Uhh, this wasn’t in any of the alphas, betas, or described in any manor. It is in-fact a secret mechanic. Don’t be a troll.
So, maybe this is just one sample size, but, I watched a war on Twitch and all I saw was people gathering on one point and spamming AoE spells. It looked like chaos, and honestly, not very fun.
I don’t know how wars work yet, but uh, are there more than one capture point? Choke points? Anything to force people to spread out tactically to cover more ground? Because having what looks like one capture point at a time seems like it’ll just be dogpiles with zero strategy other than zerging.
Just my 2 cents.
This is cap, post proof of this occurring.
This, is my feeling today as well.
TELL ME THIS IS GOING TO BE FIXED SOON!
Zero motivation to fight for a territory now…
Zero motivation to play…
THIS MECHANIC IS AWFUL!
PLEASE CHANGE THIS! PLEASE!
Being able to do it in 10 minutes with 5-6 people is ridiculous and what’s actually happening (rarely do players do what you intend) is the heaviest populated factions ate using this to dominate and hold every territory on their server as there is no counter play to prevent it.
I heavily suggest you make doing the counter influence quests more viable by turning this down. While that could make it easier to hold lots of ground for large groups it would make it easier to hold small amounts of ground for small groups.
As is you’ve setup a system where the dominant faction will 100% hold all territory without a non pvp mechanic that will stop them. This could literally make the pvp over towns in the game feel pointless.
Isn’t the counter successfully defending the zone? The devs have already said they want the wars to happen… so nothing players will be able to do will prevent the wars.
if “the heaviest populated factions are using this to dominate and hold every territory on their server” are they really using this to “dominate” and for how long? Sure its easy to attack zones and try yo take them, but if they truly are gobbling up all the zones, how long will they be able to successfully defend them if all it takes is a few people turning in PVP quests to trigger a war?
Couldn’t agree more! Worst mechanic ever! What is the point of anything? No rewards at all or incentive.
Can you please put a timeout so we can get a break from war as a single zone? We are going to be so exhausted by the end of the week fighting wars due to this feature we will probably burn out on playing all together.
A comment I left in the youTube video from the guy who did this on our server:
Basically if a territory is held too long, even by a faction that only has 1 or 2 territories, ANYONE - even a lone player, will get a MASSIVE BUFF on turn ins. On some other servers lone people have pushed from 0-100 on a single turn in of these 3 quests.
What this means is any ‘rando’ lone gunman can force the factions into conflict - and force the timing on that - to their choice of who is helps or hurts most in timing and numbers.
This is now being rapidly used by large factions to “take the whole map” as they can field 50 people for multiple wars in the same hours, or in the off hours, that smaller factions cannot organize against.
Our server has roughly 200-300 Covenant TOTAL, and about 900-1000 Green, with 1000-1300 purple.
So this will basically roll us, and then green and purple will be in permanent conflict.
Which is sad. Up to this point Cov was a super friendly faction with highly organized set of 2 large and 2-3 small guilds all sharing a discord and working teams and shifts to coordinate defense and leveling and more. With open channels to the leadership of the top green and purple guilds for a game of diplomacy aimed at advancing the server to give the best play options for as many players as possible. Our leaders even ran a charity drive for lowbies of the other factions to get them ready for action so the battles would be more fun with more people.
Now… there is just no point to doing anything anymore.
The key point here:
If your faction is 2-3 times larger than another - you can find 50 semi-competant people 24/7 to either defend or attack - so you use this glitch to time the invasion at a time of day when you know the smaller faction is mostly asleep. They will be lucky to be able to find even 50 people, let alone 50 good ones, if you time it to happen at 3:37am…
Whereas among your 1000-1300 members, finding 50 people with “no life” won’t be impossible…
As such, this “not really an exploit” exploit lends massive weight to the largest factions on any given server.
On our server, this “lone gunman” ran one of our 2 towns into conflict solo, even as his own faction was sending us links to his video to help us report him - because they don’t want that war as they want 3 viable factions going which means that for now, we need to work to get the tiny one going. Now, he can just open the call on his massive faction and finding 50 randos who want chaos will be easy, even IF every guild over there opposes it.
@HelpfulWalrus
Look, I understand you guys are really busy and think that you have solved the problem and maybe you guys are thinking about changing how it works or whatever - look I don’t care - sorry - but I don’t - I just want you guys to answer me to this post that I am replying to right now. I accept how the system works and understand why you have done it - so please for my entire servers sake explain to me my question I asked in the post I am replying to.
Please and thank you.
Yeah so basically no point to going and pushing back.
