There is confusion about what PvP means for the PvP crowd. Instanced PvP / World PvP

Sure, but people are still choosing them over the PvE servers.

If they only wanted PvE (and “a majority of players hate world PvP!” according to this forum), they would just choose one of the many populated PvE servers. But they don’t. They choose the one with forced open world PvP. At almost 3x the rate of people choosing PvE servers.

So, you have PVP-Servers populated with Players doing pve-stuff, and that is in what way different of the situation, we have now??
I’m pretty sure, the pvp-servers in wow are that popular, because you barely ever have to deal with pvp, if you don’t want to. (It practically works like flagging, because you get everything you need in areas where you don’t meet other pvp-players) If it were different, wow-pvp-servers probably were less populated.

1 Like

IT IS ALL ABOUT NOT BEING ABLE TO TURN PVP OFF. Is that too much for your brain guys? if you are PVE rats who like to gather 24/7, have 6k hemp in your pocket, and meet PVP OFF people from other factions all day long, stay on the PVE server and nothing will change for you. The people who want to gather and fight at once will go there. So basicaly you would get like 100-200 people from each server and it would be easy to fill the servers.

no1 cares ur opinion is lame

If that were true, it would be enough to just put in some new servers with (PVP) in the name and no other change. That’s why some people like me argue with you (as in PVP-players), because it would not be enough. You yourself don’t get, why people don’t flag, and why PVP in the game doesn’t satisfy you. And if you don’t understand what really is going on, all your ideas would be a waste of money better spend on other aspects of the game!

NewWorld has the most potential if pvp and pve are interwoven. But for that to work, PVP-players need a way to engage in PVP without it being forced. And that’s a problem, that is in the minds of PVP-players, nowhere else

ahh… i see, your way is the ONLY way… meanwhile i’m trying to get new missions and shit for pvp… but hey i am not really a pvper right? these do not make me a PVE player, it just means i have a different standard for what i want in pvp.

  1. i won’t agree to forcing pvp, whether it’s zones, levels, or gating shit behind pvp… i kinda like people who i fight to actually WANT to pvp. kinda more fun yah know? having people only turn it on to get the rewards and run away from every single fight, or just stand there, isn’t a fun fight.

  2. i also don’t think ganking people who don’t stand a chance as “fun”, whether it’s levels or a forced playstyle. unless a lower level attacks me first, i am not going to attack them, again… fighting someone who doesn’t stand a chance, isn’t fun. i’m not looking for a notch in my belt for kicks.

  3. i’m all for servers, after the game is fixed, not right now… cause you know making it playable all the way through might just be a little important?

  4. unless they implement systems to prevent what happened in alpha, the servers will be a gankfest shitshow… so yeah i’m not really interested in them. it wont be enjoyable for pvpers like me.

  5. sure i love flagging, i have good days and bad due to physical disabilities, and being able to just zone out on the pve side is better at times. this ain’t the 90’s and i’m no longer in my 20’s anymore.

1 Like

I think your brain gets stuck like halfway… coz you simply don’t understand this problem.

Give me 2 hours, the ability to create the server for New World, and I’m gonna do a PVP server without the ability to be PVP OFF and people will be happy.

You won’t be pushed anywhere if you stay where you are, but people will have the option to play the game they want.´ with the little time of 2 hours of dev time. It’s literally simply as that.

I’m gonna end it like this. Let’s say 30% of people are PVP-focused and want more PVP which has a very easy solution - create a server with a PVP ON flag all the time (literally a few hours of work for 1 dev). PVE rats are people who will cut the 300.000 trees, farm 10.000 times same zone for other months to craft those shiny items, and then get deleted by 520GS PVPier

The sad part is, that they might hire good devs, but those people have absolutely no idea what “business” is, so if 30% of people will quit the game, it’s 30% of the community. Only from my circle 6/9 quit coz of state of this game.

Therefore they should focus on PVP, as it has a much easier solution than creating brand new content for this game. Also, a route map would be nice so we know what we can expect.

Priorities and planning are something that makes a good game great and if no one knows, what to expect, people will quit. But without business experiences, you won’t even understand decision-making process for “what matters” in terms of business which New World is in the 1. place for Amazon Gaming

Bye

Ok… Hypothetical situation here:

AGS creates a PvP server with literally everything the same except that you cannot turn off PvP.

So, a player rolls his/her shiny new PvP character and crawls out of the surf, and there are 30 lvl 60 PvPidiots standing in the hills on the way up the path to town, just looking to repeatedly kill the newbs for the lulz. If they make it to town and level to say, 25-ish, then they have lvl 60 people hiding in the woods to kill them every time they stop to chop a tree. The only people who would be able to “survive” would be those who get to 60 first, whether they’re actual PvPers or Ganker Kings.

