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.
how about pvping to get good at pvp and not cause you skinned more boars?
+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
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.
An improved scaling should not make a level 60 player equal to a level 1 player. Between them there will be a big difference in equipment and skills.
It would be like a player who has just reached level 60 versus a player who has invested a lot of time at level 60 to fully equip their character.
Totally wrong logic as well. How someone with 10000hrs spent more money for game. It’s exactly the opposite, if you want new audience, you should make it so that as a new player, you can’t pvp unless putting 10k hrs in the game. Have a look at BDO, they had to change the time it takes to grind gear, otherwise new players just stopped playing after a week.
So if they want new players == revenue, they should make the game enjoyable for new players and not only for no lifers.
Give no-lifers some diminishing returns, 30% more dmg is enough advantage + passives from equip and stats. If he needs flat stat dmg to be able to stomp Timmy who started playing yesterday, than he shouldn’t play PVP maybe.
I think it’s much better, but that is me. I’ve still been killed by people like 5 levels lower than me. But I took out half their HP in one shot. That’s how it should it, and another 5 levels I should practically one shot them. If they wanna PvP go into a zone their level, and have a group. If they wanna PvP at end game, like a majority of the MMO PvPer’s get to level 60 like the rest of us. If anything I feel like scaling should be removed completely. I’ve spent 3 days played leveling and I am only level 38. I’ll be damned if some guy that’s spent one hour comes and can beat me cause he has a better weapon combo than I do. Some people don’t want to play the FoTM weapon combinations, they’d like to play the weapons they want. And not have to worry about a level 20 playing the meta be able to beat me.
And all these people talking about how they want it to be like Dark Souls. In dark souls the monsters one or two shot’s you. And you have to hit them alot more. I feel like pvp scaling removes it from being like dark souls. Also dark souls is a game of memory. Once you learn how to kill a boss once, with a little bit of practice you can do it every time. New World is alot less predictable. I say they leave it as it is, nerf it or remove it all together. Just because people don’t want to dedicate 100-150 hours played time of effective leveling, they feel like they should be able to fight nearly fair and square with the people.
MMO’s are about one thing, get to max level, get good gear, beef yourself up, and learn to play. It shouldn’t become, pick a meta weapon combination, level for 7 hours. Beat up people that’s played 300% longer than you. If you want Dark souls play dark souls. If you want a MMO with fun combat and an intricate world play new world.
Tl;dr: Game is not dark souls. It is an MMORPG. Anyone that buys the game knowing it is an MMORPG knows what they are getting into. It’s a genre you got to dedicate yourself too, levels and gear matter that is the RPG aspect of it. If there was no levels, and no gear. Then i’d understand everyone being the same. But there is gear and levels. Every minute some spends leveling is something productive they wasted, it is a sacrifice. Our sacrifice shouldn’t be voided because of someone else’s lack of sacrifice.
I understand, but this reference to Dark Souls is due to alpha and scaling to closed beta. And the insistence on the matter is due to what Amazon announced about the game where player skill matters.
I think the idea in New World is not to be just any MMO, where there must be a race to the maximum level to start the game. And PVP content is something that hasn’t been happening from the start.
I don’t know if it’s like that today, but in the same way that the weapon’s level unlocks skill, the character’s level should allow the use of better equipment. If that already happens, the level difference doesn’t matter, only the equipment and skills.
In this case, if scaling isn’t the issue or it’s something very complex (a low level is easily defeated by a high level or a high level is defeated by a low level group), what could be improved so that all players participate in WPVP satisfactorily and choose to enable pvp? I still can’t think of something.
just watched a war on Baggins stream where they invited slightly under levelled chars, guess which side got stomped. PvP scaling just makes sense in all aspects of PvP in this game.
Nope no raids its not wow. End game = pvp and territory control.
I think you might mean gamer not workers. Alot of people these days do ruin games by try harding like it’s a job. It’s a game.
I dont care what your opinion is on how games should be played. /ignored
There are regularities that every genre must fulfill. With an (MMO) RPG there must be PvE and with PvE there must be a progressive system in which the character and the story can develop. Instead of going down new unknown paths, they chose a classic leveling system with skill tree and gear score. These are exactly the things that start to become problematic when we talk about PvP. Every MMORPG we know fails exactly at this point to combine PvP and PvE. Only World of Warcraft, unfortunately much too late, has theoretically found the solution by setting up independent systems for PvE and PvP, although the system varies extremely from addon to addon.
In an MMORPG with the option of World PvP, there will never be 100% fairness and decency, as too many are keen on the suffering of other players. In organized PvP, you can introduce the classic level brackets so that in instanced PvP, players with the same numbers clash as much as possible. I also find the idea of separate skill trees for PvE and PvP a quantum leap.
In summary, PvP basically doesn’t need a solid progressive system. But if we take this idea to the end with New World, the result would be Crucible - or at best a tower defense game in third person.
I agree with your points, but I would offer Warhammer had a pretty good system.
They had large PvP zones in close proximity to the PvE zones. They had keep objectives, etc. You would immediately flag upon entering them. They were in level brackets. Higher level characters would scale down to the very top of the bracket when entering, but lower levels did not ever scale up.
It was not perfect, but it was not bad ether, and might be a good fix here
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