Less PVP scaling just means less PVP

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.

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)

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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.

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