Gathering rescources in another factions territory should auto flag

Fortunately, this stance is the very, very, very, very minority of the community. Forced PvP is a niche inside of a niche inside of a niche and you’ll never see it.

WITH THAT SAID, I kinda like the idea, I have to admit. I like the incentive added to it. Higher risk equals higher reward.

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I’ve played games where PvP was total (no choice) or where you had the option to flag up. The first type is clear, you play the game knowing PvP is enabled and what to expect. The second option is good especially in MMO’s that have a lot of questing, so PvE players can follow the storyline without being ‘ganked’ every five minutes.

The idea of getting flagged just for harvesting in an enemy’s territory sounds interesting but for a couple of things. We have storage available in all the towns and a weight cap, so every time a town changes control, players would run the risk of losing everything as they try and move their stuff out because they would be flagged for PvP as soon as they entered that town.

We’ve already seen high level PvPers targeting low level players over and over. Not fun. Perhaps they will bring in PvP flagged servers so those who want to PvP can enjoy that aspect of the game, and those who enjoy questing, crafting and trading can stay on PvE servers.

I think this game has a lot of potential, but as others have said, it needs time to settle down before they start changing the overall concept. I like the dual aspect of New World where players have the choice to flag up or not.

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Exactly.
But I think a lot of players are just going to ruin it for others…

Waiting outside gates and at roads with 3-5 player groups… you will be unable to win that.

I like the idea that a faction can ‘defend’ there land against players from other faction’s… but I think there will be to much bad things about it for the majority of the players

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Jup this.
Lvl 56 vs. lvl 26…

Running away, just keep chasing me.
He started to attack me when he noticed I was also flagged up while we were doing the corruption portal thingie in peace together… didn’t even want to run back… costing time and getting probably killed again…

I don’t attack a level 16 when I am level 26 unless he attacks me. Its not fun for boft of us otherwhise…

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No for one simple reason, some nodes resources (spices) only drop in one or two zones. This idea would be punishing cooking enthusiasts, people working on arcana, & miners.

Sure, Iron spawns most places. But if, for instance, one zone is all a faction controls suddenly iron gets real hard to come by for poor crafters in that faction.

This idea absolutely punishes PvE players for existing. Pay for protection? Nonsense. There’s no ironclad protection an underdog could ever pay for in that case. One successful defense of them would just draw attention from the entire host faction.

Yikes.

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I’m not sure what else I need to say to you to convince you that I am not talking about the state of the game. I understand what you mean, For example, it’s is truly too early right now to debate whether or not enough people will turn their PVP flags on. But that is not what I’m debating at all (or anything like it).

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Agreed, and therein lies the major problem. We can’t have nice things like full-on PvP because all they’re going to do is abuse the system and abuse the players that participate in it - leading to a mass exodus of frustrated players.

There’s a reason why very, very few games have forced PvP. It’s incredibly toxic and for those of you old enough to remember dating back to the OG Everquest, it just simply hasn’t aged well as a mechanic over the last 20 years.

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I thought the way the game was designed was to allow factions to enjoy the PvP element of taking territory etc. with the support of the gatherers and crafters (PvE) who are helping build up the towns. As time goes on, probably more players will choose to flag up, but right now people are questing, exploring and learning the game. :grinning:

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Anybody likes the idea of PVP events to encourage players to be flagged up?

Special weekends or weeks that you get 30% more EXP while flagged up?
Or things like that…?

Would be long queue time’s in that weekends tho haha

Maybe people get more used to it then and will flag up more after the events

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Do that and you lose me as a customer immediately.

Thankfully, that won’t ever happen.

Amazon, please give those guys PvP servers, so they stop posting that kind of weird suggestions.

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This is what I’m talking about. IT’s everyone playing together PVP for the PVE and PVE for the PVP. I thought the idea would be fun to explore but it seems I deserve the death penalty for merely suggesting it.

