How to make more people turn pvp on

But that’s just one part of the pvp experience this game was meant to provide, and even the experience you talk about, if you are ‘so good’, and keep running into players that might not have as much time to play, thus it takes longer for them to develop the needed muscle memory or what not, end saying sod this and stop flagging. So your pvp experience gets more and more limited, with less and less players to encounter who actually flag and are willing to engage, as they do encounter the repair costs more often than you, who says they don’t impact you as you don’t die as often.

Next, when it comes to playing out the actual settlement pvp mechanics - let’s say you are up against a greater number of players pushing for influence gain, but you and some others of your faction try to slow their advance, maybe you are waiting for others from your company to still log on, whatever, as you fight against the odds, no matter how ‘good’ you are, you are likely to die a lot more, and then end punished with repair costs for trying to bravely throw yourself against an enemy stronger in numbers. It’s not fun to see your costs amount and amount, repairing over and over, possibly running out of repair parts even, forcing you to abandon pvp.

I experienced the just mentioned example in New World, our group had to give up simply due to repairs, and I don’t see that as encouraging open world pvp. I have pvped in the Ettens for years, I have pvped in ESO and GW2, Swtor on a pvp server, and also in PWI on a pvp server. Never have I found myself forced to abandon pvp in any game before, simply because I could not afford to fight anymore. ‘Getting good’ has little to do with it in these kind of scenarios.

people are just lazy and want the flagging benefits without the risk

nothing more to say

Here’s how PvP might work.
Make all players PvP flagged permanently. If player A hits player B, player A deals no dmg to player B. If player B attacks back, both players receive damage. This system would work like a dynamic duel where a player that was attacked has to respond to being challenged by attacking back or not. In this way, players that don’t respond are safe, while those that wish to PvP can engage into the fight. Players that fight back have a period of 5min during which they can receive damage still.
The simple fact that a player has to go to a safe zone to flag for PvP, puts players in a position to make a long term choice, and more then often that choice is “No, I want to farm, not PvP”.
This is the reason why, most openworld PvP is at settlement entrance and not too far into the outdoor part of the map.
If, instead, the game ocasionally asks you, “do you wish to engage in this fight, right now?”, that would make for a more interesting choice, and players won’t have to commit long-term to a system that affects their playstyle.

You seem extremely fixated on this narrow part of the pvp experience, but so be it.

If I’d be into conspiracy theories, I’d say a decision high up was made to actually kill the pvp focus off in this game. All the steps I am seeing appear to head that way, but guess time will tell.

I mean, the rules are simple. Flag for a chance at better loot, but there’s risk. Or don’t flag, and do everything freely without risk minus a bonus. If you don’t like pvp, don’t flag, simple.

not really. by hitting the mark they did they sold a lot more than they would have and even with the player losses they STILL have a more active player base than they would have if they had gone that route

New Zone where PvP is always on. But the map design needs to be adjusted acordingly.
Or a dungeon where PvPers can invade. Though, in this case both parties should not be overhelmingly punished on death or feel that their death was complete time waste.

Another option is to be materials loot on death from Warehouse and inventory… There is a problem if we make only Materials drop from inventory only, then Players will transfer to other warehouses from their existing warehouse. Also none would bother to bring Materials outside of Town.

Again, you are fixated on the pvp flagging for gathering. I am totally in favour of the extra luck bonus when flagging, it’s great, but I don’t care for solo pvp, I am into group pvp, the settlement mechanics, that’s what I came to New World for. And I gave the example of what I experienced, in regards to the pvp I engage in, and with the repair costs that can end badly affected.

As a pvp community we need to support each others playstyle, respect that each needs their preferred engagements catered to, as the pve community is very good at speaking in one voice. You split our community up, and weaken all of our pvp gaming.

that’s totally fine, but flagging for luck should come with a risk. the repair costs can suck yeah and i wouldn’t mind if they removed those entirely

So, a level 45 goes to a fort and captures it.

A level 60 comes along, and can not kill the enemy, or recapture the fort.

Interesting.

Absolutely agreed, and I think having to run back/losing the node to the winner of a fight over it, is that risk, and it is grand that way. Repairs though affect the other pvp engagements very negatively from my experience, and I know in my case led to not caring anymore to partake in the settlement mechanics. Pvp in New World died for me due to that, and I am certain I am not alone in that unfortunately.

yeah i agree with that, repair costs don’t add anything to pvp and the fun comes from the fight for the node

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wasn’t scaling supposed to fix this? XD

I totally agree, however their last pvp incentive was just an incentive to flag, not an incentive to actually fight.

So of course people flagged who didn’t want to fight. It was the wrong kind of incentive. Then people complained they got killed by “griefers” when they just wanted to farm.

If they drastically or completely eliminated repair costs while flagged, then people would flag for just that perk – free deathports, if nothing else – and we’re back at square one.

OP: The question is never how do you get people to turn on a flag. The question is how do you get more people to enjoy pvp.

If you nerf GA bloodlust more ppl might turn pvp on.

Agreed some could try abuse it for ‘death ports’, and also agreed the solution lies not in perks, yet to punish people wanting to engage in the pvp settlement mechanics through repair costs, pve players don’t ever have to worry about, is also counter productive. Pvp can be super fun, but if you have to ask yourself if you can actually afford to pvp, or actually even find yourself unable to continue to pvp, because you can’t afford it anymore, is just not a good idea.

Can make more ppl turn pvp on by fixing the lag.

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Pvp is broken. Fix the lag. Fix the stuns/roots, Fix the balance, Fix opr camping.

I mean the game is a mess all throughout, Pvp, Pve it doesn’t matter. It’s a bugged game being developed by people that don’t seem qualified for the job or just aren’t good at it. And who is in charge? Who has led the game to where it is now? They should be fired just like anyone else would be for doing such a bad job. They say it’s not Smedley but damn if it doesn’t have all the tell tale signs of his work.

You see, I use Great Axe and if you nerfed it more than it already has been, I most certainly wouldn’t do PVP… ever…

“go play a competitor’s game” really great insight for AGS to consider.

As for being good or being bad… you will not be happy either way. You want to be in the top 5% of players and stomp everyone most of the time. But not everyone is going to be good at the game, and that’s fine. In fact, I am sure you would hate the game if there weren’t people bad at PvP combat doing PvP, because that’s how you get your KDR up.

If everyone were exactly as good as you, you would hate the game because it would be non-stop sweaty and you’d never feel like you were doing well. You’d be just rolling the dice every 1-on-1 encounter, and ultimately it would be whoever has more people that wins. You would complain about that, too, how it’s just a zerg fest.

The only solution is to make it fun to play the PvP aspects of the game, even if you aren’t great at it, even if you are dying a lot. Punishing players for not winning only satisfies the sociopathic desires of a small group of players who imagine they are the predators and everyone else exists for them to prey upon. It’s about as far from sportsmanship as you can get, it’s a toxic environment and attitude.

Wanting to win is fine, wanting to have good competition is fine, but no one wants to be bullied, so they toggle off PvP. But that gets to the heart of it. A world where you aren’t griefing someone else just doesn’t satisfy you the same way. Do you really want more PvP participation, or do you just want more victims so you can play the bully?

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