My response to dev about watermark

With the way it works for drops already of having to do a % damage, this would need to be re worked. Otherwise you will have a lot of people not getting loot. The tagging system is so terrible :frowning:

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I’m not one to draw lines but I think PvP is definitely much more coherent and thought out then the mess that is pve in the game right now.

The dungeons while excellent, are only few and far in between as you level. Amrine then starstone then depths. Then you have the 3 arenas and then the last two endgame dungeons.

Pvp however, are well connected with the development of towns and fort bonuses. Much of the important crafting items such as the converters and rune of holding are found with the faction rewards. You have Wars that are amazing if you manage to get in a well organised group. World pvp is bustling in the med pop servers whereas pver has to ‘buy’ slots for endgame dungeons. OPR is popping off and definitely much more interesting than running chest runs.

Not saying pvp doesn’t need help but I think the pve requires alot more attention now than pvp.

yes i agree some sort of change would have to be made i would leave that to AGS discretion, im just brainstorming with the chat

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:heart: I do agree with your suggestion, sounds fun. Would also be fun if they made it so you have to be PVP flagged for some of them. Would be a good way to push some big PVP fights.

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Yup, existing system and the proposed system are way better because we get to select what we wish to prioritise; the total net result is much less RNG (whilst there is still RNG, there is now less of it overal than three patches ago). Honestly think most of these complaints are way too kneejerk.

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Which content are you gonna do on a day to day basis though? OPR. Only OPR. And only for the coins and the azoth as the items from cashes are useless 99,99% of the time. You might occasionally get into some Open World PvP, but you’ll definitely not seek it out since the rewards are absolutely pointless. And unless you’re in a decently sized and organized Company, Wars are impossible to get into and also not really progress your character in any way.

Expeditions on the other hand, although not free of issues, atleast offer a meaningful way of progressing your character and feel rewarding. I agree that PvP might seem a little more coherent on the surface, but if you take all the systems into consideration, on a day to day basis, all those systems barely have any impact on the regular player and don’t offer any interesting oppurtunities for progression.

But I agree, there are definitely a lot improvements that could be done for both sides.

Hi @Shadow_Fox, I hope you do spend some time reading my post.

I have been playing plenty of fps and MMO games, whether paid or not. I learned that the idea of limiting/timekeeping platers is not ideal at all. However, I see that mutation is coming live very soon, which is an excellent opportunity for developers to fix their mistakes with time gate content.

For instance, destiny 2 offers a challenging game mode called nightfall which offers many more handicaps depending on the difficulty, basically mutation mode. But one different thing is that they cost almost nothing for the Player to participate. So it is a matter of whether they can do it fast or not to make it efficient. Ultimately their end goal is to farm for better gears to serve for even more strenuous activities or to collect an item that is considered hard to achieve/rare or for collection or fashion.
Developers can limit the loot drop of the activities. Still, the daily refresh can give them extra loots → this I learned from wow, instead of reducing the XP player can earn, they give players bonus XP time per day, which is tricking them into doing something they like without letting them know that they are purposely being limited, its a win-win for everyone, if the Player is a sweaty one, they can farm more than the other, if the Player is casual it is their choice to enjoy the game slowly. So → what I mentioned above can be applied to all the daily cooldowns.

About how do you make players participate in the different activities? Very simple, the loot drop should be either good or attractive. For example, PVP activity will include a higher chance to drop a good gear for PvE, and PvE activity has an opportunity to drop a decent gear for PVP in revert. It is an exchange to get players to try out different things.

For high-end Pvp activity, a red zone like in division might work great. However, the Player has to bring items from the red site back to the safe place to remove the lock to acquire the actual items. If they die, everything is gone. It is a high risk, high reward for those who enjoy PVP. I did post one thread regarding this idea.

With RMT trading, I don’t believe it will ever disappear. It is simple economic math. If there is demand, supply will eventually follow up. But I think what developers can do is adjust many things in the game to decrease the need for players to buy gold. Well, how? I don’t know, but to make some rare items more accessible, balancing out the income quality between lands and players vs. players due to massive taxes focused on Everfal and Windward, might help.

But what I think is the most important right now is for the developers to spend more effort on the core gameplay. So from my point of view, it is the weapon/animation balancing. I understand the idea of going entirely immersion of developers, but there should be boundaries limiting what they should be. Rules are important and needed but should not be abused, especially when it comes to creativity. In the new world’s case, players spend more time refining their inputs to become better than the average. They exchange their precious time to refine their skills and make satisfying gameplay(doing more inputs). Applying rules that cancel out animation canceling will significantly impact their enjoyment and negatively affect their effort and reduce their creativity, which eventually leads to them leaving who are a big part of the player base. It is like telling a child not to try out different things just because it does not fit your vision of how you want your child to be when it grows up. It will forever be sad because there have been so many great things that the kids left out. After all, you tell them that they can’t.
Last but not least, New World is an MMORPG GAME. The players should be able to role-play the characters and do more things they can’t do in real life instead of being limited by even more real-life rules. You will never be able to satisfy everybody. Still, please understand that you had attracted very many players for the excellent core PVP gameplay over many other games as an MMORPG before it changed, so at least don’t shoot yourself in the foot by chopping off your competitive advantage just to become another Runescape ripoff. I am sincerely sorry to keep repeating this PVP topic. I understand that Developers do treasure our feedback. Still, it is just that they never really show their acknowledgment over a specific topic/problem, which is why we keep repeating it.

Why not keep drops / rewards for the activity done to earn them? I think it’s really unpopular to force PvE / PvP to do the opposing activities just to earn relevant awards.

