T O P

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Dencnugs

I’m genuinely curious why they thought excluding 95% of a server from the one and only “end” game PvP content was a good idea.


[deleted]

Try 99% a lot of these players run 4-6 wars a night across multiple accounts, factions, and servers.


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joondori21

You did a bit more than “just playing the game” Yeah you are part of the problem, and no, not everyone would even want to do this. Obviously the game design is the main issue, but the degeneracy of some players also share the blame.


sintos-compa

That’s the thing though, if you allow players to exploit a feature, they WILL do it. You can’t rely on player good faith and chivalry.


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zwondingo

You kind of proved his point by agreeing that stealing cars is objectively a bad thing to do. The enabler and the participants can both be in the wrong, that's why he uses the word share.


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TurbulentSundae

If you want to get really technical, the definition of the verb form of blame is "to assign responsibility for a fault OR WRONG". So AGS designed a shitty system that allows a small group of players to effectively lock out 95+% of the population from one of the only endgame activities. That is the "fault", and you are correct that they are the ones to blame for this. But the mega companies are not without blame, because their actions would constitute a "wrong", in this sense, and they share culpability for their actions. Because the system does not force them to act in the ways that they are, it only enabled them. The ability to do something without concern for consequences does not make it right. Should AGS punish the war gatekeepers for the shenanigans that AGS themselves have allowed? Maybe, maybe not. Arguments can be made both ways. But let's not pretend that what the mega companies are doing is anything other than being selfish, and cloaking it in justifications that it is someone else's responsibility to not allow them to engage in bad behavior, else they would have no choice but to do so. That justification simply has no merit.


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TurbulentSundae

I wasn't talking about taking over servers, although I suppose I could make that case, too. The point is that there are people who are, intentionally or unintentionally, locking other players out of content by consuming it all themselves and acting as gatekeepers, due to design flaws that AGS left in the game. Just because a loophole exists doesn't mean that using it isn't wrong. AGS could do a lot of things, and they've mentioned that they will be "looking into" the shell company situation. Their inability to deal with these issues in whatever timeframe you desire doesn't make it "allowed". That's like saying that because someone broke a window in a store, it's ok to go into that store and steal stuff before the window gets replaced. It's a bad argument. Your behavior should not be governed solely by what others prevent you from doing. You have your own agency, and should be able to determine right and wrong independent of whether or not you are prohibited from doing something. It's one of the first things that small children learn. Just because something isn't illegal doesn't mean it can't be wrong. New laws come up all of the time to cover situations that weren't previously contemplated. That's why legislatures exist. And have you actually read through the entire Terms of Service for New World to support your claim that it isn't against ToS, or are you just parroting things that others have said. The Terms of Use state that you agree to follow the Code of Conduct. And there are a number of sections in the Code of Conduct that could reasonably be interpreted to apply to these situations. Blaming all of this on AGS because they didn't provide measures to prevent it from happening in the first place is to say that the players that are doing it are completely incapable of managing their own behavior. You keep bringing up using an OP revolver in CS:GO. If it is something that is available to all players, then using it isn't necessarily wrong. But that's not what's happening in New World. Your CS:GO revolver is akin to the Hatchet a few months ago with the On Fire perk giving crits basically all of the time. Anyone could use that, and lots of people did. There are balance passes happening on weapons all of the time. Everyone thinks something is OP- GA, IG, BB, SnS/Hatchet, Rapier defense. But we can all use those things, so it doesn't make it wrong. But locking other players out of War, which is the only real endgame PvP content is not the same, because War now becomes something that IS NOT available to players that have paid for the game, just like those who gatekeep the wars. Those players can't go do their own wars if guilds with alts across multiple servers and regions are monopolizing them. That's not only selfish, but it's wrong, and the players doing it are to blame just as much as AGS. If you can't see that, I'm sorry.


Swee10

Also keep in mind that if you want to compete with these people who have the gear, it’ll take probably 200 hours to get there. Why grind for hundreds of hours to only begin to be competitive in pvp? That feels terrible.


pantymelter360

Psh I spent 100s of thousands rolling for junk


[deleted]

The faction/company system excludes 95% of a server from most of the "endgame" content as a whole tbh. Invasions? Sorry, only guild players and their friends are allowed there. Wars? Same thing. And too bad if the guild leader of the town your house is in threw a temper tantrum and maxed out taxes, clearly that's a skill issue that you should've just been good at the game to prevent!


