Territory control bigger issue than ags thinks

the richest people in this game are not company govs, but according to you guys companies are selling all their gold, but also buying bis with all their gold, but also saving all their gold all at the same time

tbh they dont have to buy anything if they’d continue playing fine they would own it over time.
And the money would still be there.

This is one of the issues where I think advocating for a complete wipe is warranted.

we discuss this in this post here:

I could list so many things wrong with this game

  • that are due to oversight, lack of testing or dumb decisions or w/e happened in the games launch -
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Unanswered Questions

This was supposed to be a post, but since I don’t have enough “rep” to make a post, I’ll reply to a topic that is in this message. The point is to bring up questions that I have regarding the state of the game that have never been discussed by developers in their sit-down videos. People talk about it in-game and on the forums, but I never hear an answer.

This isn’t a post to blast New World, as it is obviously a game that many of us enjoy. It also isn’t a post seeking opinions of what the fixes could be. We just want answers for a game that we see potential in, but a game that continues to drop the ball when it comes to communication.

Inflation

  • As this game has progressed, it is clear that more coin has come into circulation than has gone out of circulation. Prices continue to skyrocket on items, yet, gold cap continues to be the same. People have resorted to leaving their companies to have their own personal company coffer in order to get around this. As many crafted, “best in slot” items are more than 500,000 gold, this is the only way to attempt to keep up with “super” companies that have 3-5 territories and millions of gold per week. What is being done to fix this? Which leads me to my next question…

Wars/Territory Control

  • PVP and competition are large parts of new world. Striving to be the best player/most powerful company is a respectable ambition. However, when companies resort to making shell companies to push territory so they have 10% in several different, temporary companies, this increases their chances to get the declaration. It is a way of exploiting the system to get a war. It is obvious that 200-400 players are the same players on alternate accounts on every server. This has been going on for quite some time, yet the questions of super companies and war participation have been dodged by developers on a regular basis. Not everyone deserves to be in wars, but more than 2-4% of players deserve a chance.

OPR Balance

  • Outpost rush is one of those game modes you are excited to queue for until you realize the imbalance in teams. The timer counts down and you see that it is 14 vs 20 and immediately you are down 400 points. Additionally, there is no matchmaking based on equipped weapon, so one team may be full of bruisers and healers while another is full of bows/mages. This creates frustrating games that people stop participating in and throw to the wayside just to get to the next. It would be ideal if teams weren’t decided upon pressing F1 and accepting the OPR invite. Instead, you are taken into the lobby and asked to equip your loadout for the upcoming OPR. Based on equipped weapons and attribute points, teams could be separated more evenly, although nothing is perfect.

Queues

  • Why are we having server queues? Why did we have a merge right before a major update? How is this going to be resolved? Why do we allow transfers to extremely populous servers that already have queues? Does AGS allow this mass company migration just so they can get the 15 dollars per person?

Mortal Empowerment

  • Ranged players who don’t fight in any area of danger or risk get an extra 30% of empower during OPR once they build their stacks of empower. It is breaking OPR, as these players who are good at it, are nearly impossible to kill when secondary weapon is a rapier. This results in games that players have 30, 40 or even 50 kills in a single OPR. With a rapier as secondary, there is no risk for this reward of empower. What is going to be done to fix this, before what was once called “Bow”PR becomes a game mode with all muskets and rapiers?
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I don’t know if I agree with all your points, but I gave you a heart so that you can get some rep to post. Thanks for adding your thoughts and enriching the conversation! Welcome to the Forums!

how is 1% of the pop pushing 10% on multiple companies then? why arent the remaining “Locked out” 99% just beating them in influence pushes? they have the numbers? its almost like theyre not even trying?

Ia harder to make 50-70 players group than 5 man party with ward gear. Anyway who cares about gold ? We play to have fun or become billionaire in MMO ?

“who cares about gold” - probably everyone else who isn’t loaded, likes to pay they taxes, buy armor items, use gold sinks etc. - new players/returning players i should add

The economy of a mmorpg is important it is just all about pve dungeons.

  • The games already seen crazy inflation - no economy → there is no reason for crafters to play the game.

What gold sinks do we have in this game ? According to inflation would be nice if we have some … I see only gold printing mechs xd

Used to be Property Tax… #truth

It extends past just gold issues - if new/returning players cant make money because everything is worthless why would they continue to play

For me, it’s been the early/middle game. This game is hella fun at the early stages where you don’t have to depend on the economy at all to survive. It’s not until you are end game and trying to go from 600GS an up does the game become unincentivized.

I have my main (situated nicely on Valhalla).

