If you were referring to me, I clearly stated I am not a PvE only player, I spend most of my time PvPing ;). Your original suggestion specifically mentioned shattered mountain and eden (one which has 90% of the ori in the game and the other has 90% of the wirefiber.) Making those two specific zones forced PvP would be a nonstarter due to the impact on the PvE players.
I’m very down with PvP only zones, but they should be NEW zones, and they should not have materials that would be used for anything PvE related. Put in new resources that only PvP players care about.
No its not. There needs to be better path to Umbrals for those of us who prefer PvP, but that’s not really the topic of this thread :).
That’s the problem with occidental MMORPG. They tend to hard design the pvp aspect of their game and telling us what to do, instead of giving the players the liberty to create their own world.
That’s why many people are interested in Ashes of Creation pvp system which is designed around Lineage 2 system.
Only clans, that can make official alliance through the system (3 clans max).
Custom clan insigna (gives more personality to each clan), politics based between clans (revenge against X because their leader stole your bike). Relationship are even bigger than the pvp itself. Who knows who’s the next one to betray you ?
PK and PVP Flag whenever you want (why need to flag in town ? makes no sense)
Big castle siege events every 1-2 weeks (not capture the spot in 3m²)
New World says us “Here is your story”, instead of “make your own story”, which ultimately reduces the impact this “story” has on you.
Yes but this doesn’t mean AGS simply can’t make those resources available elsewhere because they definitely can. I just meant that there could be zones where resource respawn rates are improved, resource nodes are vast and it will be an area worth exploring most of the time.
Yes this is exactly what I’m talking about, new zones with forced PvP and better resources.
Haha, we kinda derailed from the main topic. Which is sort of good because all can see that one bad feature can ruin entire experience.
-change the need of one to join a faction, making it optional at any point of the game
-get rid of faction influence to allow combat happen with players of same faction, thus removing the possibility for a single company own the entire server
-get rid of time gate of joining/leaving/changing faction, betrayal is part of life and can’t be locked behind some fantasy timer
-make factionless characters unable to be on pvp mode
-make faction characters able to toggle on/off pvp at will (I changed my mind since my last post about it, freedom of will should be the fuel of the game)
-make taxes be invested on settlement expansion, giving earnings in gear or mats for settlement owners, the bigger the settlement improvement, better the reward.
Thank you for writing all this out. I completely agree. I think this is a multi layered problem. In my opinion, the best course of action is to do the following:
Remove the ability of factions to slot for other faction colors in War
Create war cooldowns for individuals
Allow inter-faction conflict system and ability for Companies to take a territory from a company in their own faction
Break up territories into smaller sub locations that split a percent of the revenue of a city
Restrict companies to having to slot at least 25 members of THEIR company for war
Enable company change restriction cooldowns (prevents people from jumping to different sub companies for war)
The faction system implemented in NW wasnt a good system in the first place. It was just a bunch of different colours, different armors, different teams but none of the faction pride, faction based combat, faction specific questlines, faction towns… even the faction npcs are bland and forgettable.
If players want to always war then perhaps there should be a mercenary faction. They are just ‘guns for hire’ but will not receive the company benefits?
There are many good ideas on this thread It does seem right that any company can war regardless of what faction they are. Company hopping should have a cooldown and or diminishing rewards… loyalty gets rewarded??
Factions right now have such little impact on the experience, I chose green because I like the colour…
It’s not the fraction system that is killing the game,
It is the shell companies. Hopefully AGM realise how toxic this is and is working to resolve this.
Shell companies and the faction system are one and the same. Companies should not own settlements and should not get money from settlements. That leads the the game breaking economic imbalance we see today where you have these mega companies own the map.
From the beginning factions as a whole should have owned settlements. Taxes would be set automatically by the number of people living there (houses), and all upgrades should be available at all times on the town board. The populace would then determine which upgrades got priority by doing the boards. People of the owning faction would get tax remittance in that territory as well as some other bonus (think like the forts).
War and invasions should have been unscheduled, dynamic open world activities that anyone could participate in as opposed to exclusive content for a few try hards. Current instanced war would have been good for a cross server ranked Company vs company mode where company’s could fight for a spot on a leaderboard.
No factions should remain. What they really should do is remove the player control, because unfortunately players can ruin the whole experience for all other players (like shell companies exploiting wars or maxing out taxes). Cities should be owned by factions and wars should be a planetside type system where citys and castles are connected like nodes. This also allows casuals to actually play that content instead of being gate keeped out. Letting other players gate keep content was a huge mistake.
