Hidden mechanic?! This one gonna ruin the whole game

Declaring war cost 5k, 10k or 15k … not 100k

Alright.

I’m usually a quiet, bubbly player of the video games who doesn’t complain too much because I honestly -hate- being that person.

Unless it’s needed.

Whelp, I kinda feel it’s needed here.

Look, I totally understand y’all want to make wars happen – that’s the point. I get it, I’m totes pickin’ up what you’re puttin’ down. …But the system you’ve implemented is chaos with a ton of opportunity to troll.

It has potential to create INCREDIBLY toxic environments with toxic players, and I think we’re starting to see that,

It’s totally fair to swing the pendulum to the underdogs if a majority faction is taking over too much of the map. That’s not what this mechanic is doing, though.

Instead, it’s creating chaos and breeding trolls who can successfully distract and distress entire companies and factions with a mere handful of players (or even a single one).

This is not any sort of balanced PvP – this is pure chaos.

There are a ton of people who have brought GREAT suggestions to the table. Please, listen to them.

Make PvP quests involve actual PvP and not really weird objectives, like clicking random boxes over and over or killing PvE fauna (LOL wut).

Make war declarations cost an amount that requires more than a single player or two.

Make a sort of penalty for a failed contestation of the territory (i.e., the influence gain of doing quests for that faction drop back to normal levels).

This is just the tiniest handful of GOOD suggestions I’ve read. There are more.

This system is unfair and broken.

Yes, it’s a game, but people who have worked -hard- to make communities and companies that have already hit cap and have generated the 100k to take towns only to have them potentially ripped away (with no communication on this mechanic) with virtually no chance to defend is just bad all around.

This is NOT the way.

I really enjoy this game. I will keep playing it. But this aspect of it is very un-fun and kills my desire to participate in PvP. :c

…thanks for listening to my TED talk. Imma go get some more ore now.

<3 viCCy

5 Likes

What’s the point of the defenders running pvp faction missions then? This system just makes the defenders say its a waste of time to run defending pvp faction missions and just spend time leveling their characters and just win the war. when a group of 5 can out do a group of 50 or more then the system is not working right. Having a bonus that increases the other two attacking factions pvp missions versus the defenders faction missions may be ok if the ratio was more fair. So, this system reduces pvp in the game. Add more areas that companies can claim or add forts that can be claimed by smaller companies and they earn something for holding the fort. adding more zones or outposts that companies can claim sounds better. I would also not allow people from the non third faction to assist the attackers or Defenders and just allow the same factions to help themselves. Having that allows you to buff the higher levels in the Army using other factions high level soldiers reducing fairness.

1 Like

At least this confirms I have no interest continuing playing this game. Also, I guarantee that making war this easy will lead to a single PvP company running the board on every server. As it stands, there is no defense against a rush of less than a dozen people sometimes making as few as one trip of PvP turn-ins.

Our company wasted quite a bit of time and in-game currency upgrading a zone to watch it fall in less than 15 minutes while we were actively running counter influence missions. If you expect people to stick around when small groups putting in less than half an hour of their time can nullify the work of multiple companies who’ve put in cumulatively thousands of man hours, I think that’s foolish optimism.

3 Likes

Just make Outpost Rush The new War, and let us quote for war as outpost rush. That way it actually feels like we are in a war. If I was ever going to invade someone id never invade a fort that is stacked with cannons lol.

Also Running counter PVP missions is kind of a meme. Seems a bit of a gaimy mechanic.

Sure, but he still has to win a war.

So I’ll bit on this one, and I generally don’t comment on these anymore. It was clear that our feedback was generally ignored in Alpha and Beta. I’ve championed this game since it’s announcement, though it’s changes, and through the Beta periods. I wanted this game to be something great, but this effort attrition mechanic ruins what was left of a potentially great political metagame. (And something we saw in the Closed Beta Test in some worlds). It’s enough to make me stop really caring about the game. I’m going to finish out some of the story and get some levelling done, but I don’t care about the PVP or Faction Warfare anymore. It’s gamed and not fun, and it’s leading to Factions getting stomped. It’s not fun for anyone.

I was having a discussion today about how AG could possibly fix this, and this is what we came up with:

With the three levels of Influence, let’s assign them base point values. Let’s say 10, 20, 40 for +,++,+++ respectively. Then we add in a multiplier of 15 - (zones your faction controls). For example, if your Faction owns only one territory, and you do a + quest, you’d earn 140 influence points, and the opposing Faction owns 5 territories, and is doing ++ quests, they’d be gaining 200 influence to combat that 140.

