Spot farm pvp 50

The worst situation in a game is having a resource spot dispute with players unable to be attacked.
Limit level 50+ maps to open pvp, there’s nothing more frustrating than being pulled out of a spot, annoyed by a pve player.

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This game was designed to always have active PvP, it’s just for that.

For those who say that there were problems that players took advantage of the new ones, simply regulate that someone with more than 5 levels of difference cannot attack you and that’s it.

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nice idea, they would probably make a 2. char lv 35 for having fun then

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It’s more work but I think some kind of law system would nice. Let them be attacked, but if the attacker is more than 10 levels higher, they take a debuff for 4 hours or so. If they kill another player while that debuff is active, they lose standing in the territory. Do it too much, and they become an outlaw in that territory. If a player is an outlaw, any time they set foot in said territory, they become PvP flagged automatically and any opposing player that kills them receives a significant territory standing bonus, increased azoth salt reward and faction tokens.

However, if their faction owns/takes the territory, there is no penalty for these attacks. This will hopefully make it feel more like the 3 factions are at war with each other.

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In the beginning with scaled pvp, attacking someone low lvl was even a disadvantage, which seemed perfect to me. For the same reason that many high lvls were killed by lower lvls.

it would be good if maps from 1 to 25 were open for pvp up to level 25 and 50+. The higher level maps limited to the maximum level of that map and also 50+. A threshold between lower levels and a minimum pvp level released.

Or just limit the resource farm to pvp on or a low amount of collected resources.

The problem with scaling pvp to where higher levels are disadvantaged is in the way the game is designed. Each zone is specifically designed so that they still provide significant value in resources, even to max level players. While I remember being level 32 and dominating level 50+ players in WW, that always felt backwards. Imo, the lower level player should feel somewhat disadvantaged, but there should be an incentive for high level faction members to hunt down the offender.

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The problem is with that you just kill open world pvp.

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My suggestion would kill open-world PvP? In what way? Some of the best community moments in OG World of Warcraft were from moments like this. I’ve been on both sides of it, and it usually leads to large open-world PvP encounters. It usually goes something like this:

  1. High-level player ganks low-level players, because they can and think it’s fun.
  2. Low-level player complains in global chat or to their guild/company.
  3. Allied high-level players come to their aid and snuff out the attacker. ‘Teaching them a lesson.’
  4. The attacker then returns with his friends. And both sides continue to fuel the flame.

I think this has been lost somewhat in New World because (A), there’s not enough incentive for allied faction players to come help because they are doing other things that are more valuable to them. Though some do help. (B) The factions are usually somewhat unbalanced and it’s too easy for the dominating faction to quickly overwhelm the other factions in these conflicts. I don’t think point (B) is going to change as that is a fundamental aspect of the game. So IMO, the solution is to

  • provide more incentive for faction members to engage in these conflicts.
  • provide more incentive for the player base to self-balance the factions.
  • Make it easy for whole companies to switch factions
  • make it impossible for companies to ‘trade’ territories with sister companies in other factions
  • make the rewards for owning territory stronger, but more temporal. Think company buffs to damage output, healing, etc. That way they receive the buff while they own the territory, but they lose the buff and any advantage it gave once they lose the territory.
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Because with that, the only thing you’re provoking is that no one attacks anyone, as it was happening a while ago before the pvp reward track. If there is no greater incentive for the attacker, they simply won’t. Games that use that system generally stay with the opponent’s gear.

I insist, below lvl 60 they should limit the difference levels to kill someone if there is no staggered PvP. And if there is staggered pvp the lowest lvl should have a small advantage over the highest lvl, as it was in the beginning. When they reach lvl 60 things change. If someone lvl 30 without equipment and experience in the game kills someone lvl 60, please delete the game.

This game stopped being that game over 2 1/2 years ago. Maybe it’s time to get over it.

I don’t think this kills world PvP the way you say it would. But we’ve gotten pretty far off-topic from the OP’s complaint. As much as I’d like the game to be full PvP, I don’t think it’s ever going back to that. The unfortunate reality is that this game WAS designed to be full PvP, even if that’s not what it is now. And there are many systems, such as contested resource nodes, that are remnants of that design. AGS has tried to encourage players to ‘flag up’ by providing increased rewards, but even that was not enough. Because the risk doesn’t equal the reward still. Currently, PvP flag boosts gathering luck by 30%. But the luck system is so untrusted, that I don’t think many ‘farmers’ put much stock in that. Perhaps the solution is as simple as providing a 15-20% yield bonus while flagged also.

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