Less PVP scaling just means less PVP

MMOs reward the workers who invest the time, that is the purpose of them.

Oh, so all MMOs should be the exact same? lmao way to go with that thinking bud! Keep the status quo on all things the same forever! lmao
Also you clearly don’t understand what’s setting New World apart from other games? So I guess not much use getting through to you, so I’m just gonna quote here:

“What would be the reason to level and gear up if low levels could just kill you ?”

  • To be stronger in expeditions
  • To be stronger in the raids I’m sure are coming
  • To be stronger in World PvE
  • To be stronger in outpost rush
  • To be stronger even in open world PvP against other players of an equal level

The ONLY thing people are arguing for is that level should not be taken into consideration when the fight is between a low level and high level player. If you feel that all of your progression is nullified if the playing field ONLY between levels is equal, then that would lead me to believe your ONLY goal in this game is to pub stomp new players, which I have zero respect for nor consider the opinion of.

Then you should have zero problems with level scaling. Your progression is still valid and useful in every single area of the game except when fighting someone significantly lower level than you.

If that is not your only goal, then you understand your progression and time investment is not harmed in the slightest except in that very specific scenario. What’s the problem then?

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you’re comparing pressing E to playing with people
seems you dont want to be taken seriously my guy

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Nope. If there isn’t a mechanic reward for time invested in an MMO game, then the game dies. People will log on only when they feel like a few good fights and then go back to doing something else. You are describing Mortal Kombat rather than an MMO. Crap players, skillwise, logging long hours so they can win is what powers the economic structure of an MMO. These bad skill players can’t win in FPS or RTS games, they have to win with their work ethic. That is why they play MMOs. If you take that away, they won’t bother playing and the only thing you have left are casuals who, when they see low pops because you have run off 80% of the server, they, too will find a different game.

Your argument is sound, logically, but not economically. Darkfall is a good example. It started with huge queues and tons of people and, eventually, the 80% left and only the 20% skilled players remained. What happened? Well, try to play Darkfall now…

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For example, a level 10 player should see a level 20 player and think:

“he has better equipment and skills than me, but will I kill him?”

… and not think:

“he has more strength than me, I won’t even try to hit him!”

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AGS mentioned in the patch notes they put scaling back in no point in arguing over whether it should be in or not when it is. Scaling makes a lot more sense where there is territory conflict and higher levels capturing/farming resources in lower level zones. The game is supposed to be fun and inclusive, by the map alone you can tell the game has been designed this way for a reason. The higher people get, the harder it becomes for newer players/casual players to participate. PvP becomes an end game activity where being closer to 60 and gear is the barrier to entry - this is not AGS intention.

Let’s hope this patch (the one mentioned in the noes) gets looked into because it doesn’t feel like it was updated. :slight_smile:

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You do have a mechanical advantage. In every single aspect of the game except when killing low level players. Refer to above post.

And guess what, lad? Even if you were to perfectly equalize the damage between a level 10 and level 60 player in his ultra legendary gear of +500 boar skinning, PERFECTLY equal. The 60 STILL has a numerical advantage. Why?

Well let’s pretend they are both using a sword. Even though they are perfectly equal in damage and health at a base level, the level 60 has;

  • Heavy Attacks grant you 30% empower
  • light attack chains cause slow
  • 10% increased critical strike chance
  • heavy attacks cleanse debuffs
  • 15% empower when blocking
  • Fortify when blocking
  • 10% more damage to slowed foes
  • 20% haste on crits
  • 15% more damage while full health
  • Cooldown reduction
  • 15% bonus armor
  • Reduced elemental damage taken

I can go on, but you get the idea. Even if the level 10 and 60 were TOTALLY EQUAL in stats, the 60 still has a massive spreadsheet’s worth of numerical advantage over the 10, and that’s JUST from having a higher weapon mastery. You ALREADY have a numerical advantage from time invested. What’s being argued is that the 60 should not also gain the raw stat bonuses from his gear because that nullfies the entire aspect of skill.

But I am beating a dead horse at this point. This entire conversation boils down to the question “Should skill or gear matter more”. You have clearly taken the position that gear should matter more than skill, and I am on the complete opposite end of the spectrum and will clearly never convince you.

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Nope. If there isn’t a mechanic reward for time invested in an MMO game, then the game dies.

