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? ![]()
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?
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.
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.
The PVE player does not like dying to another player, PERIOD
Metric data please.
50-60% of an mmo does pvp in some form. Of that the mass majority are pve focused players.
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. ![]()
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
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.
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.
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.
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.
I think a zone filled with high tiered resources spawns like orichalcum, wirefiber and ironwood trees would be a must but also plenty of silkweed and starmetal as those are rather unrepresented in the late game areas silkweed especially.
As for rare items maybe this would be a way player can get some of the new pvp perks on weapons and armor outside of just the PvP track. I know some people who’ve gotten rather unlucky with their PvP tracks. I personally wouldn’t want this location to be a PvE zone since I find dealing with mobs such as wolves and brutes in OPR incredibly frustrating as they slow you when chasing after a running player. In addition to that things like Iron hide is already in plenty of abundance in most marketplaces.
Instead of rewarding players for fighting monsters I think it would be better to reward players for how much resources they bring back to aeternum.
I really like the idea that Kipp suggested that the resources would be “corrupted” and droppable on death. That gives more chances to add mechanics to the resources. For example maybe players have to “purify” these resources at a shrine. Different shrines have different conversion rates, maybe a daily limit of 3-5 so bots won’t work tirelessly to farm the area. Lots to go with from there and it would be similar in code as the OPR materials.
An area filled with corrupted resources with a high respawn rate that players must fight to acquire would be an incredible open world PvP experience. One that a player won’t necessarily need a 100m guild to take part in but still incredibly fun to do with a squad of friends.
They could have it forced pvp area and this would mean very little bots until they code better bots to fight even then at least we can kill the bots.
Maybe they could do something like if you kill a player in this area then you get a 50% slow for 30 seconds to a minute. This would mean players wouldn’t want to fight and if it was a 2 on 1 situation then you kill one and get slowed so much harder now. Evens the playing field so top pvp players can’t just rule over everyone all the time.
More nodes but they give less mats.
But the area needs to have tons of mobs all over the place guarding nodes and harder mobs the fourth in you go
I think deep in to this area there should be at least 2 bosses that drop a rare item each.
Spawns should be all end mats such as iron wood, wire weave, lode stone, ect
Benefits for solo players - what you could do is a system where solo players get more mats from nodes. The 2 in group slightly less and so on. This incentives players to go solo
This is a great idea. Just don’t make it to where some new engame material ONLY spawns there unless its directly related to PvP. So that people that don’t want to PvP aren’t locked out of content. If its something thats related to and only usefull in PvP though I think it would be fine for it to only be in that zone.