In order for the PvP server to work at all, first it would have to be a “fresh” server. No transfers in, no transfers out. Everyone starts from the same footing, and you can’t take your newly uber PvP character anywhere else when you cap out. Then, there would have to be either a level restriction (no PvP until after level X) or severe penalties if you kill someone Y levels below you or attack someone Y levels above you. If they don’t do something similar, people are going to thumb their nose and avoid the server period. However, if they do institute similar rules, then the server wouldn’t be 100% PvP all the time like some people want. There has been some discussion about groups who “protect” the newbs from grief squads, but in truth, how often do you think that will happen?

What it boils down to is that people aren’t like they used to be “way back when.” I mean, you have people who break museum pieces on purpose or punch random people on a subway for the lulz… what makes you think they won’t exploit the system where there are no consequences?

1 Like

in the game right now, you can’t participate in PvP until level 10ish, where you are forced to choose a faction.

So you are making up a situation that literally can not happen in this game right now even if everyone somehow decided to flag for pvp.

Yes, it is understood that you have re-roll a fresh character and no transfers would be allowed.

Also, can you tell us why you are so opposed to people like this having their own server? It won’t change your game-play at all.

I understand that the way the game is now doesn’t allow PvP until you pick a faction (anywhere between 9-11.) Level 10 people are still unable to participate in actual PvP against lvl 60 grief squads. I mean, look at it this way… If you went out from Everfall Hamlet to kill a turkey or 5, and someone one-shots you every time you set foot out of the gate (which absolutely would happen) how long would it be before you give up? 7 times? 30 times? 100 times? At some point, even trying is pointless. Even with the absolute BiS gear for a level 10, you will never be able to compete with anyone even 5-10 levels above you, never mind 50.

Look, I am all for PvP (even though I am horrid at it,) but I am also very much for it to be fair and equitable. Being farmed for the lulz is not fair, nor is it equitable. If a server is fully PvP, 100%, it exacerbates this many times over.

I wouldn’t give up.

It seems this type of game play isn’t for you. And I don’t mean it as an insult.

There are people who would accept the challenge.

You can exit out of another exit, you can join a company and ask for help, you can wait out the griefer, you can spec is movement, escape and bait the griefer far away and come back.

These are things I’ve done while leveling to 60 with pvp on full time.

This is the type of game play people want.

You think PvP is just about killing each other physically, but there is a lot of wit involved to out do your opponent or avoid being dead.

These people will be condensed in their own servers.

The PvX crowd can do anything they want on their current servers.

Everyone wins, I don’t understand the argument against it other than “you can’t have what you want because I said so”

This in my opinion is a bad idea. It will pretty much only create low population pvp servers which people will get tired of real quick I think. And by doing this you draw players away from existing servers that might not have a very large population already. This will make things boring as there won’t be enough players in either servers. My solution and i’m sure many people are thinking it or have already said it is to just create more incentives for open world pvp as well as create pvp only territories where you can’t unflag and give incentives to go to that territory. This solves all the problems with not enough open world pvp in my opinion.

https://ironforge.pro/population/tbc/

wow classic pvp server has more than double players as the pve server.

I provide data saying pvp is more popular.

1 Like

But it still separates the player base and causes one to have not as high population. So the problem remains. The pvp territories are the better way to go in my opinion because it solves everyone’s problem

You have an idealogy regarding pvp, there is nothing I can say.

You said no one wants pvp, i provide data shows literal opposite now you say something else, forever.

A PvP server, with fulltime flag, is acceptable. I have a few problems with this idea, but it would make some players happy. What I do have a major problem with, however, is the weird bifurcation some games experience when devs try to balance pvp and pve separately. This leads to all sorts of artificial garbleygook, like pvp specific stats, pvp and pve specific items, and completely different, unrelated game modes in the same world. This, specifically, is poison, and it should be avoided at all costs. Community, server identity, player niche–all of this goes out the window with this approach. PvP servers are far, far more preferable to this.

1 Like

Mate, my post went into detail as to why opt-in isn’t a good solution. Again, adding PvP servers will not affect you in any way whatsoever, so it’s not worth my time explaining it again

what ppl are asking for is a simple thing.

get rid of toggle.

lets test it and get real numbers. We will all roll new characters. Lets see what happens.

What is the problem exactly?

It has already been stated that AGS has no intent on spinning up a PVP server (doesn’t hurt to keep trying)

If anything, I encourage folks to get to the root of what is currently lacking in the existing PVP experience. I do not believe the crutch of the issue is that some players don’t flag. I believe the crutch of the issue is that the overall PVP experience for those that do flag is just meh… but why?

It certainly doesn’t help that wars limit the number of players that can participate. And for the instanced/battleground pvp player, outpost rush is still missing in action.

For me personally, I think the current status quo of zerging pvp missions to disrupt influence in a given territory just feels silly. Fun, sure, but still silly.

For me, my most fun open world pvp experiences came from DAoC. Did a fairly decent job of segmenting PVE from PVP (it kind of failed in later years as it indulged on some gimmicky PVE stuff that put a damper on PVP balance). It actually also did a pretty awesome job balancing crafted gear with dropped gear (dropped gear drew from a very different set of procs/perks than crafted gear) so your BiS was typically a combination of crafted and dropped stuff.