The unpopular truth

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

1 Like

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.

3 Likes

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

3 Likes

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?

1 Like

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

1 Like

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.

1 Like

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.

This can be said for all games (especially mmos). And that is the 1 million dollar question too. Who should the company listen to when people want one thing but others ask for the complete opposite? The forums are usually threads complaining and the ones that are happy usually don’t come to the forums and post.

All they can do is listen to feedback and decide what direction to. The problem is, since people who are happy who don’t post, these gaming companies don’t know then if changing something will be bad or not.

Obviously then there are things which I am willing to bet the greater majority can agree on here though.

2 Likes

Wait! You mean you can’t flag up and PvP in the open world? What patch that just dropped that I completely missed? OH! You mean there was a complete removal of forced flagging and the ability to kill anyone you felt like killing…yes, that ship sailed over 2 years ago.

Here’s the thing; Alpha 1 players found out very quickly that the game was changing all the way back in Dec 2019/Jan 2020 (and while you’re welcome to say AGS lied about the grief-fest, at the end of the day it was directly the fault of some of those Alpha 1 players), the 2020 and onward Alphas. Preview, and Betas all contained the new PvX model…so none of this is new or remotely recent.

AGS decided, after being awakened to just what some PKers consider fun, that they did not want a 1700’s-themed version of Asheron’s Call’s Darktide server as their flagship MMO (rightly in my opinion) and changed gears. That ship, as I said, sailed - straight into the Bermuda Triangle - and is not coming back.

Look, you’re free to say AGS lied. You keep doing that, while I keep quoting them directly. If it’s a choice between taking your word over it with no evidence at all over what they were very publicly quoted as saying…well, no offense, but here it is again:

“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."

3 Likes

This nails AGS’s conundrum perfectly. You have groups of players with diametrically opposed mindsets about what they want from New World. It’s easy for AGS to see where there are overlaps, things most of us agree on, and act on them. But when it comes to people who desperately want an open world all-PvP survival looter and people who want to be left alone when they don’t want to PvP in the same space, well then…now what?

The “now what” that AGS decided on was a flagging optional PvX game. It’s not the best of PvP MMOs and it’s not the best of PvE MMOs. It’s a compromise solution and some people are just not going to be satisfied with that. Fair enough. All AGS can really do is work toward their vision of what New World is supposed be, and when these conflicts happen among us players they need to pick a direction that most closely aligns with their vision and stay that course.

1 Like