Less PVP scaling just means less PVP

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.

1 Like

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…

1 Like

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.

oh boo hoo

This actually makes me so mad to see. Why on earth would they take a dump on the face of the majority of players? in what world does that make any sort of sense whatsoever??? If not for anything I already feel like this game is doomed to die with developers making atrociously nonsensical decisions like this

incorrect, Timmy could easily spend more. Time invested and money invested are two different things.

a player could play 6 hours a week, and spend 30 bucks a week, another could play 50 hours a week and spend nothing.

Also, everyone spent similar amounts of money at this point and 55% wanted closed beta scaling and 30% wanted less scaling.

alpha was randomly selected, and some didn’t even commit to buying the game.

This was not a consensus of the people who spent money, or time on the game, thats a false statement

This is soooo confusing to me. It really does sound, to me, like you people are asking for a participation throphy.
In every other aspect of the game you need to grind, you need to put in the effort. But when it comes to PvP you suddenly think it would be fine to just… not?
“Git gud” is a comment i see being thrown around a lot by you PvP lovers, but when two people are offered the same chance to grind and level up and one decides to take it while the other does not and then goes on to whine about it, it really seems like the only ones who need to “git gud” are the ones doing all the whining.
New World isn’t exactly the best game for casuals. If you don’t grind mats, you will fall behind in lifeskills. If you don’t grind exp, you will fall behind in level. And if you don’t grind at all, you will fall behind in PvP. This is usually the norm with MMO games and it’s been widely accepted so far.
PvP should only have scaling where skill actually matters. Territory wars, and that one end game PvP event which i completely forgot the name. I absolutely do not see any reasons for open world PvP to be scaled, if you want a “fair” fight then all you have to do is only fight people at your own level. (hint hint, everyone will be higher level if you just sit on your butt and decide you don’t want to grind)

2 Likes

I think that instead of defending our points of view in relation to scheduling, how about giving an idea of ​​how to make it good for everyone?

In the New World there will still be PVP content on the starting maps, so why not leave this content satisfying for new players as well after the majority are already at level 60?

How to adjust the scaling so that a high-level player still has an advantage against one or more low-level players, but at the same time gives the low-level player or group of players some chance of beating the high-level player ?

I ask.
Have you ever faced a MOB with 5 levels above your character’s level?
Or have you done the level 25 dungeon with a level 20 party?

In both examples, the MOBS have an advantage over your character, but don’t kill him with just one hit. The fight takes time, but it is possible for your character to defeat the MOBS.

How could this dynamic be implemented in PVP scheduling?

I think the following:

If you level the high level player with the low level player, the high level player will only have equipment and skills advantage against 1 low level player, but not against a group.

So scaling could only level the players’ strength, keeping the defense unleveled or with little adjustment. In this way, a low-level player or group of players would have a chance to defeat a high-level player without taking advantage of him in this fight.

What do you think? Any suggestion?

I agree with you it is the single biggest loss to a game that stood out, now it doesn’t do anything really well. It is just here.

As a review on Steam said:

Its not a bad game its just super mediocre. It does everything all MMOs do but not better than any of them. The PvE side of the game was an afterthought and it feels like it. Everything feels tacked on and added in at the last moment. Combat feels good until you think youre charging a heavy attack and then realize the game never picked up on you holding the mouse button and your left just standing there getting hit. Action combat with no animation or attack canceling. 3 abilities per weapon that are all boring and incredibly standard with zero weight behind them, half the time I cant tell if my attacks are even landing.

This game feels like it has little to no cohesive vision as to what it wants to be but its not terrible, its just not good either.

1 Like

You don’t get it, man. You gotta play 3 weeks of PvE before you can PvP in this “PvP focused” game. Because that’s definitely what players want.

1 Like

how about pvping to get good at pvp and not cause you skinned more boars?

3 Likes

+1

I dont agree with you at all.
How about making PvP enjoyable first before ruining it furthermore?
Unfortunate the PvE is so strong in New World and highly enjoyable, open world pvp is none of that. A frustrating walking simulator with loss of questprogress for what exactly? To be able to attack a Fort after 5-7 hours of grinding horrible PvE Quests.

An enemy company does the same quest? well everyone who has completed it runs into the next safespot and the others on the way to even do the quests are the ones able to attack but they barely get 1-2 kills because this game has such an insane restriction on skills, that even the PvE Content has more mechanics and challenges than PvP to begin with.

If they were about to make everyone equal then PvP AND PvE would be dead forever for my friends and myself because then the game really is best at not wanting the players to play the game at all.
The only motivation right now to do pve and these super generic quests is the world atmosphere, the audio and discovering the unseen content - the gameplay is just as bad as Vanilla World of Warcraft, while open world PvP is even way worse than WoW was back then.
Its not even worth talking about PvP thats how meaningless it currently is compared to the rest of the game. Amrhein is an amazing dungeon with way more challenge than the buttonsmashing of 2 players playing rapier and leftclicking themselves to death.

PvP will get more participation once its worth to be even mentioned but currently its just a “extra” to the game, nothing i would want to be part of outside of instanced 20v20/50v50 matches.
At the moment its nothing but a progressruiner and the only use is to be able to attack a town, while going into an disadvantage in terms of everything about progress.

If they were about to make everyone equal then PvP AND PvE would be dead forever

How exactly is this relevant? Scaling has absolutely no bearing on PvE in any way, shape, or form.

if you think pve in NW is more enjoyable than pvp, i dont think you should even be here spouting your opinion

1 Like

It has 90% relevance for my friends and myself because thats our main motivation to push trough the generic Quest system right now. We focus entirely on company pvp while we do wait for open world pvp to become better first before we even consider it.
We have tried it and the PvP Quests are really that awful that we dont want to talk about it anymore because the conversation turns into frustration from the get go.

There are too many issues and problems from the PvP System itself right now, changes in scaling wont change our participation at PvP but it will def. kill our motivation to even complete a single quest or levelup.
Nobody here says “yo guys, lets level up to be equal so we can compete with level 1 players that dont even play the game”
We level up because we expect to become stronger because it is an RPG, thats how RPGs usually work. At the end of the day the developers have to decide what customers they want, those who play the game and are willing to pay money or those who dont see the store because they dont even play, hence why Scaling is relevant to them.

What New World needs is a complete overhaul of PvP Quests and Playermechanics since they are too clunky right now but at the same time they are good enough for PvE.
On the second day weve had about 25vs25 on the entire path to the PvP Quests and all what happend was that those who had the quests finished ran away and everyone did it because thats how the meta gameplay obviously has evolved in order to be efficient.
Then the enemy faction attacked our base while we started to ignore them doing these quests and we overcome them by beeing stronger. Since then it came to a hold across all areas.

Believe it or not but we are 100% pvp players ourselves, nobody ever wanted to play on a PvE Server during WoW times either but in order to make us participate it needs to be well made and fun, wich should have priority over scaling.