This actually allows for underdogs to actually take control, but factions to actually band up and defend their hard earned territories. If you want a way to help these smaller Factions and Companies stand a chance to take over zones, this is a way to do it, and keep it feeling like you’re fighting for or defending something.

2 Likes

This is really bad, we initially thought there was maybe some sort of exploit since the marauders were getting like 10% per person per run, which was nuts since we had a team of around 60 ppl running missions for like two hours and we were barely got it, the open world pvp was fun since marauders were trying to defend their territory but we were able to get through and finish the missions after organizing.

Then we started seeing the huge jumps in influence and it was painful dealing with like 3 rogue players doing missions, sending huge teams because we thought it was the same amount of people we sent to do pvp missions.

Once we found out about this mechanic, although we were not happy with it we accepted it, then we did the same thing, two times we ran pvp missions with around 20 ppl, once for around 2 hrs and the other one around 4 hrs, and guess what, both times the game got bugged and nobody was able to declare war, the first one was the bug were you get through the menu and nothing happens, and the second one were you can’t even click it because there’s “an upcoming invasion” when nothing is really happening.

One of the other clans of the same faction got screwed over because they ran pvp missions for like 4 hrs and did like 60% of the work, then the larger company came over to help once it was up to like 65% and guess who got the war declaration? the a-holes that didn’t do any work.

And now the marauders now about this, so they run missions at around 4 am with like 3 guys that get the 15% each time they turn it in, and once we wake up and log in, war is already declared… This is just nuts, I’m done with pvp for a while and I’ll just try to enjoy the PvE content, which again is not even that much, we were really looking forward to pvp

3 Likes

AGS wants people don’t do PVP mission to get higher territory influence?

Best Hidden Mechanic is the INABILITY TO RUN AMRINE to continue the main story.

  • What is your character name in New World: Zandok
  • What server/world did you experience your issue on: Boosaule
  • Describe the issue you are experiencing: Most people are unable to even enter the dungeon
  • Is this a bug or an exploit: BUG
  • (if a bug) How did the issue effect your gameplay: I can’t even enter a dungeon or continue the main quest line.
  • (if a bug) Were you able to recover from the issue: No.
  • (if a bug) Please include a screenshot or video of the issue that you have experienced:
  • What are the steps to reproduce the issue as you experienced: Try to enter a dungeon with a team.

Has been this way for over 72 hours now. Really discouraging to other players and to myself.

Wrong section mate, please go to the right section. This post is about the influence push mechanic.

It is not a “suggestion” it is legit what they have always said - it finally clicked with me last night that since the closed beta they have always said they, “wanted to give smaller companies a chance to compete with the bigger companies” this underdog feature isn’t for factions or anything like that it is legit for companies that don’t own territory that is how it is intended and why they made it.

Think about this as best you can and answer how this in any way benefits or helps an “underdog” company? Is it because you think it does? Because AWS says it does? You’re both wrong and it doesn’t in any way.

Let’s do some simple math. Underdog company has a roster of 25 people. The biggest company a roster of 100. Each company benefits from the bonus hand in mechanic equally.

Underdogs hand in for 5% per and have 10 people online.

Big company has 20 on and also hands in for 5% per.

If they both equally benefit from this how is this supposed underdog mechanic working or well thought out? Answer: It isn’t.

World PvP determining territory control is already dismal as is in NW and this just further murders it. Defense eventually becomes pointless so why bother in the first place? You’re better off just farming and gearing for that inevitable instanced battle where 50 players determine the virtual fate of potentially hundreds of others.

2 Likes

Interesting, yes it definitely needs to be made more clear that you’re not really intended to be able to defend your territory from war declarations forever.

1 Like

I can understand giving the underdog a chance. I can even agree with a progressive system that increases the value of the attacker over the defender. Wars should happen.

However I have a video clip showing 2 or 3 guys (1 is just standing there, so I think its 2) turning in a faction quest at the board and the Influence jumps 11% in one turn in ( a few seconds). This seems to means a small group of characters can coordinate, as they should, and put a city into conflict then declare war in seconds. WE NEED TRANSPARENCY INTO THE MECHANICS. The system could be rife but bugs but all we hear is WAD (working as designed). I have vendors at work tell me that all the time, when its broken until we prove its broken.