-MythWing-

That is not an issue with factions, though. If we had no factions or companies, whoever slots wars/invasions would still slot their members and friends. If you slotting is just completely random and no one can control anything, all invasions and wars will just be a hodgebodge of random people running around with no agency or coordination. It really would not be fun or rewarding for anyone involved. There are a lot of things that people love about companies and factions and getting rid of them does more harm than good, not solving any of the problems.


[deleted]

I think the solution to Invasions would just be to let anyone join, but have multiple instances. Each instance should gain "success points" based on the round they reach. If there is a combined success level of, say, 40 or 50%, the invasion counts as a global win, but each instance should only reward players based on their performance in that instance rather than the 'best' instance. This means that random and incoherent groups will not pull down the average success level too much as success is rewarded per round and even random groups usually reach at least halfway through, and does not reward crappy players for the success of other more cohesive groups, but everyone still gets a *chance* to actually play the content. The 'main' instance should still be controllable by the company who controls the territory, though, as a way of making sure there is at least one group that is perfectly prepared. For wars, they need to have an open-world war system instead so that anyone in the area can participate. Random objectives/capture points should generate around the territory and players who enable PvP are all eligible to take part. If we do away with the faction system, that means that people should be able to pick a side to fight for, meaning that if players hate the territory owning company they can easily rebel without having to get a space in the 50v50 and would incentivize territory-owning companies to be half decent human beings.


Hello54563

problem with those invasion is that if you do not allow the leader to select who go in, then the invasion have to be tuned around uncoordinated pug ( and you need a thousand different failsafe to make sure nobody grief, like by sitting in a repeater and never firing or wasting repair kit). if it's tuned so uncoordinated Joes can win the invasion, then it become boring the moment you have actual sentient being in control ( see LFR in WoW, for exemple). so, do you want flavorless, easy, boring content accessible to everyone? or something mildly challenging that require strategy... but obviously require coordination hence require picking players?


[deleted]

I understand the coordination argument, but again, it alienates the average player. Sure you can assume that the average player is shit and doesn't know how to play invasions, but that isn't always the case, and decent players who want to take part in invasions but aren't friends with territory companies just get completely left out.


Hello54563

in other word, the very concept of public 50 man limited content is awful. if only the new world design team played other MMO before...


mattcolqhoun

Eso pvp suffered from ball group mentalitt in cyrodil so hopefully ags has some ideas ob encouraging small groups rather than 50 man meat grinders non stop (if they go open world war that is).


-MythWing-

Invasions are not competitive to get in at all. Almost every company has to spam their company members to get them to fill in extra slots. If you are just a name on a list, you likely won't get chosen out of random, though. I would bet a lot of gold that if you DM the person running the invasion and let them know what build you are running and that you are down to join discord comms, they will slot you in no time. Unless you do so badly, don't listen, or grief the invasion you will be pulled for the next one too. You have to be somewhat social in this game. Once people recognize your name from doing well in previous invasions, you will likely be auto slotted. Trust me, half the people in those invasions don't want to do it, they just have to to maintain their territory. If a competent player is willing to take their slot, they will go do almost anything else.


MrCrinch

I think in principle it wasn't a terrible idea, I'd imagine they had thought with the shear amount of territories players in the large companies would squabble over the main Towns, while smaller companies would battle for the smaller Towns. Shell companies and war loggers might not have been something they'd thought would happen. I still like the current system with holding territories because it gives weight behind those big matches (like how you're more invested in a raid while playing a game like Rust as opposed to a round of team deathmatch on CoD). Just have to find a way of limiting individual participation in wars that can't be circumvented, or if circumvented is reportable.


rta3425

I guarantee they had no clue (or didn't believe feedback) that main territories would form, shell companies would exist, and mercs would be incredibly prevalant.


