The Truth about AGS and PvP servers

i dont see where one region in war would affect a PVE players, since there are PLENTY of other regions in peace for pve players. also pvp players that doesnt want to get bothered in their farming time … i dont know what you talk about but no one is forced to do anything, its your own choice, farm in this region with danger to get killed while gathering, or go to another and farm in peace without anyone bothering you …

if everyone flags it is a PvP server!

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the buff wasn’t about luring out pve players.

supposedly, it was about giving incentives to pvp.

so you have to admit, these so called pvp players who like these buffs are actually pve players?

it’s all nonsense.

it is not everyone that flags up, its people that goes on the region in conflict that turn pvp on . Yo ucan get out of there with a fast travel and come back later when war is finished.

yes,

so a “pvp server” can actually exist now, and no further development has to be done right?

if 100% of players in a server flag for pvp and decide to flag 24/7, does AGS step in a go “oops we have to shut this sever down because we have to apply a different road map?”

no.

The problem is a density of full flagged players. In a “pvp server” everyone you’ll run into would be flagged and have joined the server knowing they would be flaggin 24/7. A server full of people that want to flag 24/7

Hardcore rules Mr. Holly.

Oh, and don’t skip leg day - EVER!

Yes you’re forcing a pve player to relocate for you to have your activity, is like, leave the gym because I wanna play. Doesn’t work that way. And there are situations that you’re not predicting. One of them is, I logged off yesterday in a territory in middle of let’s say a fishing spot. Then logged in today and found out that such zone is now in conflict. When game finished to load, I found myself dead because I couldn’t even teleport somewhere else, or you think some nice pvp player would wait for me and ask if I’m ready?
So your idea has too many flaws in design, there are better ways to have your game without penalizing others for the sake of it.

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you are actually imposing pvp on the pve players in the region that is in conflict.

it creates a toxic environment.

the only way out of this is a separate server for full time flag players.

AGS has to do nothing else. No coding additional game play mechanics to try to make pve and pvp get a long. Just work on PvE content non-stop.

most simple and easy way:

stop trying to make “gimmicky game play mechanics”

just make a couple of full time flag servers.

then just keep pumping out pve content and forget about any additional “pvp content”

Haha, I don’t I’m just trying to explain things here :grinning_face_with_smiling_eyes:
Hello. Murkalael here! #1 world’s pvp hater :stuck_out_tongue:

oh poor boy you are dead ok, did it hurt you in real life ? oh wait you will pay 20 golds to repair ? im really sorry for that, but it doesnt change anything … I do think a region in war is a dangerous region that gets attacked by enemies, so yes, it will affect PVE people and even PVP people, like its already affected by companies making territory wars and making their own rules to bring taxes high or low at their own will … I do think this game is ruled by PVP and not PVE, since when you will have leveled up and geared up what will you do ? quit the game . only what stay are pvp players . Rest will get bored and come at next major patch .

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To be honest, I don’t understand people who like pve in the New World. This mode is as boring as possible here. Monotonous quests, uninteresting dungeons and stupid NPCs. In my opinion, the chosen ACS strategy is the most correct one. And I don’t understand the whining about the update with the increased drop for pvp mode. After all, for pve players it was not reduced. for you everything remains as it was, but pvp players got an increase in luck. This will allow you to spend less time on tedious grinding in order to earn resources and spend more time fighting other players. And pve players can also continue to dig ore or gather grass.

Good

Rigth back at you brother, I don’t understand how people like PvP in New World, look at how many complains have been posted so far. AGS is now trying to make gatherers to flag as the new PvP content.

Why you cannot just do a pvp-only server without changes:

  • most basic UI change removing the pvp flagging option ‘U’ (Default) Shortcut, if this is not done people will complain about not working shortcut and you will have a hell of posts here about it)
  • changing login-to-world process on these servers to always spawn pvp enabled, if you end up having a single spwan-to-pve bug thing the game will be totally broken for those PvP players and have another hundred posts here
  • changing revive process on these servers to always spawn pvp enabled (may be optional, given current buglist, this should be done nevertheless)
  • duplication and adjusting tests or testsystems to now fit the pvp only system
  • adding markers for PvE/PvP in server lists
  • changing server list items data structure to reflect the pve/pvp option
  • adding documentation/help/tutorial whatever to fit pvp only servers (otherwise you will have posts about, why PlayerX cannot deactivate PvP)
  • Remember/document these changes for all upcoming versions and inform developers about that change
  • Prepare CS/Marketing for adding PvP only servers

This list just came up within 2 minutes and has probably already worth over a week of work if you consider the whole string of consequences and I am totally not familiar with their codestructure and included services.

As they said these would be two slightly different gameversions, probably not having so much impact as described by AGS, but neveretheless two different versions and playerbases to be maintained. And they are right in these two playerbases expect different updates for the endgame. If a patch now includes only a new dungeon and extensions to areas for example (as content updates), you will have to create another pvp-update-thing patch or even have it in the same patch to satisfy the pvp playerbase. This means you have a more determined path for the games future.

Now however you think about these points I brought up, adding pvp-servers will add to already overworked AGS devs having less time to work on currently more important issues.

I have quite a few problems with the points of this post. I’ll just target my big two.

  1. Developers don’t want to have varying ruleset/builds. They did it already on PTS when they didn’t put everything on there. So if they really were worried about it, why didn’t they make sure everything was tested instead of basically running two builds. And also, why do they think we need two builds, just create a server where you’re flagged always.

  2. Why do you think that PvPers only run around the game looking for other players? There are plenty of PvPers who enjoy crafting, gathering, and dungeons. The biggest difference is that most PvPers want the extra excitement while gathering or doing PvE content. They nerfed Boars a few times, but if the servers were full pvp, Boars might be a really fun pvp location where factions are fighting to keep the location to themselves. I have always felt the best pvp is when people are fighting over a very useful resource.

HAHA So they were worried about CS?! HAHAHA Can you imagine having a worst CS than they have now?! HAHAHA

You and everyone else complaining about the pvp luck buff are missing the point. If I flag and go harvest in my pvp gear I’m at a luck disadvantage. If I flag and harvest in my luck gear I am at a pvp disadvantage, unless I am fighting another pvp luck geared player. Our fight, one person’s respawn, and the need to always be ready easily justifies the luck buff.

It hilarious to me when people get mad at me for skinning thier kills while I am flagged and they are not. They call me names and whine like a child when they have an opportunity to do something about it.

And the whole “but zergs will start flagging and gathering” argument is dumb. You think the luck bonus is enough to justify the same iron ore route but dividing it by 5 people?

Well if an excuse for PvP only server is ganking… think about that…

People should not be worrying about ganking. There are so many design choices that AGS can do to discourage ganking, low level killing, etc. They have chosen to implement nothing, and that’s the real issue. It’s a bare bones pvp system with no actual pvp rewards or consequences for pvping. At this point the game should just pivot to 1s, 2s, and 5s arena system and call it a day.

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