3 Likes

well thats not true we stopped atacks of 50+ people… just kill them and dont let them finish the quests…

This mechanic is really bad, i understand that you want the citys to rotate from owner guilds, it creates a competitive system and is a smart balance system but you have not implemented it well.

The defender should have a 1% per mission for example and the attacker 1.5%, but you can’t unbalance the attacker influence that much because you are making 10 players being forced to play per hours versus one guy, so 10 guys are wasting their time.

With this mechanic going on you are sending a message to city owners:
Don’t defend influence, only wars 50vs50, because you’re wasting your time, only one guy can declare a war and then 10 guys waste their time instead of farming epics/legendarys to be more prepared to the incoming war.

This is one of the 1000 errors that you actually have in the game, the lack of MMORPG experience that you have is killing this release, the game is amazing but the experience on those days is being so bad, please contract someone that fix your game, im still finding errors that are in the game since 1 year ago.

3 Likes

I understand what you’re saying in your design philosophy with this mechanic. I can see how it may even be easier to manage technical performance with population capped fights. It all makes sense on paper

But I think you guys did not fully account for the second and third order of effects a system like this is going to create in the overall population.

Faction monopolies per server, as well as insular gatekeeping companies will be the net result of this mechanic.

Of course, the hard core PvPers will say “Good. Let them earn their way into the fight”. Culling behaviors are great if you are trying to train real humans in real conflict. But this is a game that people purchased, that advertised various kinds of game play, accessible by the many, not just the exclusive few who have been here since before beta.

As it stands, your leveling process is long and repetitive, and the next best thing (the Outpost Rush), isn’t available until endgame. Thats going to shut people down real quick and have them going back to the already extent titles that offer that kind of game play upfront.

I’m not saying that you should not have endgame PvP, because that absolutely is an audience with its own needs and desires. But you also need to have versions of that game play accessible upfront.

I understand the various complaints against scaling, but the voices of complaint are not the true sustaining revenue stream. I could belabor this post with a laundry list of titles that tried to exclusively cater to that mentality… The point is, that they’re all gone. They don’t exist anymore.

In the feature scheme you’ve created, you’ve literally set the conditions for both exclusivity and toxicity. Yeah, there is a certain demographic that will just love that “internet tough-guy” approach. But they’re not the bill paying demographic

4 Likes

What’s the incentive to invest in that city if it can be lost at a moments notice? The perpetual war mechanic will get old very fast. Being forced to defend your city almost daily is not only annoying, but very tiring to the point of not wanting to bother with it. If a city can flip that quickly, what’s the rational for why a company would want to continuously defend it? If it’s going to eventually be lost, because with how the influence works, why would waste any time building the city up if you could just lose it in a few days? Not only that, why wouldn’t a large guild be separated into multiple companies so each company will have their own city?

Seems kind of broken and just incentivizes large guilds to mass recruit so they can control as much of the map as they can. Also might be a case for increasing the company size. But with transfers opening up and you guys not listing any restrictions but using language that actually states you can create a character on whatever server and transfer to where your friends are playing seems bad. Do you have any kind of faction restrictions or can one faction just continue to transfer from server to server killing it? Happened in Guild Wars 2 when they allowed server transfers to anywhere once a week.

Rather than having this mechanic everywhere, why are there no always on PvP zones? I fail to see why in 2021, all servers are PvE and you have to pvp flag for everything. This instanced pvp is also a joke. I was reading where the devs wanted more wars to encourage more players to participate but why you think that? Are you telling me a company would rotate people in and out for a war? No, they will take the top players they have and keep it to the top players they have. Why would you ever rotate people out or include people from different companies? Why would you want to take the chance you will lose because you’re taking people who’ve never played in a war or people who are new to the game or who do not have optimized gear or builds? Makes no sense to assume this would happen.

5 Likes

Yeah, I agree. Lots of games that have versions of the large-scale Faction vs Faction PvP, have some kind of dedicated zones, or even PvP “lakes”, that once you entered, you were flagged for PvP (Warhammer and DAoC come to mind).

All of the zone fighting could occur in and around those zones, with their own set of tactical and strategic objectives.

To add to the systems already in place for this game, those objectives in the PvP lakes could be designed to have some effect back in PvE land. There could still even be those non-PvP activities that support the PvP fight, as in the game now.

The quickest solution in my mind is just create these PvP lakes around the existing settlement forts and encampments.

1 Like