Right, that’s why I think the problem is well and separate from the phenomenon that was Great Cleave’s brief PVP popularity. If the system itself were better tooled to make PVP less inhibitive, I think it might naturally populate itself as a fun avenue of progress.
Of course I guess that horse has well and gone to the great ranch in the sky, we’re all basically on the same page that the PVP is flawed from the roots up…
It was the most fun I’ve had in new world, the spontaneous fights that could turn into full blown wars would end up creating enemies that you knew when you saw their name it’s gonna be a fight. Even had moments where we would respect each other later on and let each other pass. It really was a cool experience pretty disappointed it’s gone
it really only worked out well because it was consolidated.
but at least the pvp and world drama and comedy popped off hard fast and quick instead of people getting cheesed after running for 20 minutes and getting ganked for a single turn in at MD.
the reward was there and it was concentrated enough to yield actual fun pvp with very minimum bad feelings in regards to turn in snipes.
thats why the other zones need to have theses quests closer to the towns as a small portion of the openworld pvp issue. edit: this is only step one of like 200
Are there any mechanics in place or planned for having any kind of equalizing? Gear seems to be at the heel of a lot of this too, people are hooked on the reward when it’s such a bar for what you can take part in.
Okay lets be real. If you genuinely enjoy pvp, you never needed GC. GC became an excuse for people simply because it was a fast track to 0-200 the pvp track. If GC was the only reason people pvp’d in the open world, there are no genuine pvpers left in New World.
But why don’t you apply this exact same logic to PvE? That’s my point. If PvP can thrive on its own merit, then so can expeditions. So can the whole game. Remove levels, remove gear score, remove all incentives and just let the game be fun on its own.
Great Cleave was accidentally too rewarding but it caused open world pvp. You cannot have open world pvp if there is no reason to be in the open world. Great Cleave was also a microcosm. It forced the population into one area (it’s a big world). You think people just want to run around flagged, hoping to find other people flagged? That’s not how it works and it’s not what makes it exciting. What makes it exciting is that I am doing X when at any time, I can be attacked and emergent gameplay results. Right now, AGS seems to be content with making a lobby game. Sit in town and queue for content.
You’re exactly right, literally everything should stand on its own merits, I just noted GC since that’s the topic.
And about lobby queues too, but that’s why I’m saying the rewards may be part of the problem. The need to pursue the rewards at maximal profit at all times is unfortunate, and the game would be better for either less reliance on these rewards or a more balanced access so no one thing is the ‘meta’ way to get those rewards, and ideally through that there’s more engagement and less idling in town between pops.
I think they should definitely focus on getting more content engagement, but again, I think that problem is also (at least partially) rooted in the company system. And that’s a bit more complex than just boosting rewards or tightening quest ranges, I think.
That just sums up the disappoint that blew up on reddit in 2019/early 2020 after the announcement of optional flagging.
PvP-only persistent worlds can have times that feel bad and times that feel amazing. Like any experience in life, the highs and lows define each other.
AGS knee-capped the lows to attract a wider audience, and the highs got diminished as a consequence.
Unfortunately, there are repeated and intentional choices from AGS that continually force us closer to an area of mitigated lows and capped highs, which invariably pushes people towards indifference.
People hating your game is perfectly healthy, because it means others love it. People being largely indifferent to your game is a death sentence. Dark Souls exemplified this as a polarizing series, and it’s thriving because of it.
One of my earliest suggestions to encourage OWPvP was a basic persistent rank system. Not just ranked arenas or oprs, but player ranks that persist throughout the game.
Attach leaderboards and possibly even some desirable rewards and watch people go nuts.
Obviously, the devs didn’t care for it. I think they fear it for the same reasons they avoid damage meters.