The unpopular truth

It was supposed to be a PVP MMOG. It was announced, and developed, as a PVP-centric MMOG. The alpha version of the game - and alpha usually means feature-lock - was 100% PVP-centric.

Then it was retrofitted into a PVE MMOG, they just kept bits and pieces they could reuse and produce some poor instances to fill the void.

The original design had flaws but the PVP-centric aspect of it was not the flaw. The excuse they used to take it into a PVE game were bad excuses, the bottom line is that they wanted to attract more players and make more money on the short term.

The “gankfest” as you call it was not real. I have played the PVP alphas and have rarely found myself being ganked in front of cities, and even when it happened, it was fun. On top of that, if that was really a problem, there was no issues whatsoever implementing a flagging system up until max level, so that lower levels could level up.

They should have stuck with the original design, have a smaller but persistent player base. Instead, what most people - they didn’t even have to be game designers - predicted happened. It is not a PVP game anymore, so PVP players left. The PVE content is bad and close to non existent, so they left as well.

That you don’t like PVP is fine though. But I do agree with the author, going into a game that is developed with a specific design in mind and then complaining about its every aspects to make it into another game is ridiculous. It is also what failed New World, because all the people that pushed to get the game this way, are now gone anyways.

The only winner here is Amazon having attracted and lied to two completely different type of players - PVPers and PVErs - and delivering to neither.

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I see…so they lied, is that what you’re saying?

“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.”

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In my own experience, yes. Of course, my experience is not statistical.

However, it is a lie either way. Because there were many solutions to keep the essence of the game and resolve that issue that didn’t require taking a completely different direction. As I were saying above, simply allowing players to flag PVP on/off, until being permanently PVP on max level, is one of them.

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So I don’t disagree that what they have right now is a disservice to both groups of players - this much is clear.
However I am not convinced that if they had stuck with the original design game would have fared better. MO2 example is quite telling.

You can argue that AGS had bigger budget and bigger advertisements etc but even if you multiply MO2 numbers by 10 you would still be below what NW was at the similar point in its lifecycle.

I think the decision to pivot the design was the right one, the execution was extremely poor

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That is not a solution at all. There are many players that don’t want to PVP at all. Why would they play a game that suddenly changes to PVP only?

A better solution would be to have PVP only servers.

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And that changed on December 12th, 2019. For good or bad, for right or wrong, for legitmate reasons or illegitimate reasons, it changed.

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What solution are you talking about? I am not talking about offering a sudden change to PVP only. I am on the contrary talking about the fact that the sudden change was to almost PVE only.

Thanks for your input, way to nitpick 0.5% of my post. I am clearly answering someone that said the game was not meant as a PVP game in the first place.

That being said, even the title of that article you shared is false, there was no “evolution of PVP” for New World. It went from a PVP-centric game to being a WoW-clone. So it was an “evolution of PVE” in NW, and a removal of PVP. The bits of PVP they kept was to try and attract the fanbase they had created in the first place but it was nothing original or that hasn’t been done in 99% of the MMOG released so far.

It would have on the long run. Mortal Online 1 and 2 are also not good examples. If the sole reason to call a MMOG “hardcore” PVP, then MO 1 and 2 are hardcore hardcore PVP games while NW Alpha was a casual hardcore PVP game.

NW was accessible, crafting was simple. It was a very casual PVP game despite the full loot. Whereas MO is full on hardcore and has no appeal to casual players, it takes hours to do anything in the game. In that sense, NW was filling a very good part of the PVP market that has never really been filled, the Game Designer at the time knew what they were doing.

I do agree, it would not have had the millions of players that NW had at launch, does it matter though? Because all NW has done was take money for a few millions of players and then let them down because it ended up not delivering on any promise, for any player base. Eve Online that had a pretty chaotic launch, ended up being a successful game with a mid-sized player and fan base.

Funny enough, NW has become more hardcore now (although not in the PVP sense of the term) than it used to be back in the alpha.

Its right in your post that I replied to?

I read that as you think a solution is to allow people to turn PVP on and off until level 60 where PVP becomes permanent.

My response was that’s not a solution.

That is not a solution at all. There are many players that don’t want to PVP at all. Why would they play a game that suddenly changes to PVP only?

We were not talking about a game that suddenly changes to PVP only, we were talking about NW Alpha that was a PVP-centric game. I am not mentioning the above as a solution to today’s NW problems, but as a solution to the problem that AGS tried to use as a justification to go full-on PVE.

too funny!! :rofl:

That’s 1 way.

They could always add shrines inside the Towns that link into PvP specific servers instead of having to use transfer tokens all the damn time. Let people freely decide where they want to play.

Outside of making PvP servers there’s always adding a second set of %'s in the skills specifically for PvP. Such as for example if an ability has 150% weapon damage scale in PvE it can have 100% or any different % weapon damage scaling in PvP instead of PvP “balancing” Screwing with PvE.

I’d like an Ironman PvP server. In which case if you die, you restart at Lv1.

For a laugh or 2, have 4 servers 1 in each region that have 0 recovery. IE: 0 Health potions, Regeneration potions, Mana potions, aand no life staff so we can throw in all the folks that complain so much about it in there.

I disagree. Casual PvP is something where you can be in and out in 20 min with minimal consequences for win or loss (like arena), that’s why all the Fortnite/Valorant etc are so popular. Full-loot pvp in a persistent world where your loss today affects what you do tomorrow is not casual in any way.