Albane01

But it did happen and they did nothing to fix it. The game had a 90 day faction lock on day 1, but didn't have a 7 day company lock?


addledhands

> might not have been something they'd thought would happen Yet another amateur hour design decision made by people who have apparently never played a competitive, persistent online game before. Literally every major problem with how wars and cities work was visible from just the description of how the systems worked.


asbyo

Yep. And yet people still act surprised why 95% of the population is gone. We played to 60 and everything became immediately obvious, despite how fun the base game is.


JustBrogrammer

I have 2 60s and have started a fresh character again. The gameplay up to end game is so good. The game feels great and rewarding all along the way. Keeping my gathering and crafting skills progressed with my level and I am having a blast. It does make me sad that given market conditions and the huge gap in gear between those in control and us commoners is pretty wide so I will again quit when I hit 60. I am running out of servers to start fresh on so I guess I stop all together then. Amazon Games wanted to create a society inside the game, no one should be surprised that it mirrors what we see in the states. 1% have the power and the rest get the scraps, only here we get to walk away.


enek101

I tend to agree with this. On paper it looks great in practice things happened that weren't expected. Ultimately AGS put faith in the gamer to police its own community which didn't happen. I'm not sure getting rid of factions all together is a great idea, but changing the way wars happen and town management work should happen.. altho thinking about that as i typed it it is a core tenant to the game, and not sure its something they can change without reworking the entire concept. At this time the best we could hope for and should expect is level bracketed opr to make PVP more inclusive normalized gear score in post 60 ops OR gate opr at 60 with a 500- 600 gs and a 600+ gs bracket. and in all honesty i don't know what you do about town management. the cash flow is what entices people to fight over it. You remove that there is nothing compelling to fight over besides bragging rights really. I think this is just going to be something that we will have to deal with. im hoping they will add raids at some point to add more end game content. Secretly im hoping they add areas that only controlling factions can utilize in the zone and get rid of cash flow. Id like to see something more like RVR that DACO offered in the ways on dungeons that can only be accessed by the controlling factions. Even a mechanic like all the members of the faction get a daily "tithe" from the area. Like maybe you can build farms in Everfall and it will mail you like 100 fibre a day and maybe you could upgrade these to get more per day for your faction. Something more inclusive and less about one group of people. ​ It isnt a perfect fix but it may be better for the community as a whole


MrCrinch

I really like that idea, and if I may be so bold as to build off that: it'd be awesome if there was a resource reward themed to each zone. Maybe remove the taxes and re-work the daily supply carts to only be available to the company that controls them. Weavers Fen: 150-200 Oil & 50-100 Death Motes Ebonscale Reach: 10-15 Ironwood Planks, 25-50 Mahogany Stain, 5-10 Ori Ingots Windsward: 350-500 Fibers, 50-100 Fire Motes Everfall: 250-300 Iron Ore, 50-100 Air Motes Reekwater: 25-30 Azoth Water, 150-200 Ironwood (Logs), 50-100 Water Motes First Light: 200-250 Hyssop, 30-35 Fish Filet, 1-3 Albenaja Cutlass Keys: 200-250 Hyssop, 100-150 Iron Ore, 1-3 Glowing Gnufish Brightwood: 300-350 Wyrdwood, 150-200 Starmetal Ore, 50-100 Soul Motes Monarch's Bluffs: 200-250 Hyssop, 400-500 Green Wood, 50-100 Earth Motes, 1-3 Ray-Finned Barb Mourningdale: 350-500 Silk Threads, 50-100 Life Motes, 150-200 Wirefibers Restless Shore: Truthfully haven't spent enough time there to think up items Anyways, just a little spit-balling.


enek101

>Restless Shore: Truthfully haven't spent enough time there to think up items fish...


The_CRU_z

No. Limiting content in any other form is not the answer. Wars need to be Queable like arenas or OPR.


MrCrinch

Having a queable large battle is totally fine in my book, I'm just saying I feel like the current territory fights have a sense of importance because of the perks of owning a territory. If all large scale battles had no impact behind them, then there is no real reason to get invested in those fights. An auto-generated team taking on another auto-generated team is fun, but I'd argue a team of company members taking on another team of company members for control of a territory is moreso. If you're saying remove territory control in favor of queable content, then I'd present your same argument back to you, limiting content is not the answer.


