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 .
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.
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.
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.
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.
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?
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.
why do you assume just because you have pvp gear on they’re an easy kill? and why do they have to be in gathering gear? I am always flagged while gathering
yes, they removed the systems that would have dealt with that. a simple justice system would have fixed ganking low levels like how Lineage 2 did it. But instead they did nothing…
I see no issue with the Dev response. What he said makes sense, they’d essentially have two versions of the game from a support perspective. Not a great plan.
I don’t see PvP servers until this game gets legacy status in 10+ years.
It will not get 10+ years unless they attract a decent PVP system. You can have both but there is only a few games that are able to deliver a true PVP, PVE content mix. It has to be done in a way to keep attracting new players. A pure PVE server requires constant Raid bosses, and expansions.
A pvp server can rehash the PVE raid aspect updates and only have full pvp enabled servers or ruleset servers 0 pvp in 1-25 zones. This is just an example.
WOW had done it right, so did some other games. It can be followed as a standard, otherwise the truth to me is its a grindy game, with horrible pve content, and barely delivers to the pvp client.
I still am playing it though, hoping they focus on a few QoL issues and also, giving pvp players what they want. I still dont think the PVE content is going to survive the way it is.