Yes, they should remain, but it needs an overhaul. And the very first change should be the freedom of not joining one. Even on bad countries like mine, one can choose not to join the drug dealers. From this point there are so many good use for factions.
From other post
As it is right now is important that you know that you’re one of the three
-yellow clown
-purple dummy
-green thing that comes out of the nose
New World is already a boring Themepark MMO. Your player count proves that. Only a small amount of people. Find the current iteration of New World fun. And until AGS reverse this new course, which I personally don’t see them doing. New World is going to continue being a boring Themepark MMO to the majority of gamers.
On the PvP side of the game. There are huge anti-PvP mechanics attached to this game now. So from a outsider looking, I perosnally wouldn’t touch this game for it’s current version of PvP. And it’s PvE is so barebones that after 10 hours, You’ve pretty much experienced the whole game. 10 hours of content is like a small expansion in most MMOs. Hell even Korean MMOs host free expansions. That has more content than what New World provide.
New World could’ve been this had AGS not giving in to the skill-lets and brain-lets.
Because the rough truth is. Most gamers value their time and mechanical skills too much. To play a MMO that caters to the worst players of the gaming community. Which is basically little more than a PvE gear Grinder. That has extremely little expression of player skill.
Back on topic./// Factions currently have no meaning in New World. AGS could basically get rid of factions completely and very little will change. Actually getting rid of the pointless faction system. Might actually improve the game for many that still currently play it.
I would honestly love it if it didn’t have the faction system and when you entered pvp mode, EVERYONE with the exception of your guild would be “enemies”
There needs to be some sort of limiting factor. If one factions tax income adds up to a certain level then there should be some sort of control variable.
I’m not exactly sure what could be added, but if purple owns windsward and everfall and nets 3mil a week, maybe make the entire faction unable to declare war? Up and coming companies within the faction will want to own there own territory so naturally they’ll move factions and take over a sub territory or even try to overtake the power houses.
Some sort of control variable or limiting factor is needed though.
Factions need a capital town. They need to double down on what a faction can do for the player and reduce the efficacy of companies owning territories.
I’ll give you 5s to remember the name for the Marauder faction leader. There simply isnt any reason to even recall why you join the faction the first place aside from being able to create a company.
Hell, i remember the french accent marauder standing in the middle of Windsward more than i actually care for. Hell, i can even recall the faction vendor up in the ship at First Light! Fact is, there isnt a faction questline thats worth its salt in NW.
Having a capital town provides a base, an area of operation for ‘like minded’ individuals to gather and congregate. Makes it easier for faction members to know each other and start off from there. But what we have now are company based politics.
And you could buy a 20k house without fear of paying the opposition due to territory flipping. I like it.
It could be your main home where you buy sell refine and craft and you’re not forced to pay the other guy. Numbers in faction would make this mechanic change a lot though. But I like it. Can’t be worse than what it is now.
I agree they need to make some of the faction NPCs more memorable and maybe a faction specific hub for players to meet and get to know each other… Marauder can maybe have a coliseum/arena, Syndicate can have a secret sewer/underground area, and covenant can still have like a giant church or something.
The thing is, in the game lore, Cutlass Keys were the Maruaders, Weaver Fens were the Syndicate and Brightwood were the Covenant.
Each town are vastly different from each other and is thematically accurate to what each faction stands for. BUT for some reason, we dont have faction quests that starts from these parts but rather have the main questlines go through each of these areas and introduce the leaders.
I want questlines that depict the faction strengths and weaknesses. I want to see how the Marauders were given the ‘shit job’ of clearing an area of corruption, only to have the Covenant taking the credit for cleansing the area and the Syndicate infiltrating the new populace as hidden agents. I want to see the Covenant fighting a losing battle against the Angry Earth only for the Marauders to fight back the tide and taking over the place. I want Syndicate to have quests that leads to developing a super weapon that can rearrange or discovering the secret of orb control in Ancients, only for the Covenant to destroy it because these weapons were not meant for the unfaithful.
Where is the working together against the waves of corruption? Or Syndicate engineers working with the healers of the Covenant and the Marauder heavies holding the ground? We see the leaders in Shattered Mountain, where are the armies? The ones that came before us? The ones that are holding still? Where are the quest that allows us to be those faction members?
Instead we get fetch this, loot that, kill that because faction tokens. Sheesh.