where is the pvp?
no one is pvping anywhere. i need a zerg to take over a zone by doing boring tedious pvp mission spam. what am i supposed to do with 1-5 people? nothing. so no pvp happens ever.
pvp is dead.
please fix it.
where is the pvp?
no one is pvping anywhere. i need a zerg to take over a zone by doing boring tedious pvp mission spam. what am i supposed to do with 1-5 people? nothing. so no pvp happens ever.
pvp is dead.
please fix it.
Blood,
I get it, but the reality is that open world PVP just isnāt that interesting to most, and thereās not much the dev can really do to change human nature about it. There was an incentive to flag up while grinding to 60 for the xp boost, and none really after that.
90%+ of the arguments I read for how to fix it amount to forcing PVEers to PVP because those who want PVP want more people to beat up on, whether or not the other wants to engage. A game of this investment/size cannot cater to a hard-core PVP minority and remain a going concern.
In NA East, Valhalla is a server with a lot of PVP oriented guilds. Dunno which youāre on.
problem with the missions is
a. its allways the same spot - so you can camp it - lame
b. it encourages to zerg - lame
c. PvP is full of bugs and exploits and people dont care for good sportmanship and abuse glitches.
solutions
Iād guess if you go for the enemies Fort there will allways show up some players to defend it.
If not well, than you are on a server with very much less people interested in PvP, but good news, doe some research and just switch server.
It has been removed in order to turn more profit.
Also: world PVP never works in any game with mixed mode players. It will only ever work in a purely PVP game (not server, thats just going to divide the players and break core design).
Long story short. New World isnāt a PvP game anymore and shouldnāt have been advertised as one.
It shouldnt have been turned into what it is now.
Be brave and be PVP only.
I hear you but thereās two sides to this coin. Development houses should absolutely stick to their target of PVE or PVP focused. Itās really rare that a house can do both in one game.
But the other side is also true. Truly PVP seeking players represent a small minority of the larger gaming community. Small indi shops who target a PVP-oriented game and eschew the budget on visuals/voice acting/polish can make a profitable game (though it wonāt look as pretty).
Any top-tier AAA game with tens of millions of sunk development costs will always drift to PVE as a means to recoup its investment, and ultimately I think itās the PVP consumer thatās not being rational about this (instead of the gaming house).
Tackling this has to be about changing the PVP system itself towards group/formation based combat and away from the timing/skill aspect. Yes, iāll also acknowledge that itās skill-based, but the $ behind pursuing that isnāt rational (nor is catering to the toxicity of the āgit-gudā community who is just unhappy in real life and needs to own others in-game to compensate for it).
Itās not up to ags to āfixā pvp. Pvp is there for those that want it. Itās up to the players to flag and engage. If they donāt want to flag, ags forcing them into it will just serve to anger the player base and drive away players (read money).
In arche age it worked quite fine (i only played on open beta though).
No but its up to them to fix combat mechanics
Combat is buggered in many respects for both pve and pvp.
This part can be achieved with a small few steps, but come at the cost of needing more dedicated serverpower per fight.
I appreciate the back and forth, but this isnāt going to make someone who tends to PVE want to fight in PVP.
The average PVEāer gets owned in 1v1 PVP and it still degenerates into zergfest/moshpit of individuals. Donāt get me wrong, i find that fun⦠to a point.
But consider a very alternate universe:
a) iām in a group with a tank and within 10m of said tank whoās skill is actively cutting MY ability to be stunned/ccād.
b) iām also in a group with a mage whose aura is mitigating elemental tick-dmg aoe.
Theyāre not just passives, but you have to do something to keep them up. Now thatās group/formation based combat where iām contributing to those around me, and them to me. Doesnāt really exist yet that Iāve seen anywhere.
Thatās the kind of framework you need to encourage PVE people to play PVP because the average PVE player (vast majority of players) doesnāt want to enter a 1v1 contest against someone who has the time to play video games 60+ hours a week and develop the twitch skills to win at it. They have families/jobs/other priorities.
I fully expect to get flamed on this by the git-gud community as they believe thereās a lot of them. In the grand scheme of the gaming industry, there are not. And New Worldās pivot from PVP alpha to PVE release is proof of that.
They could promote world PVP by incentivizing it at level 60 by adding like 10% luck and 10% gathering yield increase if flagged at 60. I cant imagine any 60 who would pass up 10% luck and yield
True but I am of the opinion that good combat mechanics would encourage players to PVP more.
Iām level 24.
Iāve been murdered 50 times.
I managed to kill someone exactly once.
The best PvP Iāve found so far is running the PvP quests.
For me it is cat and mouse - but I do the quests, even with roaming squads of death.
@Stundorn Thanks for your feedback and some solutions on how this can be fixed. Our team is constantly looking to improve on every feature within New World. I would still want to gather a bit more feedback from you.
Are there any other ideas you believe could fix this, or at least make it more engaging for more community members?
I donāt think itās possible to have a game that itās both a good PvE and a good PvP game unless you separate it into instances and design two separate āgamesā. One is bound to suffer from the prevalence of the other in design. New Worldās main problem is that the whole system, since itās very inception, was designed from the ground up to be a hardcore solo survival PvP experience. But then, after it was 90% done, they decided to make it a casual cooperative PvE game instead. At the very minimum, a couple years will be necessary before the game starts looking like a good and solid PvE experience.
why is it always pve incentives/rewards for pvp?
Iād offer the following to your point:
It would be great if there were a random payoff for these mission in terms of influence, or a cycle to encourage a push of putting something in conflict or defending. Right now itās a constant thing that isnāt special or ever āon saleā.
More individual / dispersed quests rather than going to the same 3 points per zone would be great. Right now, whatās happening is groups elect to run the shuttle mission in such density that it becomes a zerg. it reminds me of the shuttle-cock races in PE when I was little.
Things that make sense to the faction. Picking up 40 flint from the beach of First Light has nothing to do with spreading the words of the Covenant to gain influence. This may just be me, but this really pulls me out of the game (anti-immersive).
How about longer quests like this with more value. For instance, Iām in Cov, in and asked to go get Iron (while flagged) in an enemy controlled zone and to return with like 500-1000 of it, no death, no teleport. And the payoff for doing it is big. I get the excitement of it, the intuition of it, and i can be in many places on that zone.
Sabotage missions. I have to run a mission, while flagged in enemy territory that becomes a gold/resource sink on the owning company. If youāre successful it creates gold for your company (to fund new wars).
Highly random faction drops in which thereās a 1 in 5000 chance that someone gets a drop of Faction Artifact A. When found, create Faction wide announcement of Aās existence and need to move it to point B, in enemy faction land, within the next 60 minutes, all flagged up. Enemy faction is also advised. Now 2 entire factions are trying to protect one dude, guarding him to point B. As time continues, location of B and identity of person holding Artifact A are known (because enemy faction is grinding a quest/ritual to narrow it down). Imagine being pulling this drop and having 200 other people as your vanguard, or ensuring you donāt die. That would be awesome.
Make an incentive to protect the fort in your region beyond azoth travel discount. If you do, it has added protection against influence or take over for a period of time. right now thereās no incentive. Itās just fort flipping and zerg running.
Ultimately to me the PVP missions are merely a mechanism for faction grinding or putting something in conflict for war. And the missions just arenāt aligned (immersion) to the purpose of the faction itself.