Defending territory influence

Hi

We’ve been trying to reduce enemy faction influence within our territory. Currently it’s just the 1 faction and weve noticed its incredbly slow to reduce the enemy influence. So far we estimate about 8-10 pvp missions to reduce a single %?! Is this normal? How many pvp missions done need to run to reduce a % because currently its excessive and o way for us to defend.

It’s designed to be this way.

Doing quests while defending lowers the influence by a very tiny margin, you need LARGE groups of atleast 30 people doing quests for a couple hours to lower it by 20-30%.

I have read in these forums a response by some dev claiming the game is designed this way because they want war to happen. As more time passes since the last war, the easier it is for the attackers to gain influence and the harder for you to lower it.

Source: we have a territory since two months and we’ve defended three times. Last war was more than a week ago, today a couple guys did quests and it went up by 5% pretty easily

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TLDR

We just take back the fort everytime they take it, then try to find and kill them.

We do not bother with the quests anymore since it takes too much effort, eventually they will declare anyway

Moreover, if someone really wants to declare, they just need a group of 10-20 people doing quests for about 30 minutes and they can bring it from 0-100% very easily

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Hello @NeffBesos ,

The response provided by @Eluzai85 is very detailed and provides an insight of the in game mechanics.

Before you can wage War on another Faction’s Territory you must weaken that Territory to a point where it is vulnerable enough to have War declared on it. In order to do this, you must perform the required amount of Faction Missions.

More about wars and conflict can be found here:

And if you feel like some changes may improve the game play, please feel free to provide us the feedback.

To provide feedback on New World:

    1. Log into the game and load in.
    2.  Press Esc, click Game Menu , and then click Submit Feedback.
    3.  Provide a description of the feedback, rate your experience, and then click Submit

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Customer feedback like yours helps us continue to improve our products and provide better service to our customers.

Thank you for playing New World! :slight_smile:

Hello @Eluzai85,

Thank you for taking the initiative to respond in such concise and detailed manner.

We appreciatye your time and help towards the community.

See you at Aeternum ! :slight_smile:

For your own sanity, I’d just let it go. The territory defense ability is a joke, most likely due to the lack of things in the game, to ensure that wars are easy to have…

With the underdog/time held buffs given to attackers changing what would normally take a few hours to within 30 minutes having a group and defenders having 0 buffs to influence, the time taken can be better utilized farming something for cash to improve your gear. The faction tokens and coin are a joke for pvp missions, and the time you’d spend taking it to zero is quickly reversed by people that play way late or early morning times.

This is just one of the many territory defects that plagues this game. I tried to remain hopeful to see some changes to the system, instead we just got quests that double the time to complete because they are all over the zone. Too bad the community management team and dev team don’t play to any real semblance of meaning so they can feel the utter stupidity of these systems.

Why was this the thread that broke AGS’ team silence?

I don’t know if I consider this breaking silence, it’s just copy pasta :wink:

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Yeah, we don’t even bother trying to reduce influence, mainly because 1 of the companies in the opposing faction is based in China, so even if we did get it to 0%, all they do is run pvp missions when everybody is asleep and in the morning 4 territories are all in conflict lol. Amazing systems.

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