Not really, there is absolutely nothing original or unanswered in the OP. But I really cba to even write a reply because it will just be lost like any other actual replies we have written since you people only spam the forums instead of using the existing threads.
Read it again pls, slower this time!
J/k, i have read alot of the other threads and there was alot of confusion and different ideeas all over the place, i did my best to sumarize what i feel ppl have to understand what a pvp server means and not throw assumptions left and right.
It was the easiest read of my life.
But I wonāt reply to any of that cuz Iām really tires as I have been PvPing for 13 hours today instead of crying on the forums. Reds, everywhere I go its full of reds.
Sounds good. Thereās a fair question about whether people on PvP servers will complain about not having a separate roadmap or PvP-centric balancing (since weāre clearly not all sitting around a big table and agreeing to the terms and services), but thatās negligible so long as theyāre wholeheartedly ignored.
But there is the fear that if their voices become load enough in the community, it will generate friction and the dev team will have to choose between listening to their players (again) or maintaining their development resources where they are, which is just an uncomfortable position. Might not happen, but I think considering these long-term ripple effects is important when dealing with large populations of people.
Glad for you, my daughter didnt let me play todayā¦so im crying on the forums with, maybe my 3rd thread in my entire lifeā¦could be a new hobby as im kinda enjoying it lol
Your daughter might be a PvE carebear, teach her the ways!
Finaly a decent argument, love it.
My only solution to that is to have a disclaimer from ags and make it very clear and set in stone that there will be no different treatments.
Otherwise you are entirely right.
Tbf, I think thatās what Mugsy tried to say when they replied to another PvP server post, but people got caught up on the convenient-to-argue-against aspects of their reply instead of what was actually said. The whole roadmap thing stems from people ignoring the future tense in the statement.
Hereās a question for youā¦
If you want to flag up and stay that way, whatās preventing all yāall from going to (insert server) and flagging up and staying that way? Are you afraid that some PvE player will ruin your PvP?
Asking for a friend.
For the record, I am not opposed to a PvP server. I donāt think it will last long, but if yāall want one, thatās fine by me
your just trolling at this point
full loot was not the sole biggest reason it died
what caused it to die was higher level people who got in the server earlier would just camp newbies coming into the server all day everyday
yeah people will love that experience, they loved it so much they removed it from alpha 
just stop dood 
When given the option ppl are always tempeted to take the easy way, im guilty of this also.
Removing that option puts everyone on the same playing fieldā¦
Ok sure, watever man, you win go and be happy now
I will try to explain my view on this.
You have a bunch of meat lovers going to eat at a steakhouse restaurant, yhen after a while some vegans come in and they get served meat dishes as that is all they are cooking there.
Then the vegans start complaining and next day the restaurant changes to vegan only with only a little bit of side dishes with very little meat.
First point, you segregate the playerbase into PvP and PvE players. Simple as that. Most PvP players go to PvP servers and the PvE players stay on PvE servers. You have thus segregated the playerbase. And the server cap now I think is more towards how the game is build, as to not flood the zones with players and thus making gathering difficult or impossible.
Point 2, Iām pretty certain it will come demands of various things that benefits PvP realms. Itās only natural anyway that players suggest changes based on where they play. So PvP players will suggest changes based on their servers, PvE players based on their servers. Itās a natural evolution of segregating the playerbase.
Point 3, that wonāt simply work. So someone joins the server and wants to play with their friend, woops, canāt, heās covenant and theyāre āfullā. Also, what do you do with those who have joined a faction but doesnāt play any more? Say Syndicate has full on their side but 20% of the players donāt play any more. But Syndicate canāt get any new players because their status is āfullā. Do you put a time limit on factions then, how about those who take a break, how long do they have before they need to get back to ākeepā their place? In my experience, if something seems simple to solve on paper, it isnāt.
Also, I was talking about griefing on wPvP with the current system we have, thus why I say I donāt think wPvP will ever work because of griefing. Iām not talking about a potentially future PvP server.
Hey look; proof PvP players ruined PvP by camping lowbies.
āOne of the problems we observed with this system was that some high level players were killing low level players, A LOT. Sometimes exclusively. This often led to solo or group griefing scenarios that created a toxic environment for many players. To be clear, this behavior was not shown by all PvP players, but enough to cause significant issues.
We set out to build a compelling world full of danger and opportunity that begs to be explored. The intended design was never to allow a small group of players to bully other players.ā
This is not open for debate; this is what the devs themselves said was the reason they changed it.
Point 1 what prevents the pve players that dont join a pvp server to flag whenever they want and play in wars and open world pvp? Pvp players are their entertainers? This is mindbogglingā¦
Point 2. That is happening anyway in the current servers. Think about itā¦
Point 3 its complicated i agree with you here but its not impossibleā¦its also a minor thing that can sort itself out on some servers while on others it deosnt
Just like its happening with the current serversā¦think about this also, there is no difference.
Maybe the playerbase was too small ?
Way different numbers they are dealing with now.
What does number of players have to do with it?
If there were more players, there would also be more gankers. And even if there was not, those gankers that exist would STILL gank lowbies.
Point 1, That has nothing to do with the point of segregating the playerbase though. When segregating the playerbase you end up with fewer people on each of the servers, hurting the game as a whole. Because in the end itās 1 game, not 2 games called New World PvP and New World PvE.
Point 2, but thatās for the game as a whole and not just for one specific server.
Point 3, doesnāt mean there are any good solutions though. And it wonāt sort itself out, WoW has shown that itās impossible to sort itself out on only 2 factions, and New World has 3 factions. Current servers just show how difficult it is, where some servers have 1 faction that dominates and the rest are just there.
You clearly have not thought this through. I swear the majority of people who post their opinions are 12 years old and have never worked a job doing product development of any sort.
There are TONS of hurdles when developing or troubleshooting a product: identifying issues, prioritizing the most important issues, considering possible solutions, deciding if any of the solutions are feasible, thoroughly examining all possible changes and deciding if there is an underlying cause to the problem that will require further changes, deciding on the least invasive route to take, performing testing to ensure changes to code donāt break other systems, financial costs⦠the list goes onā¦
Multiply this by all the issues in the game and itās an enormous workload.
The developers doing the coding are just employees trying to find solutions to all the problems in the game quickly. There likely arenāt many of them either and there is a lot of coordination between the team members required to ensure that issues are being fixed in the best way.
As a career formulation chemist I can assure you there are tons of variables when troubleshooting. Try to have some patience and consideration. The game is a month old.
Edit: Just wanted to add they likely knew about a lot of the bugs we see before the game was released. Release dates are decided on long in advance and the decision to change that date is not taken lightly. Of course more bugs will be discovered when hundreds of thousands of people are playing and testing the limits of the code.