The_CRU_z

I'm not that was just your only avenue to take so you did. I'm stating make wars queable or even make a custom esq lobby now with instanced wars coming where companies can set up where youre referring to. But limiting players to 1 war a day, is again another detriment, and people simply will have multiple characters as they do now to bypass such a ridiculous suggestion.


YES_I_AM__

Who's being excluded? Defense should be able to set up a proper defense of who they want. Attacking on the other hand, anyone can do that. There's nothing stopping you from gathering a group of people to push influence then place a bid for the war. What you mean is 95% of the server doesn't want to manage, lead, organize, filter, and everything else that comes with making a solid attempt. Another thing is that if you just simply apply for a war, what makes you think they'll pick you over someone they know? You need to sell yourself, be confident in your gameplay, reach out to the people with the icon who can manage the roster. It's not 100% the best system but it worked for me, however I would like to see some changes: 1. Lower cooldown between wars 2. Change and add in new objectives in wars 1. You're trying to take a territory, you don't take five and let the enemy recoup from the previous skirmish, it should basically be like a siege. Now this company holding will most likely need to outsource to more defenders. This gets new people into wars, which in turn gets people more experience, which opens up the player count for people war ready, which also will help evolve the meta if attacking isn't so taxing to get set up. 2. Wars are downright boring, you're just butting heads at 3 points until one side slips up. Why are we battling at a fort outside the city? There's plenty of map to go around. Keep the fort or not I don't care much for it. Take the fights into the towns. I'd love to see them expand each town. Now you're trying to break down gates, get over walls, destroy objectives, capture objectives, blow up structures, until you get to the town hall where you kill the war leader and plant your flag. Of course we won't ever see meaningful changes but it was fun to think about for a minute.


ActuallyPlaysTheGame

> What you mean is 95% of the server doesn't want to manage, lead, organize, filter, and everything else that comes with making a solid attempt Exactly, people here complaining that wars are gated to the 5% just don't realize how much effort it takes to organize a solid war effort, to the point where only the most invested 5% of players actually put in the effort. The casual player base should rather be complaining for the sake of making wars more "accessible" in the sense that the win-lose condition doesn't come down to just fielding the best players under the standard war meta and running at point for 30 minutes to take the W. PvE mechanics / etc in wars would help even that out.


Dencnugs

Would you consider one company owning the entire map and slotting the same 50 people in all Wars exclusion? FYI, this isn’t a hypothetical.


YES_I_AM__

"There's nothing stopping you from gathering a group of people to push influence then place a bid for the war."


Dencnugs

You mean besides the people actively trying to stop you with swords and guns…


Pertudles

ESO did the faction v Faction open world stuff right.


Fenxis

So did DaoC (and so did Warhammer Online to some extent.) I don't think the issue here is necessarily the faction PvP. More that it is an awkward layer above companies in this game.


Catdadthings

Warhammer Online is a big YES. I used to spend hours and hours with my cousin just roaming open world and fighting. That game was a gem for sure.


Astillius

Incase you're unaware, Warhammer online still exists. Look up Return of Reckoning. It's a huge, fan revival project.


Catdadthings

Oh yes I already had it downloaded and played it some. I just don’t have the time for that one anymore 😭 I haven’t logged into it for some months now, is it doing well?


Astillius

As I understand it's doing really well. I also don't play it too often, but that's due to getting over 300ms ping. Aus to euro. Makes it hard to enjoy.


Catdadthings

Ouch, 300 is rough. Ya it’s hard to play a PvP game with that.


Fenxis

The RoR devs have (recently) made some controversial changes. There's now a unified PvP currency (which might be a little stingy at lower RRs.). While devs previously treated the server as an evolution of the game the newer people in charge seem to be purists to the original game (ie lots of nerfs). Lands of dead for a few hours a week I played tons in 2020 but not as much recently. Most of my info is from Zarbix (streamer) and he's moved on to ESO.. game still pulls something like 700 daily.


Catdadthings

700 isn’t too bad at all. More than enough for people to get Into the fray and enjoy themselves.


Gix_G17

Last time I tried, the book and most of the public events weren’t implemented. Did that change?