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I don’t want to be a cry baby but if all the PVP’ers move to the PVP server’s we won’t have any flagged up players anymore at all in our servers lol haha

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Nope, resources in the wild, regardless of whatever faction controls the area is fair game. Also there are definite areas that have more resources of a certain type and areas that have little to none of another. This creates problems for everyone and would hardly add any “fun” to the game. Now I could see smaller areas dedicated to such, like specific areas within territories that are actually owned by whatever faction has control. You could add PvP missions and quests to steal resources by gathering in these areas, like mines or farms. Maybe they have a bit more resources in a smaller area so you’d be taking a risk by gathering there for a reward of more yields or something. Maybe even have some mines set up that a faction or even specific company could fight for control of without having to own a whole territory, idk just an idea.

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You still have to flag for PVP quests and stuff… for territory control

The difference, there is no OW PVP in the form of non-consensual PVP … since flagging for PVP quests is consensual PVP …

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Ridiculous! Gathering is a staple of crafting which is a totally PvE or, in the least, a nuetral activity, and has nothing to do with PvP. This is another instance of where PvP players just want to force their style of gameplay on other people. Just get it through your head, the majority of PvE players DON’T care at all about PvP! It’s no fun to them. Zero. They dont’ want to do it! I owuld argue thta this game is not just a PvP game, but a hybrid. There are other MMO’s and survival games like ArcheAge and Rust that are a lot more PvP focused, if you want that. This game has been purposefully designed to incorporate both styles of gameplay. It doesn’t need to allow you to gank someone who doesn’t care at all about your type of play, just to make you happy. That’s exactly why they allow both types of play and have the flagging system; so both types of people can have fun playing how they want to. Stop trying to push your playstyle on evereyone else!

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They won’t separate PvP and PvE like that and I’m glad for it. I don’t do PvP much at all, but I do enjoy it from time to time and like having it as an option. Its also a big part of how they build the game, a good blend of PvP and PvE.

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I like pvp. Ive spent most of my history in any MMO playing on pvp servers, and in games far more hardcore than New World, like Shadowbane. At the same time hardcore pvp MMO’s dont end well. The average player is not interested in forced pvp which means the more hardcore the game is the more it becomes a niche product or begins to lose players because of the heavy toxicity that comes with that kind of environment.

This topic was huge back in the day with Ultima Online when the developer split the world into PvP Felucca and PvE Trammel. I hated the split and we made fun of all of the carebears that ran off to hide in Trammel, but the older me also understands why that was the best decision for the business. Amazon can make all pvp all the time servers for the people that want that experience, but forcing it on everyone is a horrible idea unless you want the game to fail. Eventually the only people left in those situations are the most hardcore and the toxic players who are part of the reason why most players leave the game and then they all sit on the forums crying about how dead the game is.

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You don’t deserve the death penalty for suggesting an idea. Your idea though is the opposite of the post I am directly replying to. Forcing gatherers to flag isn’t “PVP for PVE and PVE for PVP” working together, it is taking PVE and making them into PVP to make PVP people happy.

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Lol at stealing resources.
They don’t belong to you they belong to whomever can harvest them first.

The only point in time that I’d make a resource unharvestable for say, 30s is when you’ve killed a skinnable mob or at the very least initiated the fight.

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That was probably the intention, but as you mentioned, an all PvP game – forcing people to do PvP – turned the game into a toxic soup, and that is why ideas like this are not good. I understand the desire, but at heart, it begins to head down that deeply toxic road again.

Were such a thing to be implmented, there are quests that are built into the core game that individuals couldn’t play without the risk of being ganked by PvP-hungry players. There are already servers where high-level PvP players sit outside of towns, waiting to gank low-level players.

Additionally, if an action auto-flags a player, how are they to then turn that flag off? Is it the expectation that a player who runs into another territory to find a hard-to-reach resource is now expected to run back to his home territory with the flag on?

Does this include fishing? How far out into the water does such a thing apply? Does it include opening chests?

Consider also the way this would affect gathering in general. There are already players who camp specific resources, which is understandable for the reasons you mentioned, but making it unsafe for players to look for out-of-the-way locations because of concerns about getting killed means that resources local to one’s own faction would be even more likely to have throngs of players (and bots) waiting for those resources to spawn.

Finally, how are quests to be handled if one’s own home settlement isn’t aligned to their faction? A starter quest that tells me to go chop down a tree now becomes an invitation to slaughter because I was unfortunate enough to enter the game in a territory owned by a faction I don’t align with.

Again, this is an interesting idea, but is fundamentally not sustainable and would do far more to discourage play than to encourage it.

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