Easy way to blance pvp

But that’s the unfair thing, you adapt to the situation, that’s mean and has nothing to do with skill!
wonderful :stuck_out_tongue:

1 Like

You cant play as melee, everytime u attack their backline u got shot from 7-8 bows nobody can survive that. In normal scenarios ofc nobody play like that. Also playing with bow, muskets 80-100m from frontline and calling yourself pvper is funny. Play as mage (40m range) and we can talk.

IF you wanted to go with the “completely fair” route for PvP, you’d be better off enabling all perks and letting players “choose” their build, like GW2 does.

You will kill exonomy and sense of progression, 80% players in end game, keep progressing only tto get better perks for arenas n oprs. Thats why no, same with food, balsams powders, honing stones their the most popular waste spot is OPR.

That is the first time I am hearing about people using Fleche armor perk. Unless you meant something else

Did you actually read my post?
My argument was exactly that you don’t need any Perks at all for the escape…

I misread, my bad. Another coffee coming in hot

1 Like

This game will never have good PvP because even if you normalize every option, the PvP still boils down to rock/paper/scissors.

There will be outlier cases, but overall the outcomes of fights are usually predetermined by gear choices.

Predetermined outcomes do not facilitate good PvP.

Many games do this. Its not unique to NW.

Oh, it’s definitely a great design from a business stand point:

Let’s say Edward Scissorhands want to do some PvP.

  • He’s almost always going to beat Paper Patty.

  • He’s almost always going to lose to The Rock.

  • If he finds a mirror match, we should expect him to be anywhere from a 50-50 to a 30-70 for most outcomes.

What that means is that overtime he should expect to win anywhere from 40%-60% of his matches against equally geared players. Outliers will always exist, but that’s a pretty fair expectation for most players.

That FEELING that the player gets is that they’re competitive because the design of the game makes them competitive a good portion of the time. The player has to develop themselves to a basic minimum, but after that, most of the outcomes are predetermined. The feeling of being competitive is what’s important.

The player can excuse their losses by saying, “Of course I lost, they’re using XXXX! It needs a nerf!”. But when they win? Obviously it’s because they’re a more skilled player.

Great for a business model, but terrible for anyone who takes PvP seriously. Not talking about griefers or PKers, but people who truly value well-designed, skill-based combat.

I don’t think the game is rock, paper, scissors.

Some weapons are better than others, and some weapons do counter other weapons. These weapons are unbalanced.

But most weapons do not hard counter any other weapon.

Anyway, I think they have to standardize PvP loadouts (preset gear and abilities) if they ever wanted to balance PvP for ranking purposes. Otherwise, people using certain weapons with certain gear perks are going to artificially climb the rank ladder because of their gear/build is vastly superior.

Nope, they shouldn’t, they should just buff the weaker perks and nerf the strongest perks but not massively making them useless. Every perk that has a chance to be overpowered or broken should be on their radar.

We can look at 3 common builds and easily determine that

  • Bow/Spear shits on VG/IG.
  • VG/IG shits on SnS/Hatchet.
  • SnS/Hatchet shits on Bow/Spear.

We can expand on that further and generalize it to:

  • Dex beats Int.
  • Int beats Str.
  • Str beats Dex.

And Life Staff is just cancer.

Is it always true? Of course not.
Is it usually true? More often than not, especially when players and characters are comparable.

That’s pretty damn slanted in the R/P/S department.

Terrible idea.

Its really not rock, paper, scissors but more like rock, paper, scissors, lizard, Spock.

1 Like

Its hard to avoid RPS when designing an MMO or any other game revolving around players having abilities.

There’s always going to be at least that one mechanic A that cancels B and works with C.

Unless you’re just referring to limited outplay potential of NW in even matchups in which case you’re right. There’s room for improvement in that area, absolutely and overnerfing light armor coupled with little by little removing cc from the game does not help at all.

1 Like

if you think ranged is op you have no clue how opr works. the team with more melee always wins in opr.

Don’t forget the gold buyers!

For context: I think any two players of relatively equal gear should constitute an “even” matchup.

But yes, it’s been an ongoing gripe of mine for basically two years now. The current state of combat is the result of repeated band-aid patches to combat that started in the December 2020 patch where combat became heavily ability-focused, which as you mindfully pointed out, makes the game naturally become R/P/S.

What’s missing (by design) from New World’s combat is a solid and deep set of rules governing all combat regardless of abilities and stat-perks. Take away the abilities and stat perks and you’ve got dodge, block, trade-hits. And for most weapons that may as well just be dodge and trade-hits.

New World used to have an in-depth core combat system, but that kind of system highlights disparity in player. AGS is catering to your average MMO player, and your average MMO player is not looking to develop themselves as a player, they’re only looking to develop their character.

When we talk about “balance” we first have to agree on what constitutes “balance”.

AGS appears to be aiming for a balance in outcome rather than balance in potential outcome. R/P/S, as I pointed out early, naturally lends itself to balance in outcome since players should naturally be winning some matchups and losing others, with very little outplay potential available.

Yeah, feels kinda raw. From my POV we’re few patches away from tab target territory.

The only thing that I’ve found to be somewhat interesting combatwise is movement and its principals, particularly in PvP environment. Anything else doesn’t really have any depth behind it, fights are very predictable.

Making a game ability based when you only use 6 of them at a time doesn’t make for an exciting design. Becomes stale rather quickly. At least we have “freedom” to swap between the builds and still remain competitive as long as you have the gear for it.

I took a glance at some 2020 footage on YT. Aesthetics aside it looks like a completely different game, big time priority shift.

Combat was slower too, looked more as if every move was worth its calories in gold. I like these type of games, thats why I switched from being a Call of Duty kid to Hunt: Showdown, Hell Let Loose, etc. in the FPS genre. There’s just more “brain factor” involved in them than CoD ever had and I like being challenged while playing, keeps me entertained.

1 Like