There are… Plenty, actually…
"* To be stronger in expeditions

  • To be stronger in the raids I’m sure are coming
  • To be stronger in World PvE
  • To be stronger in outpost rush
  • To be stronger even in open world PvP against other players of an equal level"

That is why they play MMOs.

This and the rest of what you said (apart from what I just refuted) is correct. What you said makes complete sense.
The problem here is that this mmo… I should say more than obviously… wasn’t made for this sort of player. This is marketed and developed as a skill-based mmo. You win if you’re a better player, not a better grinder. Kind of a new thing. So there you go

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Most people who played beta are on the opposite end of the spectrum and for PvP scaling. The feedback you’re trying to address is probably coming from someone who is new to the game coming from insert x carbon copy of WoW here and doesn’t understand that this game wasn’t designed the way they’re thinking.

PvP is the core feature of the game and a means to level up weapons, XP and territory standing which is why faction missions are in every zone and not only the level 60 zones (if you didn’t know participating in PVP missions is one of the ways you can flip a zone into war).

The PvE and questing in this game are not for everyone. Especially since they were only worked on for a year compared to the rest of the game. This is not your traditional MMO. What they had in CBT was a far more fun experience (fun being key here). I’m so disappointed that this thread even needs to exist because the patch notes mentioned they addressed this.

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The logic is great and all but peoples issue with PvP scaling isn’t about logic. People who don’t PvP will have to PvP and they’re not going to apply those spreadsheets you’re talking about in game.

Still though, it’s not about logic.

It’s about the fact that someone with 10000 hours doesnt want to die to your friend Timmy that just got the game that you twinked out.

Someone with 10000 has spent more money on this game and has generated more revenue for it than your friend Timmy.

People who generate more revenue and contribute more to the game should have more of a say. And they already have, for over a year in Alpha, CBT and OBT.

It’s not about logic. It’s about the experience and how people FEEL about it.

Dude you are literally talking about something you’re just pulling out of your ***

People who generate more revenue and contribute more to the game should have more of a say.

What, just because you said so? :face_with_raised_eyebrow:

It’s about the fact that someone with 10000 hours doesnt want to die to your friend Timmy that just got the game that you twinked out.

Except that this game has advertised itself as a game that wasn’t made for that sort of player from day one :face_with_raised_eyebrow:

You clearly don’t know what you’re talking about

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Stopped reading at “lad.”

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Stopped reading almost immediately based on “snarky” tone.

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No no it’s ok your English is fine dw about it

If your friend loses to little Timmy after 10,0000 hours, deeper knowledge of mechanics, 10,000 hours of mechanical practice as well as the already stated advantage with perks then Timmy must have made some seriously good plays to pull that off. Hats off to Timmy. Hopefully, your friend learnt something from that fight to come back and dumpster Timmy next time. That’s how it should be NOT Timmy wants to try PvP and gets one-shot by a level 60 capturing the level 25 zone lol. If that were the case surely Timmy isn’t flagging again until level 60, Timmy has also lost one of the most fun ways to progress their character and everyone else just lost another person to battle against. I think I prefer the PvP scaling scenario.

That isn’t how it should be tho ,in instanced pvp cool In open world no .

Not according to AGS patch notes and game design.

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Said the hypocrite that STARTED with a snarky tone :face_with_raised_eyebrow: also congrats on dying on the hill of being the guy that turns away when somebody beats him in an argument

Not according to everything the developers say about their own game, not according to the patch notes, not according to the way the game was developed and marketed since day one, I could go on…

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Only bad players want no scaling in pvp, it was proven time and time again on the old CBT forums, same as here now

but they won’t win, because there will be skilled players at cap in a week deleting them, so then they quit once there aren’t enough players to bully.

same result, except you lost all the players who were excited to pvp, but didnt want to play the game for 100 hours with pvp disabled before they flag.

And you lose all the players who don’t start or quit early two weeks from now when almost everyone else is 40-50

fact is, many/most mmos that tried the system you are describing failed to provide lasting pvp, and be successful. However competitive balanced games are literally the most successful games on the market.

Heres what history has shown, heavily progression based pvp fails. for many reasons.

pvp doesnt need power progression to succeed, in fact excessive power progression generally kills pvp.