I would like to preface this post by saying I understand the concept of New World; I know that this game is based on PVP and faction-based conflict. I fully understand that building/supporting your faction is imperative to the forward movement of towns.
The game allows you two characters per region and I began the game playing with my husband and we have chosen a faction (Churchy Bois Unite!) and have been questing/crafting, etc.
I found that playing that way I leveled silly fast - at least to my mindset.
So, I decided to try to make a non-soldier, non-fighter. I thought I would do the farmer/crafter route, focusing on engineering, cooking, alchemy and furniture-making. I figured that if I wasn’t focusing on faction-based quests, if I removed that portion of experience gain, that I would be able to focus on crafting and do so slowly and at a character pace that I felt fit.
And it is going very well! Excepting… the townsfolk don’t want to speak to me. The innkeepers aren’t asking me to track down ingredients, I am not being asked to find remnants of old loves who have become corrupted, or to help build camaraderie between settlements, etc.
I understand why the Churchy, Sciency or War Bois don’t want me to run errands for them, but I don’t understand why the townies themselves wouldn’t be grateful for a hand now and again.
Would it be possible to tie the non-faction questing to town rep (ie once I am at reputation level 5 in Windsward, the innkeeper has heard enough from me to trust me to find their barley) to quests that have nothing to do with faction rep or the war between factions?
My character is level 30 and factionless and happy!
There is another issue that is linked; as a factionless character access to the main questline is denied to us. The most painful of these are the inability to get a Azoth staff.
At higher level areas I have found some questors that offer quests with good rewards.
Of course the town board quests are always available though they do not pay much.
Originally the game you were ways flagged cause itwasafction PvP game. Pve crowd QQed cause they joined a PvP game and got pvped thinking it was a Pve game cried on for till Dec changed it to be pve
They could of stayed factionless though and advoid all PvP and kept the game how it was.
Instead of getting the game changed that PvP players were looking forward tol
The game is only partly based on that. The entire main quest sequence is based on stepping aside from faction squabbles and focusing on battling the corruption.
The devs have said the game is intended to be played either way, pvp or non, solo or grouped, as an explorer, a fighter, a crafter, etc.
Yes, sir, they do indeed. The number of quests available is entirely dependant upon whomever is running the town – as it should be – and therefore there are often only 3 quests available at a time.
Again, I was just wondering about the quests that you get from the innkeeper about food materials, or the ones that send you to encourage trade between the settlements themselves.
I would absolutely expect and respect that anything having to do with faction at all would be blocked off.
I put that there so that the PVP community understands that I am not looking to undermine their play style. I remind myself constantly that at concept NW was entirely PVP.
I am not trying to initiate a pvp vs pve argument with this post, I am just asking about the non-faction/settlement-based questlines.
No. For the I don’t know how many-th time that is not at all what happened. This is, and it happened in the early alpha. The thing that killed always-on PvP was PKers doing what they do (and please note the distinction between “PKer” and “PvPer”):
“One 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.”
One 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.
That’s part of a long explanation by AGS on why they changed the original design. The rest can be found here.
The bit I’ve posted doesn’t tell the whole story. In addition to players being completely prevented from even starting the game, the atmosphere that created was an unbelievably disgusting pit - racism, misogyny, homophobia, never-ending nasty crap of all kinds, attempts at doxing, simulated sexual assault…
It’s clear Amazon took one look at that and decided there was no way they could bring that to market. Unlike some of the dedicated game studios with more PR leeway, Amazon is a billion dollar brand, They have a name to protect.
So they changed it. But for some reason people keep wanting to blame it on PVE players. Clearly that was not the case.
You just seem to not understand that full loot and PKers griefing lowbies have nothing at all to do with each other. PKers were not farming lowbies for loot - they had none.
Easy fix to that is level restrictions can attack someone 10 levels below or above U for example
There many ways to go about it but Devs like didn’t even bother trying they spend there remaining deadline tomakeshift convert it into a Pve game reducing there time to deal with bugs which is one reason we have a laggy mess atm