Ideas how to balance "top/bottom territories"?

We all know what territories are “hot zones” that always draw most of the trading hubs attention. Those areas will be always dominating 90% of the games gold and resource traffic. And we all know that many of the territories are just for passing by after quests there are done.

Now here Im gonna shoot couple ideas how to fix that problem because it is possible. Atleast how to water it down. In every game there are and always will be the most popular cities, but my ideas are more about spreading out the economy which is now bottlenecked into Everfall & Windsward regardless the server.

TLDNR see here!

My ideas (I hope that community & devs come up with better ones):

  • Houses could be cheaper in certain settlements (no effect on owning companys tax)
  • Storages could have more space in quiet settlements (outter circle)
  • Azoth cost could be more expensive when travelling with weight
  • Inn recall with weight limit (this way no effect on quest-runners)

My point is now known but I couldn’t come up with more decent ideas this fast while writing this post. Hope for smart conversation about the issue. Or do other people even think this is an problem? Well let’s see.

New World game developers have amazed me so far as a long time gamer (Im only 33 yeah yeah) with their good ideas which are implemented into the game already. But ofc there are and will be flaws. But no other mmo (RS, WoW, GW, ESO, FFXIV) has been this enjoyable since the day one. This game is the most hot potato in 15 years of mmo-gaming and I have to say: devs are doing absolutely damn good job!

Can’t wait what the future holds. Me and my guild members (200+ strong) are enjoying this game very much and many of them have found new friends from this game.

Greetings from Midgard-server, hope to see you in the game!
- SiMe, from the “Taival & Taipale” company

the obvious answer is populate those territories with actual things to farm. so many of the late game areas are gorgious to look at, but the resources to farm are few and far between, with great expanses of area with nothing at all in them. in Windsward Everfall and Monarch’s Bluff you can’t take 3 steps without coming across something to gather, chop or mine. Want to know why those territories are so populated? there it is. heck, windsward is insanely populated mostly because you can farm hemp, motes, iron, leather, and wood, in an endless loop, all within 500m of the town gates. heck, there is even a fishing hotspot, and infinate fresh water along with starmetal and wyrdwood in that 500m range.

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Read on another post someone suggested that if the territory was lvl 1-25 they couldn’t get past T3 on any of their work benches - EF, FL, WW, MB, T3-4 would be BW, WF, Restless, MD, Cutlass, that would leave the only zones being T5 to be Reek and Ebonscale. Trade packs could be a thing to move goods. Not sure what to do but something has to change… 11 zones and 3 are a money pot, the rest are pits…

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Honnestly the easy fix which would create an interesting dynamic is mostly to work on ressources density of different type.

Cutlass key could become an interesting to hold if they made hemp and iron much more common there by example

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I would suggest the following:

  • Make resources in certain regions more available. (each region 2-3 resources)

  • Reduce spawn time on resources in overpopulated area’s

  • Add to regions such as BW, WF, Restless, MD, Cutlass, Resource camps → Generate revenue for the territory (100 - 500G per hour) . The longer these camps are controlled : Increased Luck from 1-10% in that region, Increased gold gained 1-10%, Increased resources gained 1-10%. (PvP flag required to benefit from these buffs)

  • Add to regions such as FL, EF, WW and MB caravans → Activate the moment faction territories are connected. These travel to the territories under the factions control and are linked → Max 3 caravans can be active, they are on the move pvp zones (you can unflag in a town)
    Caravans “pick up” resources (on successful arrival in the home town → gain 10-15G for the town and between 100 to 1000g based on the participation for the player.

This would not only new gameplay, it would help with spreading out the population, increase open world gameplay and participation and ensure a steadier source of revenue for each zone. It would also further force guilds to collaborate within a faction.

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And platinum. And two nodes of orichalcum. Windsward is also the most beautiful settlement in the game, with vast amounts of easy lumber and a particularly easy PvP mission route.

I love Windsward.

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