It’s funny how on one end players have been crying for meaningful PvP, even full loot PvP. But on the other hand, some gear damage is a problem
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These kinds of jabs always amuse me… A full loot PvP game has to be structured completely different.
ie. Armor/weapons/trinkets easily craftable. Open end trade that allows for the sell of those items to flourish. New Worlds new crafting system does not suit a full loot pvp model. New Worlds raw gold transactions do not support full loot pvp model. Players who previously wanted full loot fully understand and acknowledge the fact that the game’s core system (that was torn down and rebuilt in 2019) does not support that game model. The only one’s who seem to not understand that system are… people such as yourself.
It is actually,… drowning it’s also hurting your armor… 
This concept with armor deteriorating after a fart , when they are made from the most powerful metals/materials that exists in this game…it’s mind-boggling.
Old concepts from years 2000 that don’t fit well in 2022 games.
Ok, so we have a game in which gear and trinkets are so easily craftable that the market is overflown to the point of most of it going for pennies. Where you can just trash your gear and buy new, easily craft new yourself or use from PvE chests/mobs rather than repairing. It’s all much cheaper and more abundant than e.g. in Runescape, a game which offers nearly full loot PvP. Yet… repairing remains an issue.
So yes, I don’t understand your point… Try and come with a compelling argument why it is an issue. Because I just ain’t seeing it.
You call old concept from the years 2000, whilst in the meantime:
Cap # of times an item can be repaired - Game Feedback / Game Feedback - New World Forums
People are calling for an even harsher system.
So what do you expect developers to do. The vocal MMO crowd has been crying for ‘meaningful’ stuff for a long time. Amazon has in a lot delivered what the ‘community’ wants.
I think you missed his point. He wasn’t saying yeah lets go full loot. But that many who wanted full loot are complaining about a system that gives the players a challenge.
So which is it? Those that wanted full loot support PvP with consequences or not?
The markets are flooded because no one has the money to buy any of it. There’s no merchant system. Crafting armor is “luck-of-the-draw” style, which yet again is not privy to a full loot model. Full loot models revolve around simplistic gear designs, not min-maxing concepts. Runescape’s market is similarly set up with the same design… there’s no luck-of-the-draw crafting, all stats are the same, weapons and armor vary, but you always know what they do from a glance.
Please, play an actual full loot game where the entirety of the game revolves around round robin loot structures before trying to belittle others over something you clearly know nothing about.
There’s no reward for the current PvP system. You have a chance to get a bag. Of the 100 something players I’ve stumbled upon in my time of playing New World I’ve gotten… maybe 20 bags? Almost always green, but hey… I can salvage it for .50 and some repair parts, then turn right around and repair my sword and armor for 25g for the 20min duel that just took place.
edit: The key concept is Risk vs. Reward - the current system offers no reward, strictly punishes both parties regardless of the outcome.
Ah, the good old ad hominem to try and win your argument.
Because it’s fun when failing have consequences. It also increases the value of gold and that’s fun to.
Literally makes no sense, but okay pal. You listed a game that directly boasts my argument point and then claim that I’m deflecting the argument? You might actually be a narcissist.
Making it hard doesn’t need to make it literally harsh for players.
Why not having hard and fun in the same time.
What’s the point of this struggling in a game,… instead of having a great time.
I just don’t get it.
There are so many ways to make a game harder and enjoyable at the same time … but destroying your own items, is not one of them.
And now you’re just turning to name-calling. You’re still not making a strong case, and your only weakening the debate. You’re not turning it back on track. You’re doing little more than ruin your own topic.
Thing is though, pre-release this sort of punishment has been advocated. Also in other MMO’s these sort of punishments tend to be repeatedly advocated. Developers don’t just come up with this sort of stuff to bully players. It’s because it’s actually requested. And as pointed out, still being requested to be made even harsher.
And that’s the problem with MMO’s in general. The audience is extremely diverse. Some want harsher penalties. Some even want full loss of gear on death, including in PvE. Others want to get rid of these sort of things. You will never really be able to totally please both sides of the spectrum. Those wanting this sort of ‘meaningful’ death, will flood the forms in rage shouting easymode and whatever more if repair costs are removed.
