Pvp Zone suggestion

The original version of this game was very PVP centric where you could loot players that you killed. While the direction of the game has changed from that original vision the game could still benefit from parts of that vision being implemented into the game in a different way.

We should have a PVP zone in this game where killing and looting other players is the main premise of the In this zone. In this zone all players will be automatically flagged for pvp and if you kill someone here you will get all or most of the loot they earned in the zone. Once you step into the zone you can’t fastravel out. This zone could also have high risk high reward mobs and recourses giving players more reason to go to this zone. This adds some diversity to the game and it gives people that like PVP something they want without negatively affecting people that prefer PVM. On top of this players can only group with 3-5 others and everyone else is flagged to help discourage large groups from gate keeping.

Runescape had a similar zone in the game called “The Wilderness” this pvp zone was a big driving factor of the game for years and it was many players favorite part of the game. If New World properly implements a PVP zone Amazon could capture the pvp/survival crowd they were initially aiming for in addition to the players they’ll get with the games new direction.

What makes PVP zones so good is how they’re in contrast to the rest of the game map. The rest of the game map is fairly safe from PVP interactions but once you enter this PVP zone you can kill and loot other players and that creates a really fun dynamic. A lot of focus is put on the PVP aspect but looting a players items once you’ve killed them can also be a very satisfying experience so the loot aspect should also be a big part of this zone. Would you like to see something like a PVP Zone in New World?


Of course. Now convince selfish PvE community that wants every code of line written with them in mind because they gonna stop every PvP idea.


Pve is getting a new raid and dungeon, which is great for the game. I love Pve and do it all the time but as of right now the Pvp content is lacking. The people that truly love the game need to understand for it flourish you need some balance, because like it or not a majority of the player base enjoys Pvp content. There are currently 2 Pvp game modes with 2 maps, and zero reason to flag for Pvp.

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Yeah and plenty of dungs. I like both. Just posted today about traditional grinding zones in open world that is beautiful, where you can just grind moobs for money - thats what NW is missing also and its lose of potential in such a great open world where now as in another topic people says you can:
running chests in zerg
faction missions

More about this:

PvP is also such a great and exciting idea, a place where you could feel some danger finally


Exactly, people love the thrill of fighting other players with something on the line. You know that if you die you have something to lose. This would bring a whole new aspect to the game. Aswell as give pvpers a reason to go out into the world and flag… don’t get me started with the faction quests/store…

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  • Citation needed.

I dont thing there would ever be a map big enough where pve players would say you know what, if you want pvp only areas, you go right on ahead. But i have thought up a pvpve format that would very much encourage pve players to flag themselves but if its the loot of other players your after… I dont know if i would want to join that band wagon unless that was an instanced experience.

It would just be loot you earned in the zone. It doesn’t have to be loot of other players, just something to give incentive. Open to ideas.

Thank you for linking this discussion in the thread I created, unfortunately I did not notice it, otherwise I would have responded directly here. In any case this is my proposal if it would be of interest to anyone: Revamp Faction PvP

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No problem brother, you worded it very well even if our ideas are a little different. I feel we’re both on the same page when we say the game could have more pvp.

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We already got a pvpve mode, it’s called opr.

We finally need something for pvpers to do where you’re not constantly forced to fight mobs. Give us a zone with large amount of resources with low spawntime to farm wich drop if you die. The whole game is build around pve content, endgame is basically only running m10s. Not everything has to be catered to pvers, you guys have to whole map to you. All we ask is one zone, forced pvp with many resources and maybe chests to open with chances to get pvp gear. You loose everything you’ve farmed in this zone if you die and there are only 2-3 exitpoints and no tp out. That would be my wet dream

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This would be perfect, couldn’t of worded it better. I don’t understand why the second a PvP idea is introduced the Pve community is infuriated… I support both styles of gameplay… I fail to see the reason in forcing it to be Pve only, there is nothing to be gained. If you actually like New World you want the game to flourish and grow, and for that to happen you need to cater to everyone.

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This game would have benefited greatly from adopting the old RvR model, either by having a few separate perma flagged zones (Cyrodiil, Imperial City) or just the old Warhammer Online rvr subzone ‘lakes’.

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They could do what they do in Cyodril with TESO, some underground dungeons that unite all the cities where there are mobs/resources and automatic PvP, together with an NPC that by collecting points you can exchange for equipment or perk to craft.

Wouldnt it just be easier to camp the exits then? What would be the point? There would just be essentially a border system where only faction members could access the areas through the access point that they are controlling with a large kill squad at the access point. And every faction would fight over the bottle necks vs actually doing the gathering. It just sounds a bit disfunctional. Lets say a place like cutless keys just for an example based on your words, maybe not as big but there are pretty much 3 roads in and out and restricted by water and cliffs.

A smaller area would probably exacerbate issue further. This idea of yours doesnt sound like a bad idea if it were and instanced concept with 3 forts it an area with materials and chests and bosses that are the objectives to specifically fight over and when the time limits up which ever team collects the most in possession wins but to bottle neck the areas for an open world pvp would be a fustrating mess most likely.

No my friend with all due respect that is the same thing as OPR. What you are suggesting (Which is by all means not a bad idea) is another form of battleground. What I am talking about is open world pvp. It’s a secrion of the map designed just for Pvp. This would funnel all the Pvp players into one section instead of us being spread around the map looking for each other. Yes there would have to be some restriction for camping respawns and more, like I said this is a rough idea… Maybe once you walk in you spawn in a random location in the zone? Or we can have multiple entrances, Maybe invincibility for the first 30 sec. I’m sure there’s a fair way to do it.