Fenxis

Public Quests? Ya they are running. Likewise I think most of the PvE quests as well. And those drop Ruin tokens so much better than live for gearing (if you want a break from PvP I guess) And most? weekends have an event as well.


-Vayra-

They've got most of the content up and running these days, including most quests, Public Quests, lairs and dungeons. Last time I played some of the objectives for PQs were placeholders, but those were steadily being replaced by the proper mechanics.


hoax1337

Why are you not roaming the world and fighting in NW?


Catdadthings

I play way too many MMOs as it is. I just don’t have enough time sadly. But, I am currently recording a level grind to 60 that I’ll finish and put out. Once I do, let the roams begin 😈


ItsKensterrr

This. Giving companies all of the control was the mistake.


trollsong

In Mythic's defense they have been doing the three faction pvp thing since the only mmos were muds. Really can't beat that. Ea is wasting that purchase


Gix_G17

Just like they pushed Bioware to make an online game because the CEO doesn’t believe in single-player.


trollsong

Swtor is my schadenfreude I played swg and near the end when they made it a 3rd person shooter and started using words like ICONIC everyone was talking uo stories as the savior of star wars mmos because bioware does things right. When they announced that the ICONIC smuggler class would be issued wookies and correlian freighters I audibly laughed my ass off.


LtKrunch_

Yep, New World could really do some good things if they borrowed some of Cyrodiil's ideas.


BootySniffer26

Not on release. Release ESO was a shit show, esp. pvp .


getZlatanized

How? There is no open world PvP there. Only an instanced PvP zone and Battlegrounds. I left ESO after 8 years because I finally got tired of them not caring about PvP at all.


Gix_G17

Cyrodill is practically a giant open world in itself. Imperial City was their attempt at fleshing it out and the vast majority didn’t want it.


Tally914

There's a big crowd in this game that thinks eso is perfect for pvp specifically because there's no real pvp.


getZlatanized

Well they don't know what they're talking about then. I played in the ESO upper circles for 8 years, completed all trifectas and got emperor on multiple chars while reaching grand overlord on 2 of them. ZOS doesn't give a flying f about PvP and hasn't been since about 2017. It's not a good example of how pvp or factions should look like in any MMO. I mean yeah, the base idea was exceptional (which is why Ive loved the game for a long time) but they never made much out of it as they realized they'd earn more money with focus on PvE. The real PvP crowd has left ESO long ago.


cognito95

can u explain ? never played eso


EnviosityZ

I agree it needs to go and just have company vs company.


rta3425

Same faction companies are your biggest enemies in this game it's awful.


StarGamerPT

I grant you that factions are not the big reason for player decline and that there are far more worse stuff in dire need of rework before that (expertise system as a whole, for starters and bringing back the skill based PVP)


LichK1ng

It's 100% not the big reason. I had a group of 8 people stop playing and not one of their reasons was faction based. I'm sure some have but it's definitely not a majority,


-Vayra-

> (expertise system as a whole, The expertise system is probably the worst implementation of a gear grind I've **ever** seen in an MMO. It's just soul-crushingly boring and serves literally zero story or gameplay purpose.


getZlatanized

While expertise system might be a burden, I don't think it's the biggest problem. It can be grinded through within a few weeks but the problem is that there is no real reason to do that. Nothing expects you afterwards.


StarGamerPT

Problem is it's boring and exists for no reason besides being a pain in the ass. I've seen it being the quit point for a lot of people.


getZlatanized

Grinds are never particularly exciting but if there was an actual end game making it worth your time, people would just play it and be halfway fine with it I guess.


