Lots of people are asking for PvP-only servers where everyone is flagged. Stop. The quality of PvP on such a server would be terrible. In addition, many PvE players that help drive the economy would never play there, and the server itself would be a disaster.
Do you want good quality, organic open-world PvP? Then let’s visit a page in the playbook of an old MMO called Ultima Online. What’s Ultima Online you ask? It was a massively successful MMO that came out in the late 90s, which implemented systems far ahead of its time - including arguably the best, organic open-world PvP of any MMO to date.
So - how’d they do it?
Ultima Online divided regions of the world. In some regions, you could only PvP if you were flagged. In others, everyone was forced to be flagged. The real secret here was providing incentive to travel to the PvP-forced areas. They did so by offering a special, game-necessary resource ONLY in that area, as well as double resource nodes.
Think Umbral shards. Imagine if they ONLY dropped in a PvP-forced area. That means folks would flock to the area to fight for the resources. PvPers get fantastic, organic PvP. And PvE players who don’t want to PvP can purchase the resource for the market rate on the AH.
Let’s apply this to New World. Say Umbral shards only dropped in certain regions where PvP was forced. In addition, each resource node in the area dropped 2x resources (orichalcum, firewire, etc). Since everyone needs Umbral shards to progress to end-game, masses of people would be pulled to the area to try and get them for themselves, or to sell for a lucrative fee. Others would try to sneak in to mine precious resources for crafting. It would be a PvP hotbed with regular action and rewarding drops. Drops? Yes - because any resource or Umbral shard that a player is carrying would drop as loot while in this area upon death. It would be pointless if you killed a boss and got shards, only to happily let someone kill you so you could respawn with the shards in a safe town. High risk, high reward. And incentive players to hunt people down.
Additionally:
- you wouldn’t be able to recall/fast travel in or out of such a region unless you make it to a city
- anyone would be able to attack anyone (except guildies), regardless of them being in the same faction as you
tl;dr
Some select regions should offer game-necessary resources ONLY in select regions where anyone can attack anyone, as well as double resource nodes. Any such resource carried by a player should drop as loot upon that player’s death while in that area.