Fewer and fewer flagged players

Welcome, friend, to the scaling-needs-to-return camp. Right now it’s so broken PVP is a gankfest or players just rush through the content unflagged to get to level 60 to start doing some PVP.

I’m taking a break from the game as PVP was my main focus, but with a full time job I can’t compete with teenagers with too much time in their hands to grind, even though my mechanical skills are decent.

If a game that’s based on PVP has most of its player base unflagged, it needs some urgent work.

inb4 the “it’s an MMO, you should grind more” screech from gankers

2 Likes

If scaling is what it takes to get PvP back, then that’s fine. Personally I prefer relatively little scaling, I like the growth of strength that comes from leveling, and my most enjoyable PvP experience yet was beating a level 40 when I was 24. I also enjoyed 2 shotting a level 14 when I was 26, although it might have been more fun if he’d stood some kind of chance. Both directions of the level gap can be enjoyable in their own way, but I can understand why people are unflagging if they’re constantly being ganked by higher levels. Can’t really see that being the motivation on my server though, I’d give my left anatomy to have some high levels gank me at this point.

I’d happily have scaling even to the point that the meta was to stay low level if it meant getting some actual PvP though…

1 Like

Today I have come to the conclusion PvP in this game is utter garbage, so first time after release I decided to turn my pvp flag off and will never turn it back on.

It is just a left mouse button click spamming competition, bunch of monkeys all over the place ganking, there is no 1v1 scenario whatsoever and there is too much stagger/knockdown etc to make you not be able to play your character at all in the game.

You are permanently on the ground being chain knocked down while 5 monkeys are jumping on your body spamming their left mouse buttons 20 times per second.

Not a good pvp game, worth playing for crafting though.

I’m sorry dude, but open world PvP is garbage in EVERY MMO. This is always the end result, a few people on the forums complaining that no one flags up. I just wish they would stop trying to put it in games, most people don’t really want it.

3 Likes

Honestly haven’t flagged yet. Focused on crafting/territory rep. Long story short my guild ended up on a different server with queues, so waiting to see how the server transfers work.

But I don’t see a whole lot of flagged people on my server ever. Randomly, but it’s rare to see people fighting out in the world.

As for scaling - I don’t care one way or the other, but I’d really like to see a diminishing return or no XP, etc. or scale XP - every 10 levels of difference drops the XP for the higher level and increases it for the lower level - should they win!. Or just make killing someone that is 20-30 levels lower than you reward nothing. That would slow down the bored high levels trolling lowbies and you’ll likely still die to someone that much higher, but little effect/reward for them.

Generally, yes. But I also have seen exceptions.
Ultima online for instance. Was an open world pvp MMO and was a massive success in its time.

There is one simple reason: The amount of CC. In UO you could 1v10 and get away if you knew what you were doing and planned ahead. Because there was almost no CC in the game.

In NW, you are permanently staggered, knocked down, staggered etc. You can’t outrun your opponents or get out of chain CC. There is no diminishing returns either so you can be permanently locked down in place.

When a game allows this, zergs always win. There is no way to play around it. And because of that, open world sucks big time. Like new world, or world of warcraft. Too much CC for open world pvp and its always a zergfest.

1 Like

I love the PvP in this game. It’s nice that you get exp, I like that everything is avoidable if you time your dodge/evasive abilities well, that you can use the environment to your advantage (i.e. to break LoS and heal up). I find the CC very tame, for example I use rapier and the riposte stun lasts 1.5 seconds or until they take damage. Can’t possibly lock someone down with that. Builds that can lock you down seem to be for the most part easy to dodge out of, and just require you to play a little carefully and capitalise when they miss a cooldown. The only thing I don’t like is the lack of regular PvP encounters since everyone stopped flagging.

1 Like

I wonder what the point of that is, for the achievment progress? What do they get for defeating you?