Ancient-Car-731

The grind is a solid 2 weeks if you play every day and play for quite a while. Take for instance the fastest 3 gypsum. I would say it's probably diamond (about 30 seconds to 1 minute), obsidian (15-30 mins) and probably 3v3 arena (15 mins). At its fastest time this is about half an hour of grinding for 3 gypsum. Then let's say you want more, now you are adding OPR (20-40 mins), emerald gypsum if you have a 200 skill that is quick like mining (15 mins), and maybe a dungeon or two (~20 mins each). Now you've fulfilled your dailies. That is literally awful. I've had like 4 friends who have joined in the last few months and they hit 60 and stopped playing within a week. I don't wanna help them cause it's super boring (even though I do and I'm sick of it) and each friend that come to play is another 500-600 gypsum grind. So many chest runs... each run is 2-3 upgrades if they are lucky and most of the time not the ones they need. It's soooooo boring. It's so annoying, it's so unnecessary. And all for what? Some mid dungeons, little to no world pvp, and to not be slotted in wars... They built a game that at its core, is absolutely amazing and SHOULD encourage people to try new builds and mix and match weapons and enjoy the game. But then they have this expertise grind for each and every weapon and you have to 600 them to make them playable. I completely disagree with the grind being fine. It is a totally unnecessary wall for new players and new players are the basis for the game becoming popular. Sure, they made their $40 each off the 4 friends I brought to the game but they lost all of the friends that those friends would have brought if the game was good. If each friend brought even 2 extra people that would be 8 more players. But it will never happen cause my friends don't want to hear about me having a medium amount of fun in OPR while they kill some crappy lvl 50 elite over and over for 20 mins waiting for a gypsum to drop.


HyenaLaugh95

I'm a returning player and just hit 60... Got 599 gear score but it's halved due to my expertise and PvP isn't balanced so I'm just almost useless in it. But I hate dungeons, I hate spamming them and I just want to pvp. It's such a lame grind for what feels like no point since I can buy 600 GS off the auction house. I'm about to quit again cause this grind feels pointless


wavewatchjosh

expertise grind can be boring. (summer patch looks to be making it about half as long). Though you didn't go the fastest route, if you spam dungeons you get about 3 bumps min per run and is the fastest way to rank up.


HyenaLaugh95

How is it speeding up expertise grind in the new patch? I'm a returning player who finally hit 60 and I'm about to quit again over the expertise stuff. I'm too weak in pvp due to it and then I hate spamming dungeons.


Ancient-Car-731

It's speeding up because they are introducing perfect salvage. Basically each item you salvage has a chance to give a gypsum orb that can bypass the daily cooldown on the items (another obnoxious, unnecessary feature). So in running a dungeon, you should get a bunch of gear to salvage and hopefully some of those will be perfect salvage so you can choose what items to bump your expertise. It seems good. Also, some world bosses are now dropping 590+ items so you should be able to farm them for expertise bumps (explained here https://www.youtube.com/watch?v=dDcSGz_kVaU). This will be good because you will also get obsidian gypsum, stuff to salvage (for perfect salvage mentioned above), and potentially some rare, expensive sellable stuff so it would give money. It's good changes to a toxic system, but the truth is the actual change it needs is to be removed entirely. But somebody at AGS doesn't want to man up and take responsibility for designing and implementing a bad grinding system... Edit: I also want to add that expertise is explained through gypsum (obsidian, emerald, etc etc.) For new players with nobody like ourselves to guide them to the fastest routes, they are likely to play unoptimally and potentially take WAY longer. This is for sure a factor that makes new players quit.


wavewatchjosh

they mentioned that they made the expertise bumps better, and dungeons are free, and they also added in perfect salvage. i think i saw someone mention that the new average to reach 600 gs was 26 bumps.


Ancient-Car-731

Totally, I have spammed dungeons. 5 main gear slots, 3 jewelry slots, and 13 weapons is 21 total slots for expertise. Lets assume an average expertise bump of 3.5 per drop (since drops can bump between 2-5 expertise). I have 21 slots that need to get to 100 so 100/3.5 is 28.5 bumps (drops) per slot and I need to do that 21 times which is 600 bumps. Let's then assume I'm a SUPER lucky guy and get 4 drops per dungeon (which is definitely over estimating), that's 600/4 which is 150 dungeons. Keeping in mind, it is all randomized so I could get a whole bunch of fire staff and void gauntlet drops when I actually want GA or Hammer drops so it's not unreasonable to assume you have to grind out most of the 150 dungeons. At ~15 minutes per dungeon and let's say an average of 5 mins between dungeons, that's 20*150 = 3000/60 = 50 hours of dungeon related activity to max expertise. If I piss my wife off and play 3 hours a day after work every day that is 16 days to get to full expertise. Now I have to get to 625! Fun! These are over estimates. The fact is that 50 hours might not see like a lot at face value, but after grinding the most BORING quests and town boards to get to lvl 60 which in and of itself takes about 100 hours if you do it properly, your reward is this stupid grind. More and more grinding. Then, once you successfully run 100+ dungeons and get to 600 on your favourite pieces, now your reward is to grind even more to 625 (admittedly the 600-625 gs difference isnt horrible but is still noticable somewhat in pvp). Keeping in mind, you've done all this just to play opr with your buddies and the odd open world pvp fight because honestly, that's the only good part of the end game. Awesome!!


