cross server gameplay:
Cross server feature needed for:
pvp game modes:
-
outpost rush
-
arenas
pve gamemodes:
-
dungeons
-
raids
-
any future pve and pvp game mode group activity
Should the player not be able to play with players on their server, as no one wants to play these game modes, cross server play would allow them to play with others from different servers. cross server play for these game modes would keep the player base active.
Currently When players are changing from high population servers as the que times are too long, going to low population servers, there are no more que times but at the same time there are no players to play with in dungeons, arena, and the other future game modes coming to new world
( raids ).
-
New world needs to have cross server play for the different game modes for pve and pvp
-
increase player size in servers to base level of 18,000 to 20,000 players
(currently to log in 1 to 2 hours and que ranges from 1600 to 2502, when the server lags and disconnects the player is thrown to the main menu to log back in, and have to que long hours again)
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Dungeon ( expeditions) changes
- when a new party member joins the dungeon, they should automatically teleport to the party via the respawn checkpoint crystals. currently when a new party member joins they have to run 1km to 700m from the beginning of the dungeon to the party. this is time consuming, when the mobs are still alive they battle the new party member as the new party member is making their way to the parties locale.
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New world should have level locks in pvp game modes.
This pvp adjustment would be for arena 1v1 3v3 5v5 8v8 etc
There would be cross-server pvp matchmaking like cross server dungeon.
pvp arena company vs company:
pvp arena could utilize company vs company vs company
instead of faction vs faction vs faction. The company aspect of new world
would be utilized.
solo queing and team queing:
players can que solo or que with a party.
solo que players would verse other solo qued players
team que players would verse other team que players
pvp arena: Casual:
- randomized players would be selected in match-making from the current server and cross server.
- This pvp arena mode would have no rankings
Pvp Arena Matchmaking: with rankings
-
The pvp arena can have a ranking system, as they play arena those players gain points and rank up / losing points would reduce rank. They will verse players who are their rank.
Example Iron ranked player would verse iron ranked player
bronze ranked player would verse bronze rank player
silver rank player would verse silver rank player
gold rank player would verse gold rank player.
the platinum rank player would verse the platinum rank player.
the diamond rank would verse the diamond rank player -
when a player reaches a new rank they can unlock it as an achievement.
-
When the pvp arena season ends players ranks are reset.
-
Matchmaking should have current and cross server
many ranks would make it more competitive:
iron - bronze - silver - gold - platinum - diamond - shining - etc**
within the rankings there can be 5 tiers before a new rank is reached
example: Iron tier 5 to iron tier 1 then bronze tier 5 to bronze tier 1 etc
5 wins are needed to reach a new tier:
A Iron rank tier 5 player would need to win 5 matches to reach Iron tier 4
ranking up the tiers:
should a player lose a match it would reduce the rank up by 1 for every loss.
example: iron tier 5 player has won 4 matches, need 1 more win to reach iron tier 4.
But they lose, the tier ranking would be the iron tier 5 player would need 2 wins to reach iron tier 4.
rankings and losses:
when a player reaches a new tier rank it wont be reduced to a lower rank
example: should a player be bronze tier 5 and they lose their rank will not decrease to iron tier 1. However when a player is bronze tier 4 and they lose their rank will reduce to bronze tier 5 etc
multiple ranks: lowest is Iron rank and Radiant being the top rank
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pvp arena game mechanics:
-
Players levels and status should be locked to the same levels
gear score and gear don’t matter.
everyone would do the same damage
Team A rapier user would do the same damage
as the opposing teams rapier user. -
Team Healer would heal at the same recovery
as the opposing team’s healer. -
Players would be able to increase their damage output with
weapon perks acquired from gemstones that are slotted into
their weapon. -
all players would have the same health and stamina meter
-
They would also acquire defense (damage reduction) and hp regen from gemstones
that are slotted into their armor. -
every light and heavy attack damage would be the same for players.
-
potion would be limited to 10 potions max, split between red and blue potions
1 potion would recover for each defeated opposing player.
And the player is defeated and respawning, all potions would recover.
making a pvp game mode skill-based is putting players on the same level where
players would use gemstone perks to play. These gemstone perks would be available to all players to customize their build.
Some gemstone perks would need to be activated by playing as they won’t be active should the player not play.
example: gemstone perk to activate: defeat 1 player to increase sword light attack by 10 percent for 5 seconds etc.
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More game modes for PVP arena:
- Clash - how many times can you defeat the opposing player / players to win before the timer runs out
example of clash:
- One vs all - all 5 players would verse each other for victory ( Battle royale no teams )
example of one vs all:
- Crest battle - player defeats the opposing player to get crests, each crest is worth 1 point.
players can deny opposing player crests by picking up their defeated teammates’ crest.
The team with the most crest after the timer expires will win.
example of crest battle:
-Survival - both teams start with 15 lives, each time a player dies they lose 1 life. When the lives become zero that team loses.
example of a survival match:
- Deathmatch - Two teams verse each other when the whole team wipes they lose. However, teammates can be revived.
example of deathmatch:
- Collecting Crests - Both teams would collect crests that are scattered on the stage, goldcrests are worth 5 points, silver crests are 3 points, bronze 1 point. Both teams would collect crests to fill the crest meter. Player’s can defeat opposing player to get a crest worth 3 points.
- The team with the higher crest meter will win, When the timer runs out.
- the first team to fill the crest meter to 100 points will win instantly
Crest meter: Both teams would collect crest to fill this to 100 points.
The crest meter will move left to right depending on which team is filling it.