I used the word “chance” in it, but overall they are supposed to farm gold/materials to get the item they want. So this Idea of having decent PVP/PvE items drop in PvE/PVP, is to encourage players to try out other game modes maybe 1-2 times a day to try their luck, which is barely up to the point that might burn them out, no one forcing them to have to do it, there are different method to achieve a specific thing. about drops, I am not saying that they will have to entirely remove the drops but to limit it to a certain amount, which means you are allowed to farm more if you are willing to, but it doesn’t harm anyone if they don’t want to.

world type bosses that needs lot more people to clear out
give worldwide bufs or debufs ac ording if you were able to kill the boss in a certain timeframe or not.
for example turn the siren queen into a world boss that can randomly spawn in any fort trying to take a city over (like in invasion) or literally start to make her singing que sound 5 minutes before she enters a city. if you fail literally lock of the city for a certain amount time because its infested with the lost or corruption etc. and if you win give worldwide bufs. purple/legendary items/consumable/skins only gettable as a reward from killing her and nowhere else

the best boss you guys made is the siren queen and it is such a shame that the loot it drops is not worthy to make the keys and you need to traverse a whole lvl 63-65 area all the way to the top to even get in the arena

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What I would like to see as “end-game” for different levels of content

PvP (Small scale is priority):

Small Scale PvP: ranked XvX PvP Arenas, from 1-5 players. This could be cross server or whatever.

Medium Scale PvP: Outpost Rush, but where you can actually form a team of 20 and act in co-ordination. Cross server probably necessary as unlikely to find lots of groups of 20 players organised. Give it a rating system to balance teams.

Large Scale PvP: pretty much War, but cross-faction war should also be able to occur without a territory being at risk. Maybe an always on PvP zone where a large number of players are needed to take castles/forts. Make it 50v50v50 (or more players).

PvE (medium scale is priority I think):

Small scale Arenas & Expeditions - great! But need greater variety and not just mutations. Or, let all Expeditions have a mutated version for the meantime (Dynasty, Depths etc) until new content is ready

Medium Scale: The ideal MMO endgame PvE content is the Raid for me. The game is so close with existing Elite zones to having great raids. Make them 10-15 player content, not open world, add a few more bosses, and make players able to group in groups larger than 5.

Large Scale: Have alternate versions of invasions - we could have an Angry Earth/Beast invasion in Edengrove, an Ancient/Lost invasion in Reekwater. Make these 50-100 player invasions, not controlled by companies, and able to run multiple instances over the course of a few hours. No penalty for losing, but great rewards for clearing difficult content.

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Dungeons wouldnt be so bad if they where not so hard to get into. well i mean if you think dungeons are fun that is. I have to pay to get in them or find a way to make an orb. but with out groups thats pretty much impossible. and you cant just get in groups all the time. either thers no room in a group or no one is interested in going to the location you are trying to go. im in a large company too. we pretty much have to schedule group stuff. so its pretty much like Oh ok ill wait till next friday at such and such time. meanwhile ill just stand here and wait doing opr or running loops to farm mats for days. yay im having so much fun.(sarcasm)

Signal boosting PvP arenas. Infact if i could just queue arenas all day i’d never be bored.

I had the same or a very similar problem. This happened when I was trying to save my replay. I use the abbreviation alt + / for this. The problem always appeared after pressing a combination of these two keys. I managed to solve it by lying down from what I remember. But I guess I used ctrl + shift somehow … I’ll check it when I get home.

These are all excellent suggestions. We need both pvp and pve content right now. Love the idea for raids but I’m more inclined towards that large scale invasions and such.

I honestly want to see a PvPvE hybrid dungeon. Kinda like a small scale pvp arena but with pve mechanics such as freezing the score if the other team manages to kill off mini bosses throughout the dungeon or increasing mob numbers for the losing team. Could be open teams like opr or fixed faction teams that can help push faction influence.

I’d hazard a guess that the keys might be used for the mutations. Would be in tuned with what the devs were going for while still not changing much of the game design.

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Raids
Arena pvp
Battlegrounds with game objectives
Wars without lag
Open world pvp objectives

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Compliments —> I really like the idea of mutations as endgame content. I’m an ex-WoWer (NW is my WoW killer) and I loved the Mythic plus system (and mythic raiding). Mutations seem to be echoing M+ in the best ways, I’m REALLY REALLY excited about it.

Desires/Critiques —> I would just like for crafting max rank items, but not quite 600 lucky rolls to be worth something. To me, it would seem just as engaging to roll a GREAT 595, then apply some of my hard earned Umbral Shards to it and then see what last perk rolls when it hits 600. So basically I can work a little harder, grind a little bit (and anticipate what could happen), and maybe I roll a great perk on that item that makes it if not BIS, at least much closer than an item people will literally salvage because they won’t sell on the AH anymore. There may be unforeseen (to me) consequences to this, but IMO you should be able to upgrade any 590-600 item to 625. This would make it so not rolling 600 on an item doesn’t immediately doom it to the salvage bin. If you put a few more of your resources into it, that item could roll a GREAT extra perk at 600 and all that hard work pays off. Or not and you scrap it anyway and try again with another piece :slight_smile:

Oh my god, this discussion is ridiculous. People be like, well PVE can do these super hard dungeons with tons of new mechanics, but I would prefer to do 2v2 to achieve the same gear! Like, that does not make any sense.

You can just take few friends and trade-win at a specific hour when everyone is sleeping OR when being on low-pop server. If you want to add shards/watermark to PVP, make it 90% LESS rewarding than PVE, because you do not have to put any effort into is, except queue from the city (which is free, in comparison to crafting orbs).

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  • pvp arenas
  • no (or reduce cost of) dungeon orbs key
  • open world full pvp zones
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