for those Battle Royale mindsets. AGS could implement upon faction kills some minor PVP points reward within those areas, as a side bonus towards any faction to declare war.
The suggestion would not interfere with the current PVP missions or where those missions send players. AGS should revoke live version of the PVP flagged Luck bonus.
helping my friend lvl and i gave that advice. in 3 hrs of chopping trees he was killed 7 times by lvl 60s and he was lvl 17. if they want players to flag up for rewards they should at least put some kind of penalty for killing people who are severely under your level or the risk vs reward really isn’t there till your fully leveled. seems a bit odd someone under lvl 20 has to repeatedly be 1 shot by max lvl players to get the same bonuses but that’s just my opinion.
Oh heck, this is level 70 advice only
Tell your boi the luck only really actually impacts 60 game play
I wouldn’t advice a low level do this haha
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