Just had a thought, sorry I didn’t read all the posts so hope this has not been covered.
We have been given server transfers…how about you try and organize a PvP heavy server for those of you that want this in the game all the time?
I remember hearing of a server in wow that was like 90% Horde or something. That must have been done by the players themselves.
Seems like a perfect time to seize this opportunity for the PvP lovers.
I would too but not full loot, PVP Flagged all the way of course, it is the Full Loot PVP that made AGS changed their mind from Alpha Tester Feedback. Not PVP … Full Loot was the cause imho
I’m not fussed as long as there’s not impact on PvE, but i think we need to be honest here. We all know what the out come will be to these PvP only zones or servers.
10 or 20 man ganking squads that spawn camp everyone else 24/7. Then AGS will have to spend time trying to figure out how to prevent it.
Based on that, i don’t think they will do it, as they already had to deal with that in the Alpha, and the fact thy didn’t spend time coming up with ideas, leads me to believe they don’t want anything to do with it or waste any time and resources on it.
I can see them adding a few incentives, but PVP only zones no so much
The only people making New World “deserted” is Amazon with their poor decision making.
The question is, will AGS recover from this and add content players actually want - such as a PvP zone - or will they not be able to develop this game at the rapid pace it requires?
Either:
Remove the consensual PvP and more to an open PvP structure but if you kill people that aren’t flagged you lose territory standing. Kind of like a Karma system featured in other MMOs that have open world PvP.
Or:
Once a territory goes into conflict it becomes a PvP zone. It would make territories feel more like war zones instead of just a waiting lobby for the 50v50 battle.
Definitely appreciate the input from the other side. Thats one of the big reasons I posted the ideas.
I am curious though the harm it does because the games Ive played with at least some form of open PvP dont seem to push PvE players away to me it’s just a feature the people that enjoy that type of content can gravitate to. Would enjoy the input.
The notes have no business being placed there and should be very easily moved out of there.
But forts in general are the definition of “meh”. They are underdeveloped content with zero reward, functioning exclusively as an influence pushing tool you have to babysit with an alt account. This is why my topic focuses mainly on a dedicated PvP/RvR zone, as forts take too much work to improve and the payoff is likely not there.
what i would like to see is shattered mountain being made into a massive pvp area, with a narrative on corruption shroud magics to prevent humans from mounting an effective assault. basically what it means is that everyone apart from your immediate group looks corrupted and you cant see nameplates at all. players all have a black and red mist around them.
here mobs are geared towards 5man teams, each party are flagged on entry and have no way of telling who is the other party except they are human players, every party for themselves for the orichalum spots and end game gear.
now this will end the zerg problem, because there is no cooperation other than the 5 man party. devs can keep the mobs challenging and geared towards 5men teams rather than 20man zerg force.
So your idea is to take the endgame zone away from PVE players and make it PVP group oriented?
WOW…
I guess i should add :
What do you need the endgame zone for PVP when it’s suppose to be about player vs player. You should be able to have the PVP zone be a starting area with level 1 mobs.
i was replying to wongtaupok12 suggestion of making shattered mountains into a massive pvp area.
I’m fine with PVP having their own server or zone with nothing PVE tied to it. It’s when PVP players want to control something PVE related or get bonuses to PVE loot tables, larger harvest, better luck that I have issues with.
if you read some of my other posts on PVP : i’ve said they should offer unique skins / titles for PVP players, have running total counts that get reset if you turn off PVP and give achievements tied to that count. I even suggested they could make a double agent PVP option where you get credit for killing your own faction members.
I see. The quote system on this forum in a bit weird. For the future; You can select the text from a post and then a quote button will appear.
There will always be some overlap. PvP players will always be forced to do PvE content like dungeons for gear, so having some harvesting nodes in this theoretical PvP zone is to be expected.
What I’d be against is having unique resources in this theoretical PvP zone that could be seen as a significant upgrade to PvE play styles. I’m not opposed to new resources in general, but as long as their purpose isn’t generalist or PvE centric.
For example, imagine if there was a new type of ore, fiber, leather, etc. for a new type of gear that had traits pre-tailored towards PvP centric gameplay, such as an armor set that comes with Resilient, Freedom, and Refreshing, along with an attribute profile that is 50% constitution and 50% damage attribute. Something like this would be highly desired in PvP, but not really that useful in PvE.
So in short, new resources that borrow PvE functionality is fine, double-dipping is fine, but the moment the best PvE gear comes from PvP, or the best PvP gear comes from PvE… The developers will have made a major mistake.
I’d go one step further on this and say instead of using PVE to get the resources, they would instead drop from PVP corpses. When you kill someone you get a supply bag that drops inside are mats, mods, etc to help you craft your unique PVP gear. I’d even suggest that you make it level based, so if you gang grey con players you get nothing. Also remove durability hits from PVP deaths.
It’d still need a source. If things are just generated in player poop bags then you can count on people exploiting this.
To be clear; This would be exclusive to the theoretical PvP zone, and not to flagging elsewhere in the game.
But I’d say that if the theoretical PvP zone had nodes that yielded new resources (this would allow devs to balance the resource influx based on respawn timers), then it’d also make sense that these resources dropped on death, similar to how Outpost Rush resources work.