But I have now leveled 5 toons on other servers… from 1-60… enjoying the path, choosing different weapon combos, choosing different starting areas, doing different paths… getting to 60… and then clicking the delete character button.

This game is great until the end game. and since most of the player base right now is full of sweaty PVP players who only care about the end game and gearing and being the best… this game is kind of boring.

But the early game… especially for new players… hella fun. They’ll get their $60 bucks worth… spend a month or two and move on to something else.

They shouldn’t completely remove gold from the equation but they should heavily reduce it and it should not be handed in a lump sum to the governor. It should be a lump sum per period split among the members of the company. They could divide it based upon character rank or participation or something maybe 10k on the low end 30-50k or something on the high end to be divided. A good reward but not insane.

With the remaining tax money they could implement a faux economy type mini game with the territory ownership where various farms/projects are selected which all carry a coin cost to be paid by the tax which is left over from not paying out to the owner. The purpose of these selectable projects is that the town will then produce a resource available to be collected in town by every member of the faction which owns the territory.

I don’t mean some useless hemp either like is given by those carts. There should be a wide array of things offered from star metal ore mined by fake npc townsfolk to maybe more rare and expensive options like rare craft mods and asmo or other cd materials. This way factions have incentive to work together instead of a super company crapping all over everyone.

i’d take exclusive cosmetics instead of gold any day of the week but theres no way theyre ever implementing that and i’m not even sure how you’d make a ranking system for companies like that based on zone ownership

New World PvP needs a wholesale rework. Wars and territory ownership is a problem because the content is sparse, causing it to be monopolized by a small group of players. For those saying to just “Git Gud” or magically form a 50 man competitive company miss that competitive games need competition through all skill bands for the game to stay relevant. Right now the only competitive pvp content is Wars and there are no Wars happening at average player skill levels. It would be stupid to boot up StarCraft or Age of Empires and then only matched against 2000+ ELO players. That’s basically what NW is right now.

To fix this they need to re-organize PvP around four main areas:

  1. Structured Ranked PvP - Gear Normalized
  2. Casual Large scale pvp (OPR, Mock Wars, other game modes)
  3. Company v Company
  4. Open World PvP

Structured PvP would be things like arenas, 1v1 and even 5v5 which is ranked and gear normalized (look at GW and GW2 sPvP as inspiration) and allows you to craft sPvP gear with whatever perks you want all at 625. Adding in a rolling Hero’s accent type tournament would be cool here is well. sPvP should be cross server and cross region to the largest extent possible to get as large of a player pool as possible.

Casual PvP would be where OPR lives maybe a 40v40 or 50v50 instanced fort siege/mock war type mode. Can enter either as a 5 man or 10 man depending on 20v20 or 40v40. Gear should be as it is now, not normalized. Casual PvP should be cross server and cross region to the largest extent possible.

Company v Company would be modeled off of GW’s GvG system where your company fights another company to move up the company influence and ranking system. I feel like it would probably be good at like 15v15 or maybe 20 v 20 with a single 5 man being allowed from outside the company. Gear could be either normalized or earned like how it is now. It should also be cross server/region.

Open world PvP would be the only form of server specific PvP. Change the influence system from a fetch quest system to a control point and resource gathering/siege buildup system. It’s purely faction v faction and I’d reduce the factions from 3 to 2. Once influence has been pushed and the war camp and siege engineers built the fort siege stage commences immediately and people who have contributed to the influence can queue for the fort siege. The more influence you push the higher chance to pushing the fort. It should also take a while to push influence. Defender influence would have the added incentive of tax payouts based on how much you contribute to the Open World PvP.

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This 85 gold weekly each house ?? ohh ok xd

You’ll note that I said “used” to. There was a time my Property tax was 1,125 coin per week.

Yea I remember but it was not a typical gold sink this money was going to company bank which own city. Gold sink is a mech when gold disapearing from servers - check lost ark where u lose your whole weekly income when u want to improve your eq. Here people were complaning on a small tax 1,2k weekly when they can earn it in 3 OPRs …

So not entirely true. Our company owned Mourningdale on Rosetau from Day 1 of New World (technically Day 3, took us a couple days to raise 100K coin) until December 21st, 2021 when we merged into Yaxche.

This gave me a lot of time to examine how taxes worked and what was going to the company. 100% of the property tax was not going to the company. It was about a 25% fraction of it. I reported it as a bug back in the day.

Now, since then, AGS tried to fix property tax a couple of times… and then made it worse… then did all sorts of reimbursements, etc… Come February, I was paying out the nose per week, and seeing the controlling company get significantly more than before… So, there was just a weird period for property tax between January and April.

Anyways, point is, I’m not sure, mathematically, that the company ever got the full amount.