I doubt you’ll get an answer from Amazon on why they did this or why they think it is good, but i wanted to point out that your suggestions about " influence system should only increase for the companies that don’t own territory" isn’t really meaningful or impactful in anyway. Players would simply quit their Company for an hour and go push the zones to war and then rejoin their company at no cost/loss of anything.
@makeda
“What this means is any ‘rando’ lone gunman can force the factions into conflict - and force the timing on that - to their choice of who is helps or hurts most in timing and numbers.”
This isn’t how war times are determined. The leader of the company that controls the zone gets to pick a 30 minute window for when attacks happen, not the “rando” who pushed the war to happen. If a company/faction owned all the property they would need to pick the windows for every single town such that either they all over lap, or they are spread over such a long period of time, neither of which are sustainable long term.
I believe a lot of people are drastically overestimating how capable a Faction is given even 2 weeks of almost non stop war in all zones against both the other Factions. I doubt many servers will be fully controlled by one faction for an extended period of time, and even if they are it wont be a problem of the Influence/War system, it will be a problem of motivating players to change to the other factions and creating a closer balance between the factions.
I have seen rules somewhere in-game that no one can join the faction with the most territory so over time the other factions will grow in strength as new players join and people of the winning faction quit or move to other games.
The Problem is that this just encourages the large companies to create shell companies with 1-5 members and then use them to quickly take over areas while using the parent company to provide the bodies for the actual war.
This also does nothing to balance the true imbalance in servers - our server has 80% syndicate and they are using these shell companies to put the few areas controlled by marauders and covenant into war. The approach being implemented will lead to entire servers being controlled by the dominant faction who understands how to abuse the comeback mechanic for their own good. The rich get richer
Thanks for the honest explanation. I’m trying to educate as many others as I can because so many people think it’s an exploit. I ask that you consider this a priority since it directly impacts (and hard) the spirit of New World and really much of what will be the endgame. My company-mates have been strategizing to “park and hold” in Everfall and avoid going for something like Cutlass Keys because its across the gap of Monarch… when Cutlass hasn’t been warred at all yet.
So knowing the mechanic now, I’m advising them to NOT prioritize holding Everfall over everything else, because NW’s game design makes it progressively harder to hold a territory - and conversely easier to take a territory… or at least engage war. Therefore the smartest strategy would then be to prioritize attacking over holding and developing.
The only other thing I’d say, which I think is a shame, is that this particular mechanic really devalues defensive PVP missions. I personally will not be doing them anymore. Because doing them on a Monday vs a Thursday could make them entirely meaningless. I’m in Covenant, the underdog on City of Brass… and this mechanic just let the 2nd largest faction, with the MOST regions, put our sole region into war.
I personally think this mechanic needs more work. And needs a LOT more clarity. If people feel cheated by the game design over hard-fought battles and expensive city upgrades, etc… they’re not going to want to keep logging in. Most players do not know that Amazon gives “free keys to war” after only 4-5 days of having a region.
Corruption isn’t mentioned here, but I’m guessing you’re doing the same with that. Within 20 mins of clearing the map, we’d have a full outbreak again… so it seems like if you haven’t been invaded recently, NW’s code is going to just keep giving you more corrupted, faster, until an invasion is just inevitable. Again, calling into question the value of pushing back the corruption in the first place. An invasion protects you from war for a period; it may actually have more benefits than detriments.
Wachusett server. First guilds Dżuma and Krucze Hordy used this exploit to overrun 3 terrains in 1 hour. Then 5 people from guild Partia Robotnicza in 10 minutes gets 100% faction warfare on our city Lśniąca Knieja.
A city which we defend for 2 days. Making events. Spend hours for pvp faction mission to reduce from 10-15% to 0.
WTF Amazon with this exploit? The game is unplayable. We reported as a guild, You have by now thousands of tickets for sure. It ruins basic mechanics. We lost about 30 hours of work the whole 100 ppl guild. In 10 minutes.
With 5 cheating people they ruin everything!!!
You can’t time the invasion via quest turn In times or at all as an attacker. The defending guild sets default war time and it will remain at that time for all the wars they defend unless they change it.
That’s just plain false, no territory “slips through their hands in a matter of seconds”, all it does is get flagged for war. Other games don’t even have this dumb flagging system, you can just be attacked any time out of the blue. In NW your settlement can only be attacked for half an hour every 2 days at most (assuming you don’t change the siege window), and this is too much?
Actually Fail academy declare only 3 wars (1 win, 1 lose and 1 is tomorrow)
FA guilds have 1 or 2 defenses per day.
And invasions too …
Have declaring War cost 100k – same as to claim a settlement in the first place.
Until war is declared, the eligibility meter can be shifted back and forth by pvp missions.
The gold cost puts a natural limit on how many wars can happen, and also gives a window of time to shift the unrest meter back.