example of filling the crest meter:
Capture the flag - capture the opposing team’s flag and defend your own team’s flag. The players would take the opposing team’s flag and return it back to their checkpoint to score.
should the flag carrier be defeated they would drop the flag, a timer of 6 seconds would start.
if the flag is not picked up, the flag is returned back to its original checkpoint.
example of capture the flag:
example of different pvp game modes from battlefront and battlefield:
Battlefront
Battlefield
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pvp arena options:
The pvp game modes can have 2 teams verse:
Team A vs Team B
This can be expanded to Multiple teams pvp game mode: 3 teams verse
Team A vs Team B vs Team C ( every team would verse other teams for victory)
PVP arena maps: The pvp arena maps would be randomized with a different map that’s used for the game mode. Maps are not repetitive.
Map Types:
New world map zones would be used for the arena setting.
grass and wood zone
sand and sand dunes zone
castle and towers zone
volcanic molten zone
sea and waterfall zone
ice and snow zones
( more zones as new world adds more zones with different themes)
the arena zones can be empty fields and fields with obstacles:
the obstacles would be an excellent pvp map for musket/bow/caster/blunderbuss/pistols users to verse other long ranged weapon types that utilize projectiles.
pvp maps with obstacles: mountain passages / walls / gate / Door /
pvp maps:
- fall damage
- lava lake that makes players Hp to zero
electric,poison lake which does status damage - obstacles to climb using ladders and jump on
- different elevations and platforms
pvp maps with obstacles: platforms to jump on and platforms with different elevations
pvp maps are designed for pvp game modes:
- each pvp map have different map layouts and designs with their own titles
open field pvp map: no obstacles
Game mechanics
As game developers, you add complexity to the combat gameplay by adding
new attack types and game mechanics.
**Faction features feedback:**New world faction features same faction pvp company vs company, Crest On Armour And Flag Banner
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New world crouch and prone: what effect players would get

- In new world to add effect to this maneuver the player’s name and gamer tag should become invisible when a player crouches or prones.
example of player name and gametags
( these should disappear when the player crouches or prones )
Healing circles should be a different color for each team:
- red healing for red team
- blue healing for blue team
- green healing for green team
- yellow healing for yellow team
- purple healing for purple team
currently during pvp all teams have the same color for healing circles


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health meter colour should be different for each team:
example blue team
all members of the blue team would have blue health meter
-
when there are different teams in new world each team would have their own health meter colour.
-
each team would know of the team they are currently battling
example
red team all members would have red health meter
blue team all members would have blue health meter
green team green health meter
yellow team yellow health meter
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Fort Customization feature:

Forts of new world: Letting players edit and design them
- players can build and edit the forts by using resources
When a company has ownership of a fort:
-
they should be able to edit the fort designs
-
edit and design the fort layouts
-
adding more walls and gates, different platforms and elevations
-
add more weapons and hazards ( using resources )
-
faction medallions and factions tokens would be a good currency for the fort customization feature
-
the company that owns the fort can choose different materials to make their fort wooden or concrete.
-
And from different civilizations’ architecture fort designs.
example ancient china, medieval japan, Vikings, roman, french napoleon, ancient India,
victorian gothic, ancient Greece, ancient Egypt, -
all fort weapons and designs can be unlocked by blueprints and schematics.
blueprints ( schematics: )
- each blueprint will vanish after crafting one item, if a player wants to craft 2 of the same items, they would need 2 of the same blueprints.
example player wants 2 mini cannons in their fort, they would need 2 mini cannon blueprint
- some siege weapons can be fantasy based, not from the real world, example:
fantasy made siege weapon, moving tent
moving flame thrower siege vehicle
moving cannon siege weapon

