Can new world have a wilderness or dead zone?

This seems like a wow-ish type player reply.

I have seen games that do provide enough incentive for pvers ot do pvp, and wow is one of them. So i do not agree at all. We have spend the last decade forcing pve on pvpers, and pve on pvpers. Your position by wow’s game alone is wrong.

I have seen other games like ESO, and GW2 do similar things. Depending on what you want to call rewards, or what is FOTM “bis”.

Most pvers do not pvp because they feel there is no chance of success.

No, incorrect.

Most players who do not engage in PVP do not like the toxic atmosphere and do not like “being owned” by another player.
Psychologically it’s rape to die to another players hands. This is why so many people have issues with T-Bagging. No one likes to be “owned”, and that is the crux of why PVE players refrain from engaging in PVP.

You realize what you just said contridicted your point and supported my position, right?

What? Not at all, go read it again.
I doubled down on my initial statement, its right up there to read in black and white.

The refrain from engagment has nothing to do whether they could beat the PVPer or not, their ability or inability has no bearing on it. They simply do not like dying to another persons hands.

You need to study psychology more.

Yea, pretty much you contridicted yourself.

Thank you for the suggestion.

When introducing a zone like this, what sort of materials would you like to see spawn? Would this zone be an additional spawn for rare items?

@Medazzal Thanks for adding to the discussion! We appreciate your feedback brought into the discussion.

@Kippp Could you expand on an instanced “Dark Zone”? As you stated, this would be exclusive to groups? I understand your idea, but do you have an alternative for solo players? :slight_smile:

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Before any meaningful balance, such a zone would likely be a failure. That or it will just end up being a farming location for the top pvp company on server.

I could see that happening, what would you suggest to balance this for players who don’t PvP?

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Honestly the major issues right now with the game are largely all focus’d around a few key points of mechanical operation (like having animation cancelling weaved into damage destroys the mage class) and the third perk system.

Near perfect balance could be accomplished if the game had a dedicated “interrupt” (LMB+RMB) for stam cost, Running build into draining stamina, probably some slightly higher regen to balance that and some more impactful Blocking mechanics (such as mitigating non-snare/root based crowd control with block).

Lastly you’d need to create a reforging system where players can reforge the perks for azoth (with no cooldown and nothing more then a small amount of azoth). After this point the balance would be almost perfectly based around player skill, not power.

As long as power is an element, such zones and ultimately all forms of pvp will just end with oneside rolling over the other.

Animation cancelling in any form should not exist in the game. Fundamentally it breaks both pve and pvp.

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No.

The PVE player does not like dying to another player, PERIOD. It has nothing to do with a chance of success. It’s the idea that someone else got over on you.

For example. Have you ever been taken advantage of in a sale? You paid too much for the item. the sales person “got one on you”. That is the same feeling many players get by dying to another persons hands, which is multiplied if the PVPer does a T-Bag or sends a whisper.

This is why I said its psychologically, rape. This feeling or emotion does not change if the PVE player can beat the PVP player. Their ability to succeed or fail in the engagement is moot.

Metric data please.

50-60% of an mmo does pvp in some form. Of that the mass majority are pve focused players.

Study psychology please.

Thank you for your suggestions! We appreciate your feedback. :slight_smile:

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Animation cancelling is the single most destructive aspect to the mage/caster class indentity in new world. Dependability is very rare in the mage weapons, and generally its either a fireball or an aoe that provides it.

The animation cancelling built into the melee damage destroys mages ability to deal damage. People diagnose mages issue as not enough damage but actually its not consistent enough damage.

Working that interrupt in will correct this and over night we should see a massive increase of mage popularity.

I will also add that such an interrupt mechanic will hepl melee have a more controlled way of killing healers, as an interrupt would ideally have some sort of limited “lockout” phase where people can push buttons for a second or two (or three).

In that time healers could potentially die.

Unlimited running and speeds without a stamina drain make some builds unkillable including healers. Placing a “onbuttondown” sprint option that drains stamina would solve this problem, and it would also further to provide more intellectual and informed choices around how to properly utilize the stamina bar.

Lastly, such a change would ideally also help some specific weapons most notiable of them is the tank class that has near unlimited stamina bar (depending on the situation) and would help validate their class.

I’ll end also on the point against animation cancelling that it also makes “fine tuning” pve very difficult if not impossible as such things can provide more or less damage output depending on the player. A large variance in dps in pve will provide a very inaccurately tuned fight. This means that content will be oberly easy for some, and overly hard for others. That makes pve and content less enjoyable.

Thus, animation cancelling is problematic and abusive everywhere.

Contesting for materials is such a bad idea.

A much better idea on this sort of thought - would be to have a wilderness like RuneScape has which there are many materials nodes but lots and lots of mobs guarding them. All different types of mobs and hopefully some new mobs but they get harder the further in you go. Put a number of nice patches of orichalcum at the end guarded by some seriously hard mobs.

What this will do is create a gameplay where players team up to get these mats and there would be plenty to share but first they must fight the mobs.

It should also be auto flagged so group pvp can happen.

Would be epic

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The “dark zone” was from a game called the division. You can read all about it here if you want.
This is a semi-official description of it, which is basically what I wrote:

“The Dark Zone is the only location in which players can roam solo or in a group in an openly PvP environment without major limits. In the Dark Zone, players will be able to complete special missions that offer the best loot in the game. However, loot acquired in the Dark Zone must be extracted and decontaminated before it is fully usable.”

In the division, you could have UP to 4 people in your party, but you could enter it alone. I would play solo and do just fine. I suppose 1v5 is too hard in New World, but 1v3 is possible. If you made the max group size 3, then solo players probably could still have fun in New World’s “darkzone.” I would probably always enter solo, but I play dex, so I can keep distance if I want. Being outnumbered is part of the fun. Alternatively, you could add a solo queue or add a group finder function.

It should be instanced, so you can control population size and to prevent zerging. You want fights to happen frequently, but not too frequently. It should be 5-10 minutes between each encounter.

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You don’t. If you have a force flag PvP zone, just have it be a PvP zone like normal zones with normal spawns. Flagged players can fight over resources and any bots will be dead meat. You might encounter an enemy while farming but you won’t encounter a drone beelining from spawn to spawn 24/7.

As long as primary quests aren’t hidden there and it’s not ironwood mecca or something, PVE’ers don’t lose out but PVP’ers gain.

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If the problem regarding gathering is players falling over each other for nodes (high pop server), too many bots etc. Then I am having a hard time seeing how this solution addresses that problem.

It will solve it to a degree for the PVP player, but it solves little for the PVE player. The PVE player will still have to deal with bots in the world, and perhaps less traffic because PVP can get their stuff from the zone, but human nature tells me that this is not how it would work out. It would essentially be a “double dip” for the PVP Player, leaving the PVE player once again stranded.

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I know it doesn’t excuse or solve bots taking your resources. But maybe this strat can help you beat them. Equip a musket or bow and light armor, get the passive for whichever one (musket is better) for haste on dodge roll. Follow the bot around, you’ll be able to see what it’s after and dodge roll ahead and take it before they can.