I’ll leave it at this because clearly this will end up going in circles endlessly. The point of a full loot system is to recycle gear, potentially losing items on death. The “winner” doesn’t get every item you had, part of that gear has to be consumed or “sunk” back into the game… That strictly promotes the need for crafters for long term functionality. Second, gear has to be reasonably obtainable… of course there will be a tier system and some gear will be better than others, but as of now- it costs 100’s of thousands of gold to actually craft a full set of gear with 600gs AND have the necessary stats. There’s what… 2350 players in each world? Roughly 50k gold is generated if you do most of the side quests and the main storyline… this means that at most a server will have around 120mil in circulation. Now, take out 3k for the rune of holdings, take out repair bills, take out tax for crafting and refining, take out property tax, take out faction potions which still cost gold. Which leaves most players around the 25-30k mark after freshly hitting 60. Fully damaged gear costs about 400g to repair at around the 500gs mark, and increases as you continue to improve the gear.
So for a player, who strictly wants to PvP- they are simply denied. There’s no way to actually fund the PvP in New World. Just as PvE players don’t want to be forced into PvP, we equally don’t want to be forced into PvE.
This guy says he spent over 30k just crafting gloves. He didn’t even get the stats that he wanted. So yet again, I will state, that this game does not encourage PvP. It does not fund PvP. It does not break even in PvP even upon winning a fight.
You are being very disingenuous with your characterization of the arguments being presented.
The complaint here is that durability loss on PvP death without player looting creates a system that penalizes PvP deaths but does not reward PvP victories. If a player has a 1:1 kill-death ratio, he loses. If he has a 5:1 ratio, still loses. 10:1 ratio, yeah, still loses. A player would literally need to kill over 100 players for every death to break even. This is broken. There is no reward to offset risk in open world PvP, which will do nothing but make people not do it at all in a voluntary PvP game.
The devs must be aware of this bad design because in instanced PvP there are high rewards and NO penalty for deaths, however, only a very small fraction of the player base has this option available.
Durability loss on PvP death in the open world seems to just be an oversight by the devs or a bug since instanced PvP does not have durability loss on death. We have no real way of knowing, though since they haven’t said anything about it.
That is the argument and you have yet to address any of it, nor justify this game philosophy of PvP being all risk and no reward.
I’ll try to explain plain simple.
Hard or harsh… it doesn’t mean necessarily to lose your entire inventory on death.
There could be so many other things implemented to make the game harder :
… complex mechanics on world/dungeon/rifts bosses with a great reward at the end.
… hard dungeons where you actually need great gear and best teammates.
… pvp events and pvp area where people fight for best items in the game.
… open world badass bosses, where pvp is also enabled, where you need your entire faction to succeed…
… soo many others !
WTF, destroying your own items, traveling, almost next to impossible, impossibility to store your loot!!!
Really, is this a concept of HARD for you ???
In fact is an artificial way of making a game hard.
I’ve said this before in another topic. But I think PvP should be made rewarding to offset the risk. Players could just have a random chance of dropping e.g. gold or items, not items from the player, but generated as if you killed an NPC. Tokens could be earned which could be used to purchase faction PvP gear. There are definitely things that can be done on that front.
As for instanced PvP, it is something which in my view needs to be made accessible to all. Have repeated this many times already. Instanced fun versions of this level of content.
You’re projecting a certain community stance on me here, by doing so I’m afraid you’re barking up the wrong tree. I don’t consider it hard. I’m merely stating that these sort of design decisions which Amazon made are completely understandable because so many players have been asking for this in MMO’s for years, well over a decade even.
This is completely false. The request has been made for lootable PvP, win-lose, not a lose-lose system. We asked for lootable PvP, if you win in PvP, you get the loser’s loot, so one side wins and the other side loses. Real stakes that rewards good PvP. But here, AGS has a system where both sides lose, but only in world PvP, not instanced. This is not what anyone has ever asked for and your claims that we have been asking for this is just intellectually dishonest.
“Meaningful PvP with real stakes” has NEVER meant that PvP should be punishing for all who engage in it. I can’t believe you’re even making the argument that players have asked for a system like this.
Durability loss in open world PvP with no reward to the winner has to be a bug. I can’t believe the devs made a conscious decision to create a game with this bad of a system.
I agree there should be a reward system, you kill a bag drops period, that definitely should be added to the current system, but that isn’t what I’m seeing other hardcore pvpers asking for. They just want the cost gone. So again which is it? You want more hard core PvP or not?
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