Well I do agree on the sentiment of wanting more PVP, there was a massive shift in the games design from alpha to release, and NW is not a PVP game any longer. It is a PVE game with PvP options. Thinking otherwise is not living in reality.
No, it only serves the interest of one group.
I’d love to see this too. The reward of 10% exp is so meager and it’s completely meaningless after the player hits 60. Even when I was leveling up, I didn’t really have to make a choice regarding the risk - either I felt like I was up for PvP, or I didn’t. The exp bonus wasn’t enough to matter to my choice.
I lean much more towards the PvE side of the game than PvP, but I would love to see a carrot dangled in front of me that actually made me sit and think “Hmmm, I don’t particularly feel up to getting my ass kicked today, but I think I just might be willing to turn that flag on nonetheless because the bonus is really hard to resist.”
FWIW, for me personally, the ticket would be a bonus of something like +% quantity on harvesting or +luck. I’m sure there are different carrots for different people, so my idea is just one of many.
It’d be cool if there was a large pool of bonuses to choose from but we actually used a special piece of furniture in our house to choose it - basically a second set of trophy buffs that are only active while flagged.
Absolutely spot on.
I never flag for PVP unless for war. There is ZERO reason to do it.
If there were better bonuses, loot, enhanced gear score, or whatever, then i’d do PVP always. The OP concerns are valid but the proposal doesn’t combat them effectively enough. I’ve had no trouble farming end game areas.
cause you like PVP,theres no need for other reason you need to flag …why force people that do not like it to do it, and don’t say its optional…when the bonuses get too big it stops being an option
I think this would result in people bandwagoning the strongest faction on the server just so they could grind in peace.
Bonuses that are too big, i agree it becomes LESS of an option (although i will concede to it being no option).
But there is a broad spectrum between today where for level 60 players and content (which is what the OP specifically mentioned), there is NO bonus and too much.
I am sure a balance can be found that would encourage more, whilst still leaving many happy in PVE. For what its worth as i say, i am not clamouring for PVP i was just expressing a way this could work for the specific issue mentioned by the OP.
And @RedWarning i think this would be unlikely given that the concern is about endgame content. A level 10 player isn’t thinking about which faction is best to join to maximise the PVP ability at level 60 to potentially get a better watermark or some other bonus.
So the big 300-man zerg guild on my server can camp all the nodes and no one can do anything about it?
Yeah, no.
I wrote an idea about actually making this game the way it was supposed to by simply introducing the Hardcore(or PvP, doesn’t really matter how you gonna call them) servers. You can read more about the diea here: The only solution I see
I see both sides of the argument. Flagging perm pvp would drive away the carebears who only want to grind braindead AI and show off their gear in town. Unfortunately they make up the majority in these kinds of games, WoW has proven that by succeeding where many pvp focused games died.
They do need to implement consequences for territory battles in the end game as well as high tier hunting/farming areas being pvp exclusive. This way those who wish to stay pve can do so but will never be able to get the best armor/weapon or xp without a lot of grinding for gold (which they enjoy anyway).
Another option is a single full pvp enabled server with only towns being safe and when territories are attacked, the town goes into lockdown mode where its faction has no choice but to fight and defend during that timed event. If the attackers can’t take over and hold the town for X amt of minutes, they lose the attack and can’t reinitiate again for X amt of time. This would give you something to fight over.
I came to this game after skipping mmos for 20 years (since asherons call on darktide) because all these mmos were too soft, dull and cookie cutter. I thought this game would be different but sadly it’s fallen into the same cookie cutter trap like all the other mmos that preceded it.
Guess I’ll be going back to Warzone next month. Oh well.
if this was actually a pvp game, it wouldn’t be optional duh
Lol… this thread is gold entertainment. Keep it up!
Wow reading through the replies, seems quite heated on each side
Personally I like the set up with optional for both.
But all that aside. The topic of PvP only servers or more PvP forced players in current ones. Out of interest I wonder what the economy would look like. Is it the majority of PvE players that are doing the gathering and crafting filling the auction house? Or would those with PvP who like to go and spend time doing PvP be too distracted or would they be the ones out off gathering and crafting as they get to their spot and get killed?
Found that vein to mine, finally here and it’s spawned, yes, oh no, dead.
I think there may still need to be changes to it all, but I don’t see why something along the lines of what we have now won’t work… Better to have more playing a differed play styles that will keep them playing, allowing all to contribute to the economy which benefits all?
This is the reality, PvP in his foundation is a failure. Because if you gank a crafter he will message his company and soon they will trash you back and patrol the nodes. Open world PvP is a thing of the past, is so bad that is dead everywhere, in most of the games. PvP requires its own zone and stats.
As a PvP game, New World cannot compete with Overwatch in numbers of players. Crafters and Role Players are the ones keeping the game alive, but our devs are now targeting Crafters/PvErs.
I disagree with your unnecessary offenses but I agree with your conclusion.
PvP should be only allowed on Arenas like OR and Wars.
The system works fine as it is, Very few people disagree with that because they expect it to be the same as previous MMO games they play.
Pffff, Los jugadores PVP “Mas hábiles”…Lo que suelen ser es mas numerosos a la hora de atacar a cualquiera. Las mas de las veces los jugadores PVP solo son jaurías que se arrojan en grupo sobre otros cuando el numero les acompaña. Los verdaderamente hábiles en PVP son pocos, el resto solo son carroñeros en grupo.
We need to be real, casual players rarely run with a group, getting ganked while gathering and having to pay for gear repairs is not fun, worse, it is humiliating. Running back from spawn is already punishment enough but why would you run back if that is exactly what the ganker wants, would you encourage ganking and griefing by providing them with their desired PvP time or discourage it by not flagging, not responding and no reacting? In this scenario a grieved crafter would rather unflag or log off.