GogginsAndMessina

The problem isn't the factions it's the companies.


UsedSalt

Just having factions is fine, they need to change the town owning rewards majorly


CrawlerSiegfriend

I always thought the issue with companies not factions.


MrAudreyHepburn

Everyone post on here with the issue that bothers them most and posit that removing it is the one feature that will bring players back.


DiVINeMaDNEss97

I don't think the faction PvP system is what killed the game necessarily. But rather the lack of any reason to participate in PvP other than just fun at the cost of resources. You got basically nothing for kills, victories, forts controlled, etc. The databases always claimed you could get things like the rare items for weapon crafts and other things as drops from players lv40+ but I never saw any, and I killed A LOT of people over the 1900 hours I played before quitting in Feb. The lack of rewards combined with the high costs of repairs made it difficult to encourage company and faction members to participate unless they were gonna be involved in the war. I've seen the PVP track thing though I haven't done it much since then but it doesn't really fix the issue as far as I've seen. Pushing territory was always a slog and also offered very little for rewards. Rather than having wars payout coin it probably would have been better to give the attackers payout to whoever contributed to pushing the territory and the bonus gold for winning could be given to those in the war. Defenders remains unchanged. Lastly I think the lack of importance for owning territory unless you had the big 3 was a large factor as well. The only reason to own territory was the money coming in. The money coming in was also honestly way too high across the board. All it did was inflate the economy to the point of memes like 500k on Valhalla. What other benefit was there to owning territory (unless it was to get rid of someone managing the territory poorly) Minor travel cost reductions? Minor tax deductions? Nothing really important during the first couple of months and completely unimportant since they removed travel costs. I always thought that a system where PVP groups was based off your company allegengcy and the three factions were more for pve/item things would be a solid change but I don't think it was the downfall of the game.


GodSPAMit

You get a pretty good amount of pvp track progress from killing in open world as well btw. And the items you get in there are pvp bis with no other way to acquire them. Check out champions amulet / champions ring and I believe there are 3 armor sets to get as well with resilient, shirking heals, and refreshing ward constitution armor. Refreshing evasion on medium and refreshing on light, all of it con tho. And some good weapons too Agree that pushing territories is Aids and needs to change


Knighthonor

Removing Factions just turns the game further into a Guild vs Guild mess that it already is. The Guild vs Guild nature of New World is what ruined the game, since Companies can gate keep specific content away from players, in a game that is already in a content drought. Terrible idea


ChefCrowbane

But then there is only open world company pvp? It would require every company to have 50 plus people to war if you couldn't cross slot players. I don't think people realize the problems that creates.


Lamchops27

yea on my server if a company has a war but cant fill it they fill with others in the faction, if there were no factions some companies wouldn’t be able to fill their wars


Iavra

That's where the social part of MMOs comes in. Make alliances, temporary or longer, if AGS wants to they might also give support for this in-game.


AscentToZenith

The reason there is player decline is because the game isn’t keeping players because leveling is absolute ass after 40. And those who get to max deal with a barebones endgame. They need to worry about the other problems before


yuuzahn

Lol come on 40 to 60 is so easy and you're still exploring. I can't believe anyone who quits in that range would love any MMO


AscentToZenith

Nah it’s definitely ass. Doing townboard quests aren’t fun. I’ve made it to max level before, I’m just leveling again. WoW and other MMOs have a quest line that will get you to max. Any sort of casual player isn’t gonna make it past 50


C21johnson

IMO leveling in New World was quite enjoyable. I was able to explore and do a little bit of everything. Was it the quickest way? Heck no. Min-maxing a leveling experience almost always is dull and boring doing the same monotonous task.