Again, I am not convinced. Rust/DayZ/EFT already have established communities and it is unlikely that most of those will abandon the games they are so invested in for some new MMO. Most of new players (like me) will read “full loot PVP” and not touch the game with the barge pole.
The perennial problem with pvp games is that people get invested in them much more than in PVE games, so the audience cannot be shared between different games as is the case with PVE. 3/4 of my FC in FFXIV plays GW2 or ESO between expansions, because most well designed PVE games do not require you to play it every day, unlike pvp games (EVE being exception where you can manage a lot of your activity via mobile app)

Yes, I agree that’s why I said the decision was correct, but the execution was extremely poor. Had they made Wildstar clone with better graphics they would be printing money right now.

CCP in 2000-2002 consisted of ~20 people (AFAIK) and total outlay was something like 2 mln ISK (remember times before EUR?) so they could afford to sell ~40k-50k copies and recoup all dev costs. AGS with its 500 employees in most expensive place possible is not in a same boat.

That I agree with. Right now it is a complete mess reminiscent of FFXIV 1.0 with its endless grinds, timegating and casual-unfriendly mechanics

Hang on, I missed the WoW release where they added a faction-based influence system, territory control and territory based conflict. When was that?

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Wait, are you suggesting Wildstar died because of graphics?

No of course not.
I bring up Wildstar because it was a PVE game with the fun active combat that also died because of stupid decisions.
Graphics (lighting especially) are NW strongest point. So if AGS focused on PVE and made a game similar to Wildstar, but of course with more accessible casual content, without stupid “HARDCORE RAIDZZZ” mentality, and using modern techniques like ping normalization, they would be printing money now.

EDIT: for those who are not aware: Wildstar instances were notorious for being hyper-sensitive to ping fluctuations. Spike of ~80-100 ms could easily wipe you (and by extension everyone because on veteran mode a single mistake was a wipe) and devs repeatedly refused to introduce ping normalization (buffering of damage client side) because “it can be exploited”.
I think at the time one of top streamers of Wildstar (zubak?) had to move closer to Dallas to actually be able to raid.
Contrast that with FFXIV which released 8 months earlier and had ping normalization to 200 ms out of the box so EU people can actually play on NA servers and vice-versa

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I disagree. Casual PvP is something where you can be in and out in 20 min with minimal consequences for win or loss (like arena), that’s why all the Fortnite/Valorant etc are so popular. Full-loot pvp in a persistent world where your loss today affects what you do tomorrow is not casual in any way.

It entirely depends on what that loss represents. On top of that, they ended up changing the game entirely, so there was nothing keeping them from changing the full loot to inventory loot, or have an insurance etc. Overall it was not my point, my point was that the original excuse of the 180 change was just that, an excuse.

Again, I am not convinced. Rust/DayZ/EFT already have established communities and it is unlikely that most of those will abandon the games they are so invested in for some new MMO. Most of new players (like me) will read “full loot PVP” and not touch the game with the barge pole.
The perennial problem with pvp games is that people get invested in them much more than in PVE games, so the audience cannot be shared between different games as is the case with PVE. 3/4 of my FC in FFXIV plays GW2 or ESO between expansions, because most well designed PVE games do not require you to play it every day, unlike pvp games (EVE being exception where you can manage a lot of your activity via mobile app)

But if you won’t touch the game because it is written “full loot PVP”, others will. You assume Rust players won’t change game, but the players playing the 12 WoW clones will to play NW, a dumbed down version of any other PVE MMOG on the market today?
Also hardcore PVE games require daily involvement if you don’t want to fall behind. Haven’t touched one in years but I am sure this hasn’t changed.

Yes, I agree that’s why I said the decision was correct, but the execution was extremely poor. Had they made Wildstar clone with better graphics they would be printing money right now.

The whole point is that it started out as a PVP-centric game and that is my whole argument, not whether what AGS should have done or not at the beginning, but what it should have done once they had a game with a player base expecting that game. They should have stuck to what they had and they would probably have had less players at launch, but more players now that they are left with.

CCP in 2000-2002 consisted of ~20 people (AFAIK) and total outlay was something like 2 mln ISK (remember times before EUR?) so they could afford to sell ~40k-50k copies and recoup all dev costs. AGS with its 500 employees in most expensive place possible is not in a same boat.

First of all, while not good practice, Amazon can afford losing money. Secondly, AGS has 500 developers across many projects, some abandoned, some under development and unannounced.

My main grip is the change in direction to please a player base that they were obviously not going to please anyways, while keeping a semblance of an inkling of PVP to keep their original player base. They cash grabbed both groups and left both groups with nothing.

AGS with NW as a PVP-centric game had its chance, because it was a very casual “harcore” PVP game (and I have played most PVP-centric MMOGs for the last 20 years and developed MMOGs for the last 10 years). It was made very accessible, which is what most hardcore PVP games have never had - even successful games, such as Rust. The loss was never that bad because gaining items back was not that hard either.

From both alphas, they had a pretty unique game and a pretty unique approach to a PVP MMOG and I believe it would have had a good success.

My other grip is honestly that PVE players went into the alpha, complained about the game being PVP, got the game changed into PVE (or rather, AGS wanted to make more money), and then left anyways. Why? Because it was a PVP game in the first place, expecting it was going to become a great PVE games was a dream in the first place.

all “casual” arena pvp games have ZERO loss outside of time and rankings.

thats what makes it casual.

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None of this is a core aspect of NW, it was kept to keep attracting some kind of PVP players, but it was really just a bone thrown at PVP players. Plus WoW - that I haven’t touched in many many years - used to have faction PVP (on certain servers?). I don’t know where it is at now.

The idea of controlling a territory that is yours but not really doesn’t bring anything to a game, something players quickly came to realize.

The main changes though ended up being a complete removal of open-world PVP and a complete turn towards PVE, including quests, instances and all the ridiculous time gates that they added to the game.