Why should PvP players have more luck than PvE players?

as some1 who played daoc from launch till 2018 on and off (mostly on lul) i think i can count the poeple who only played PvE and never went into RvR on one hand.

You are right and they will now claim luck is the most important thing ever in an effort to stop it. Its ridiculous.

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Whilst I have tremendous issues with your psudo-psychology there’s enough there to not argue about.

However you miss a huge chunk of players who just think “what’s the point”. Asserting dominance over someone within a system that doesn’t even have a leaderboard to show who is the best at it, is at best “small man syndrome” and at worst an indication of deep rooted insecurities in the real world and a means of escaping to a place where they/you feel you have control.

You see. I can do that too. :wink:

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How much luck you get by enabling pvp?

If you feel that PvP players do not deserve an incentive, then I would argue PvE players do not deserve access to the following benefits from PvP fort control.

PvE Players don’t deserve:

  • First Light: Reduces fast travel weight costs of weight down to 1 azoth per 10 weight for controlling faction.
  • Monarchs Bluff: Reduces fast travel distance costs to 1 azoth per 100 meters for controlling faction.
  • Windsward: Increases volume of items gained when gathering by 10% for controlling faction.
  • Everfall: Reduces trading taxes by 5% for controlling faction.
  • Brightwood: Reduces housing taxes by 5% for controlling faction.
  • Cutlass Keys: Reduces base Azoth cost of fast travel by 50% for controlling faction.
  • Weavers Fen: Increases coin, experience, territory standing and faction token rewards from Faction Missions by 5% for controlling faction.
  • Restless Shore: Increases coins, experience, and faction token rewards from Corrupted Breaches by 5% for the controlling faction.
  • Morningdale: Increases coin and experience rewards from Expeditions by 5% for controlling faction.
  • Ebonscale Reach: Reduces refining taxes by 5% for controlling faction.
  • Reekwater: Reduces crafting taxes by 5% for controlling faction.

If you can agree PvE players do not deserve any of this, then sure, PvP players do not deserve anything additional and we should remove these benefits from unflagged players.

Reference: Ice Bound | New World

like i say erlayer if you Quite because of that i cant take you seriously. If we following your logic we all should quit because we falling behind if we dont use hatchet, exploit. gold dupde etc.

That’s rather reductive. I get your point but let’s be real for a second, that first territory, the foundation of successful factions largely came from donations from both the PVP and PVE community.

As a PVE’er who has no issues and actually advocated for PVPers to get these exact buffs yesterday I’m with you. As for your demands, to compensate for the loss of all these new PVP only perks despite helping to build the faction in the first place, PVE’ers should pay no housing tax.

On behalf of the respective communities, I’ll agree to your terms if you agree to this lol

and that may definitely apply to some of us. we refer to those as griefers. the overwhelming majority of us play for the good fights tho aka competition. and yes you are right atm there is little point in it due to a lack of a leaderboard or literally any metric that shows your progress or level of success. DAoC f.e. had realm ranks and realm points and later on, tournaments which kept people competing for well over a decade.

now just imagine the shitstorm afore mentioned group 1 of PvErs would unleash if said things would be introduced to NW. god forbid if it even gave rewards.

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PvE players pay you a tax to get those benefits so you already get something if you own the town.

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We shouldn’t - we haven’t changed. We don’t like Open World PvP, we generally dislike the toxicity that comes with Open World PvP players, and we mostly want those people to leave us alone. And yet, for 25 years, Open World PvP player have continued to lobby game devs to FORCE PvE players to play with them. “They want nothing to do with us, so make them play with us!!!”

Nope. Ya’ll toxic, and no one wants to be your friend.

K, thanks bye!!

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I am okay with PvE’s paying no housing tax if PvP’s do not have to interact with and PvE obstacles such as mob interruptions, mountains, and the like. By your exacerbation it only makes sense.

I do not think at all it should go that far, but if you feel it should, then I accept your terms.

PvP players pay that same tax.

why you then play nw ? i mean if you dont want open world pvp in your game why not look for a game that has only pve ?

Haha you and I my friend should work for AGS. We’d have it all sorted in a month :wink:

If you own the town your company can split the tax among the players

Lol people might not like it, but it would be a fun time to be had for sure for us.

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its not Town ownership, its Fort ownership that gets you the benefits. read the post and the reference at the bottom.

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Because NW doesnt force open world PvP so why should we look for another game? Maybe you should find a full PvP game.

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Not when upkeep exists and invasions continuously downgrade your town.

Maybe we should let things downgrade since we’re the ones defending towns and trying to maintain them, once you have no more tier 4-5 crafting and refining tables maybe you’ll reconsider your position.

This is not a 100% exclusive PvP game and honestly should not be looked at one in its current state. It has evolved into a mixed bag of PvE and PvP. There is a middle ground to be had here to appease both parties partially.