wagon seige weapon
list of siege weapons: player can add these to their fort

medium ( with wheels ) - big cannon ( with wheels ) - mini cannon
mini arablast - big arbalest ( shoots projectiles like a missile )
big catapult and mini catapult
ladder - battering ram - ammo carry cart ( carry siege weapon ammo )
ballista:

siege towers:

trebuchet:

wooden walls: siege weapons, these protect units from long ranged damage
-
players would be able to add more walls etc more gates to the current fort designs
-
and dig a ditch around the fort, add poison lake or river etc
add a draw bridge that can be lowered
fort bridges can be destructible
( let artillery weapons destroy their structure walls, gates, towers, bridges )
destroyed fort bridge:
-
players can increase the elevation of the fort and put it onto the hill or mountain
-
players can add towers ( concrete / wooden )
( used by archers and muskets users ) -
The different tower designs would have their own blueprints
-
The towers are climbed by staircase or ladders as different wooden towers are designed differently
inside of wooden tower: stairways to climb
ladder to climb
wooden tower designs:

inside of concrete tower: stairways to climb
brick and concrete tower designs:
- fort owners can edit and change the layout of their faction’s fort
Making Fort ownership more immersive:
( owning a fort would be more immersive
every time a new company owns the fort, it will be different
every time with this feature, that company will change its design )
Building gameplay: player builds buildings and infrastructure
for new world, this feature would be available to build edit and design forts
( each company can design its own fort )
different stages of building development:
player editing and building their fort: Adding items and new structures
player editing and designing their fort:
During siege battles:
-
both attackers and defenders can deploy more siege weapons
( by building them using resources ) -
siege weapons would have health and will be destroyed when it reaches 0
-
example parts of the fort design will be destroyable example fort gates and walls and towers, the bridge would have health, reducing their health to zero would destroy them
layers to fort design Anatomy:


wooden
In new world During wars players can open crates:
-
have a temporary weapon to use: ( after the player dies they would lose the temporary weapon )
-
temporary weapons can have special skills and ability
pick up weapons from pick-up crates:
player using pick up weapon:
new objective types to win: these objectives can be for wars or outpost rush
These objectives can be their own game modes for outpost rush or wars
-
during outpost rush or wars there will be multiple objectives to complete
-
completing any of these objectives would give victory to one team and loss for the other
-
multiple objectives are multiple ways to win, this is an awesome game design, as a losing team can get the victory by the other objectives. it also adds more dimension to gameplay as players have to change their gameplay tech.
objective 1
- (1) both teams select 4 captains ( when the 4 captains are defeated on either team,
they lose )
objective 2
- (2) defeat as many players as possible within the time limit
new world outpost rush and wars:
objective 3
- (3) destroy each other’s checkpoint towers or destroy their main base to win
example by each teams main base, there will be 5 towers scattered around the map
example of red team and blue teams 5 towers on map:
Towers: These can be destroyed to weaken the barrier of the main base
-
when the 5 towers are destroyed the main base will be more vulnerable to damage
-
or destroy the main base to win
Main base: The towers make this more powerful with a barrier that reduces all damage to it
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ability to climb ladders would add unique designs to forts and settlements with ladders
and adventures in new world: Plunging attack can be used while climbing ladders
castle siege battles:

During castle siege battles the attackers should have weapons
example:
weapon types used in siege battles by attackers:
- The siege weaponry would have a health meter and ammo requirement to use them.
- The players would rebuild them when the siege weapons are destroyed using resources
like wood steel other resource types etc.
wheeled siege ladders: to climb over into the fort these ladders have wheels for mobility to move the ladder to the fort. They are unfolded to increase ladders height.

infantry units: are able to board using the mini space box under the ladder.
-
players should be able to carry ladders ( place them at fort walls to climb into)
-
opposing faction can push ladders off their fort walls by pressing a button.
(players that fall would take 50 to 100 percent fall damage the damage would increase for the different loadout players, light would take less damage than medium, from heavy loadout players)
ladders being pushed off the siege walls:

Players can battle each other while climbing the ladder, the player that loses would fall off:
Adding ladders to forts and settlements:
- this would add unique elevation for players to climb higher using ladders.
- Use of plunging attacks.
- castle siege battles
catapults to do airborne attacks to the fort
battering ram to break down the fort gates:

Ballista: throws stones or bolts like a missile
trebuchet: long ranged catapult variation
seige towers: portable tower with wheels, units would climb into and reach fort without taking damage, as the tower has a shell like tent.
Increasing the size of forts and making every fort layout design unique:
Forts should be giant architectures with multiple fort gates, ladders and towers. The forts in new world are tiny with simplistic designs.
Fort gates:
- should have lot of HP, the battering ram would be used to destroy them.
- Fort gates can be repaired by opposing factions.
- Many fort gates would add more complexity as defenders and attackers
would need to deploy different gameplay tactics as there will be many gates to attack and defend etc. - Forts can have different floor levels, example floor 1 floor 2 floor 3 floor 4 floor 5 this would add more depth to fort designs
players would be able to reach higher floors by using ladders and stairways, elevators. - Fort walls should have lot of health they can be repaired by opposing faction
and attacking faction can destroy fort walls with catapults and trebuchets. Other artillery weapons. - the different floors inside of a siege castle should have field traps that can be activated dealing damage to those inside i.e land mines, electric field , fire pit.
Forts layout: The different design layout of forts
example of forts: in new world should be giant fortresses
Forts having weapons and vehicles:
Both attackers and defenders should have weapons and vehicles.
medieval vehicles for fort wars:
vehicles with weaponry:
2 seat carry 2 infantry units with a machinegun turret
5 seat carry 5 infantry units with a lazer beam turret and shotgun turret

barrel armoured dual missile launcher vehicle fire missile mortar impacts.
From the rear this vehicle can release barrel boxes which would explode.
portable gatling gun with wheels for 1 infantry unit, infantry unit are able to drive these like vehicles
armored tank have rocket launchers, sniper , pellets, armored body to ram it self into players.
medieval flying vehicles: vehicles that fly
- The flying vehicles can have rocket launchers, machine gun, sniper turrets
- They can release from their vehicle bomb type artillery ( landmines ) while flying, which would land on enemy units below. ( other types can include poison mist, smoke grenades etc )
medieval siege castle (fort) battles:
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In Neworld to make factions more unique from each other
-
covenant, maruder, syndicate, should have their own technology
-
unique weaponry and vehicles to their faction
example of a different faction technology in warfare:
( each faction has its own technology i.e its own vehicles, weapons, units, building)
- During the Pvp faction war, these factions would utilize their technology in the warfare
Jet battle and ground troops:
air vehicles vs ground vehicles and sea vehicles can be used:
sea vehicle vs air vehicle:
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Siege castle battles:
-
siege castle made from brick and concrete ( more epic )
-
the artillery weapons can destroy the castle walls
-
giant castle fortress ( with town / city inside )
multiple faction castle siege battle:
-
Multiple factions are battling on the same battlefield
-
Faction A teamed with Faction B VS Faction C and Faction D and Faction E
-
example 2 attacking army vs 3 defending army
-
( in New world it can be company warfare as in new world there are many companies with their own flags and insignia )
-
units using ladders to climb into the walls
naval siege battle: using ships and boats
- artillery ships ( have cannons, catapults, ballista and other weapons on board )
river siege castle battle:
citadel siege battle: castle above the city, each section of the city has walls players would need to destroy to proceed further
https://youtu.be/RL_OvvV4pXY?t=147
Different units:
https://youtu.be/oBh8RpcQtr0?t=81
Battering ram siege weapon :
https://youtu.be/OJ_nVt2lCnE?t=439
siege weapons destroyed:
https://youtu.be/WahFWXb7mqQ?t=206
roman era seige battle
https://youtu.be/VU8tKCAbm6s?t=57
https://youtu.be/NXhJ308Qh_s?t=27
medieval era siege battle
viking
https://youtu.be/t2mSpsLbLjo?t=80
turkish
https://youtu.be/SdADpVb1JWM?t=67
mongol
https://youtu.be/2vWD1IYiPmo?t=12
crusade
https://youtu.be/fxAgAkyUZUI?t=319
viking
https://youtu.be/-p3Odzf8Jes?t=21
French napoleon era battle:
https://youtu.be/vwv_CpGUbuI?t=101
https://youtu.be/HM8g5aikg-A?t=20
ancient china
units using ropes to climb walls
https://youtu.be/2gEJKTpmHI8?t=52
https://youtu.be/eh-q3gp22IY?t=194
samurai era siege battle: ( Japanese designed architecture )
units climbing into walls without any siege equipment
https://youtu.be/QFkIUfj2TeU?t=4
- wheeled cannons
https://youtu.be/tcZnpQH_ikw?t=6
- siege ladders
https://youtu.be/22zEPrYZTvk?t=49
example of wooden fort designs and layout:
- fort wall built around a hill with a giant sea
https://youtu.be/NnttiHkmVuM?t=3
- 3 layers of wooden fort walls:
the final layer is on a hill is the town center
https://youtu.be/t2mSpsLbLjo?t=65
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