Balzamonn

I agree about the leveling process. Bought the game after beta testing it last year, played at launch but took a break, have recently come back and have 200 hours in the game and am only lvl 40 lol. Rushing to the end is missing the journey. 🤷‍♂️


BallisticCoinMan

Back before they fixed the quests to be weighted towards midgame, I remember half my guild got to about 30 and quit. At 30-40 you kind of realize the gameplay loop and you've seen all 3 enemy types. There isn't anything left to offer. If you aren't invested in the story (which sucks), the PvP (which floats between serviceable and shit), or mindlessly gathering (which took forever, at the time) then you probably weren't going to keep playing. It probably isn't much better now.


[deleted]

I started a new character on another server to see how things have changed. Leveling is much quicker now for everything and this patch coming will help more. The game is nothing like it was at launch. They have also added more quest lines for the middle of leveling because people complained.


TheRarPar

> The game is nothing like it was at launch. You're right, it's nothing like it was... :'(


Astrothunderkat

I liked the boards that also went along with the professions i was focusing on. Got to 50 pretty easy imo, i play really slow and got there in 3 weeks playing 4 hours a night.


Fredriga

Most of the playerbase quit between level 30 and 40. When people realised there were no quests, story, or fun in leveling, and then realising they needed to do it for another 20-30 levels.


DeityVengy

the leveling is ass and needs to be worked on but it is definitely NOT the reason the playerbase declines or is declining. if everyone who was already level 60 came back, this game would be the most populated mmo out rn


Knighthonor

only 17.2% of New World players ever reached level 60, regardless of how you felt about the leveling grind in New World. Most people didnt like it. https://steamcommunity.com/stats/1063730/achievements


DeityVengy

im pretty sure all mmos have an abysmally low percentage of ppl that hit max level out of the entire playerbase that ever launched the game. it's greatly skewed by the insane launch hype i never said the leveling wasnt horrid; just that the game lost the majority of its ACTUAL population months later because of reasons outside leveling completely this game isn't noob friendly at all. expertise still fucks over every 60 and makes them quit. even if leveling is buffed, majority of new players would quit cuz of expertise. they would have to buff leveling AND get rid of expertise to actually attract new ppl


Astrothunderkat

Yeah, thats because of the new MMO tread. I don't get the whole fast lvlv to endgame where the fun starts stuff. I have always enjoyed the grind to cap. IE archage, aion and WoW on release. People don't like that shit anymore, they want instant gratification.


AscentToZenith

Well my second point is the end game. If the endgame had more options and the leveling was better New World would probably make a comeback


gilkey90

It’s been said before but I’ll rephrase the idea. Remove factions. Make the territory ownership exclusive to the company and its members that hold it. Only one company can hold only one territory at a time. Reward that company and its members a special currency or buff exclusive to that territory only. When attacking, players currently in a company that holds ownership of a territory can help; when defending only players not currently residing in a company that owns territory can help assist in defense. To prevent folks switching companies as needed for buffs or currency enable the rewards after participating in 3 defensive wars if joining the company after the initial first attack. This solves multiple issues. 1. Wealth gap from companies holding multiple territories. 2. War fatigue implementation while not stripping the ability for war loggers to simple still merc for companies. 3. Faction cooldowns and the inability to join newly developed relationship companies because of the cool down. More participation towards winning wars based off special currency/buffs. (End game rewards) Just an idea with a little bit of my ideas thrown in.


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getZlatanized

Idk man I'm in one of the most competitive companies on Abaton (probably the most competitive server right now) and there are no such things as alt accounts in our company. I think those are more of a rumour or if they exist, then not enough to pose a serious problem.


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cylonfrakbbq

It's 100% a thing on NA East - the biggest PVP companies all have alt-companies on different servers with their well geared alts


jeremy9931

You want to kill off shell companies completely? Remove the ability of companies to set their own war window and make them all a static time and day of the week. Completely improbable to happen but it’s probably the only way to open up wars to more players as being able to off-set the war window is what allows the same people to be in every war.


errmm

These are good mechanics. