Why is there no PvP content to level up characters?
Why is gear only obtainable through PvE related activities?
This basic idea of having a mostly PvE game (1-59), to the funnel people into PvP at 60 seems quite flawed to me. Which brings me to the question–
-Why was it hard to anticipate the anger of the PvErs with this +30% mechanism when the objective is quite transparent, a near zero-cost way to try to add more fodder into the open realm pvp (that is not really rewarding in any case) in a system that is almost entirely PvE with regards to basic progression.
Game was made PVE between Alpha and Beta. Its PvE with some PvP thrown in, currently PvP is broken since every patch seems to break something…was mages…since patch its muskets but hard to tell since wars are unplayable due to lag with return of the slideshow lag from the first few weeks.
The bonus to luck and gathering is helping, I am seeing more people flagging but would say only a few encounters are small PvP most are groups jumping people while doing PvE, most individuals are not flagging unless its a zerg which defeats the purpose.
Why, oh why do I have to suffer through some of the worse PVE content I have ever experience just to able to do what I want to be doing. If they had just added a below 60 version of Outpost rush with XP the game would be sooooooooo much better.
No. This game was made PvX between the first Alpha - when PKers (note the difference between PKers and PvPers, please) decided that slaughtering and camping lowbies non-stop for the lulz was their idea of a good time - and the rest of the Alpha iterations.
It’s not a PvE game, it’s not a PvP game, it’s PvX. If you want to PvP then PvP. If you want to PvE then PvE. If you want to do both then do both.
You’ve been here since July 2020 - you know better. C’mon man.
This is AGS’s entire problem and I don’t know why they’re afraid of solving it.
Reward players for PvPing.
Not for being flagged and presenting themselves as targets for ganks. Reward players for actually PvPing, on their own terms, in an intentional way, where the act of killing players is the objective which produces the reward, and everyone participating is interested in that objective.
Anything else generates animosity between the PvE and PvP community and is actively harmful to the player-base.
As it stands currently, with no incentives or rewards offered for killing players, being killed in PvP feels like being the victim of a spiteful and toxic action. You get some durability damage and have your time wasted, and the killer didn’t do it for any reason other than to inflict that upon you.
“Incentivizing” people to volunteer to be targets in that system is absurd.
I have always been a PvP-oriented player in every MMO I’ve played, but in New World, I’d rather make truces with flagged players doing faction missions or gathering. I respect that other players are probably adults making the most of their limited free time, and I don’t have any interest in taking that away from them.
There is no reason to kill another player in this game.
A player should be worth substantially more than a mob. You’re robbing a real human being of time and detracting from their gameplay experience when you kill them, first of all, and second, a player is much more difficult to kill than any otherwise soloable mob, and much less abundant and farmable.
The reward offered is pathetic compared to the cost and risk involved for both sides in a PvP engagement. To tout that you might get loot equivalent to a mob as a positive is laughable.
And the XP doesn’t matter, we’re all 60 with max weapons.
Other games solve this problem by making the reward for killing the same player considerably worse for a certain period of time, making players not worth rewards for certain periods of time after flagging or after being killed, and so on.
It is up to AGS to make PvP rewarding enough that people are motivated to opt in to fighting players, while preventing it from being exploited.
I am guessing you are not level 60. The last player I got a loot drop from gave me something like 504 GS, and my HWMs are around 560-570ish. Players drop much worse loot than mobs in my limited experience, in addition to being significantly more challenging, and the fact that fighting them puts their – and my own – valuable time at stake.
Nobody is saying you’re right. Your points were clearly refuted, but you did not take the time to read and comprehend their responses.
A reward which is not good enough for anyone to care about pursuing intentionally is a reward which, for all practical and realistic interpretations, does not exist.
A reward which is inaccessible due to limitations on how many players can participate in an activity (War, Invasion, etc.) and intentional curation of those players, is a reward which, for all practical and realistic interpretations, does not exist.
A reward which is irrelevant at max level, which is where all players will inevitable end up (experience, weapon mastery), is a reward which, for all practical and realistic interpretations, does not exist.
It’s like ordering sprinkles on your ice cream, getting exactly 2 sprinkles, taking it back to the counter to ask for more sprinkles, and to have them tell you “no, you have sprinkles right there.”
Two sprinkles is, literally, ‘sprinkles,’ but it is not what anyone means when they order sprinkles.