I’ve been flagged permanantly from lvl 10 - 42 so far, and the OP is accurate. Fewer and fewer people are flagging, even at higher level.
Today I went 4 hours without encountering anyone flagged. Open World PvP almost doesn’t exist. There needs to be a change.

1 Like

It’s not at all unusual for most players in MMORPGS to want to get to max level and gear up before engaging properly in PvP, and I don’t really know why people are pretending it is and claiming (literally, only a week after release) that PvP doesn’t really happen, so it never will.

It’s exactly what I’m doing and I’d be surprised if a large percentage of the rest of the player base aren’t doing the very same thing.

When I decide the time is right, I’ll be going to town on you all. Or getting horribly savaged. The point is, I’ll be engaging in PvP frequently, which I’m currently not.

it’s also server dependent, i see plenty of pvp every where i go on mine… and have been watching the gankfests.

1 Like

Solution: being flagged increases gathering yield by 20%.

This also discourages zergs as they would have to share resources if they decide to band up.
What do you guys think?

1 Like

this incentive idea is a longf dead horse beaten to death… no matter what is offered, as long as a certain playstyle continues people will not flag if they like pvper, and others will never flag period.

I think you missed the point.

The amount of CC in 1v1 situations are fine. But if you balance an open world pvp game around 1v1 then what you get is this.

Since there is no DR in new world, aka. if a player doesn’t become immune to CC after a few CC abilities, players tend to gather a zerg and spam their CCs and gank other players.

Let’s say you are playing ice gauntlet. Your heavy attacks stun a target for 1 second. If you get 4 other monkeys in a group with the same ability you can stunlock one player for 3 thousand years and he will never ever be able to get out of stun until he dies.
This is why open world will never work in NW. It is just a zergfest. Same thing was in wow pvp, everything about world pvp was gathering 30 mages and frost nova spamming and aoeing down on other groups.

1 Like

And of course there are other factors which makes open pvp almost always unfair as well. Like mobs around agroing on players during pvp.

Most people don’t find any rewards + any element of fun + any element of fairness in world pvp. Hope a lot of instanced pvp exists at endgame though.

You say ‘unfair’, I say ‘engaging’. Avoiding mob agro/trying to get mobs on your enemy is part of the strategy of open world PvP. ‘Fair’ duels on flat ground with no obstacles are nice and all, but open world dodging bears and weaving through trees is better.

1 Like

I’m not a fan of PvP… I’d like to participate in battles though, but the faction requires to be lvl 60, and the faction leaders don’t pick me up for battles, currently at lvl 35. So…

:sweat_smile:

That’s usually the excuse of unskilled players that can’t compete on even grounds but need to find ways to abuse some weakness in an unfair scenario.

example: There is this “world pvp” guild in wow classic on my server. They used to gank pve geared/specced people in yojamba island when they were trying to buy stuff from vendors, usually roaming around with a group of 10+ zerg. Then they would talk smack to those people on server’s discord 24/7 for being bad, “l2p”, “lolnub, git gud” etc.
Now after the launch of TBC classic and arenas, this entire guild is hardstuck below 1.5k rating. Their most “skilled” player is sitting at 1.5k rating with 2000+ games played. And most people that they talked shizzle got their gladiator titles first season and even got 2.5k+ rating again in the second season.

World pvp can RARELY be a good thing in MMOs, like Ultima Online, and to a certain extent games like ragnarok, knight online, everquest etc.
All sharing the same thing: they had really almost no hard CCs, only a few “soft cc” abilities like slows etc. that was really really hard to pull off - so that solo players/unprepared players/outnumbered groups etc. could usually run away when they didn’t want to fight.

Yeah, as much as I would love to flag up I don’t want to get ganked by a group of three higher levels when Im out alone leveling or gathering.

I wouldn’t flag until I’m reaching the max level for that zone. I’ve flagged while being low level and the higher levels go berserk, they only see red and of course they are grouped with 3 other high levels…

It’s the PvP players fault when they just gank low levels and play in large groups in low level zones.