Fort in First Light makes me quit the game

I like to play the game casual. I just gather some stuff, refine it and skill or sell it.
That’s fun to me, but with the introduction of the FL Fort, that has changed.

I would be an idiot if i refine my stuff without controlling the Fort in First Light. So if my Faction does not control it, i simply dont refine my stuff.
My Faction is the underdog on the Server, so in 99% of the time we do not owne the Fort. That is bad, because when my Storage is full and i can not refine… I just quit.

Ofc i dont have to do it this way. Actually it is pretty dumb to think like me. But i will not change, so the game should!
I think there is a Fort that increases your GearScore when you Craft? (i dont Craft high level stuff, so i am not sure) If yes, this should change too. Why is this in the Game? Who thought this would be a good idea? Please go outside and touch some gras. New World is just a game, i can just quit any time it is annoying me. If you want to encourage Gameplay around the Fort, do it in a better way. I have thousands of ideas to do so (99% bad), you can come up with atleast 10k and find a good one.

Make the First Light Fort effect an Life Skill or just remove and replace it. Easy fix.

The worst thing you can do as a game dev, is to intensify a player to stop playing. So just stop it. Thanks.
Let Players have fun.

Thanks, I haven’t laughed so many times at one post in a long time. :laughing:

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this game was suposed to be synergie between pve and pvp. That’s why this system is here tho to be fair it more like a parasitic relationship were pve player “enjoy” the benefit of being in the right faction without helping in any way and pvp player being force to do unthoughfull pve content to compete in pvp. (exepte everfall and windsware owner who get to buy out there way out of pve if there arn’t selling there gold.

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Dude you chose to play that way. No one is forcing you to keep stuff in storage since you will miss 10% bonus.

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I know! It is so dumb!

But that’s how I tick and at least I think, many other too.
Playing the optimal way even it is a worse expirience.

This post is confirmation that people will literally moan about anything in NW…

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I agree. But I don’t think this Fort is benefitting anyone, so I would like it to change.

I guess the idea was to get the players fight for the Fort. But for me, it is no fun to cap a Fort.
If this Fort is doing its intended goal, I am fine with it. But I don’t think so, so I try to give my feedback.

This parasitic relationship is hard to overcome and I have not seen any game that did it right, so I have not even an idea how to fix that.

One of the earlier iteration of this game had it right i belive (tho i din’t play alpha) you needed crafter to make you’r gear the only way to gear up was to farm then craft or kill people and loot them.

It would need quit bit of time to think of a good system but right now what i could think of is that AGS should give a good meaningfull (gameplayfull) way to pve player to impact the faction / compagnie and give more agencie over town owner to control there terrictorie i’m thinking of creating higher level patrol that town owner would pay in order to control there terrictorie attacking enemie faction on sight. but it woudl also require them to change quit a lot the way questing goes (for the main one at least).

Pve player on the other end could supply these patroll / outpost and be given reward for it. A rework of faction influence / terrictorie influence would be nice to.

Wow this is the new level ;D

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