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I would love a PvP zone but it seems like AGS thinks pvp is a risk to their profits because they dont know what they are doing.

I mean look what happened when they spent all that time on Crucible.

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Hmm maybe a dead by daylight where the exit changes location and you have to find it. But again that wouldnt really keep people from camping the exit once they found it. As a side project i did consider another option but it never bares much support i suspect because its not anything to do with weapon balancing.

This is a hybrid of PvP with PvE elements faction missions that resemble PvP multiplayer game objectives that can be played independently. The beauty of this is it negates waiting times, rosters, and fixes itself to already existing mechanics making it easier for devs to implement compared to other projects they work on and from other pitches i have seen on the forums. But has much more room for expansions later down the road.

What I propose is in contrast to the current faction quests. this feature would make use of the current faction rep quest giving model while offering more versatility.

To set the parameters, utilizing the forts and tents are the primary focus. They should be be populated with 10 NPC’s respective to the territories level that ally with the faction that currently controls the fort or tent. With some consideration I find the combination of 1 elite commander, 2 elite captains, 2 archers, 1 rifle-man, 2 sword and shield, 1 great axe, and 1 spear would be a well balanced defense for the NPC population at each structure.

A faction rep should be at the forts and tents for rapid mission deployment but fort and tent reps offer less than town reps in a way for a third faction to attempt to catch up to control a tent or maybe even overtake a fort.
To gain control over the fort or tent instead of the 10 minute king of the hill gameplay which is currently the longest waste of time in gaming history. Instead, the faction that has the most pull in the territory control gets the fort and the faction with the second most control gets the tent.
Faction missions completed from the towns should offer more points to ensure a catch-up mechanic for the third faction.
And here js the kicker to really mix things up. The faction rep is made as a psudo boss character (an elite level 85) if you want to kill this character. You are going to have to earn it but the reward is that the enemy faction can no longer get missions in their fort or tent until it respawns.

Dividing the missions into two categories.
groupers (missions that rally players together, they dont pay much but can be done in rapid succession)
pullers (missions that pull players away from the forts and tents to stimulate a struggle, and they should pay more to discourage players form ignoring them)

THE CONVOY puller- team fortress two had an escort multiplayer mission where teams had to defend a cart and deliver it to its destination while the other team has to destroy it. I propose a multi caravan convoy that has to travel from the town or border, to the fort or tent which would pull players away from the fort or tents for a certain amount of time. however the enemy faction has to destroy all 3 caravans to prevent a victory. one caravan should have a war horn, one should have a turret and one should have a cannon completely usable.

SABOTAGE grouper- in 3 minutes, teams have to defend the fort while the others have to attempt to tamper with the forts defenses. with visual smoking effects for the already affected equipment. total sabotage of all the equipment is required for victory while defending teams have to repair the equipment.

DEMORALIZE THE ENEMY grouper- capture the flag between the fort and tent its been tried tested and has held its own for decades as a standard multiplayer PVP game type.

DOUBLE AGENT puller - intercept the defector, track and capture or eliminate the defector who is currently trying to flee the territory. take the intel carried by the defector and bring it back to your faction rep or take it to the enemy’s faction rep for no faction points but an increased monetary gain.

SPECIAL DELIVERY grouper - deliver a caravan loaded with explosives to the enemy’s fort or tent players must physically push the caravan and defend it to succeed.

ASSASSINATE THE COMMANDER grouper - kill the commander, stealth optional.

SUBTERFUGE grouper - deliver the fake orders to the corrupt faction rep without being detected by the guards.
Optional puller kill a messenger last reportedly seen in-between the town and the seige, take his letter and deliver it to us for a bonus.

FOOT PAD puller - circuit race, run and deliver a note to 4 destinations within the timer to receive a reward.

KING OF THE HILL grouper Hold the middle ground for a collective time of 10 minutes (one man holding position is 20 minutes, two men holding position is 10 minutes, 3 men holding position for 6.66 minutes, 4 men holding position for 5 minutes) and time doesnt reset upon death

MAGE-BALL Grouper a flock of turkeys are in the battlefield. we cant let these get us in a fowl mood. take them out. 2 minutes to kill 20 turkeys may the best mage win.

RESIDENT CORRUPTED grouper a micro demon is loose nearby, small but absolutely deadly. take it out. if you die you rise up as one of them with a 50% health debuff but a 150% damage increase. you gradually loose health over time but gain 15% health per players defeated. you loose the ability to perceive friend from foe except other fellow corrupted, you gain 50% haste for 5 mins and gain a small faction bonus bonus for every man killed. but killing the demon gets you a lot of faction points in return.

My aim is to make faction missions fun and in close proximity to other flagged players. Sure you could just pve the faction missions but will have to run back and forth further but if you pvp quest you can do more in rapid succession. And for those that want to play more stealthy. They can always challenge less populated territories but I really like the idea of making use of the forts and tents for pvp zones and of course some territories are more desirable than others, so it just makes sense that those territories would me more likely under constant contension. This idea might gently persuade players into playing pvp mode instead of abruptly being a requirement which is generally an undesirable issue amongst gamers.

I dont think you need to ease the pve players into anything… Not every piece of content has to please both sides… This is strictly pvp thing if pve doesnt want to they dont have to. I want it set up in a way where they arent at a disadvantage for not participating.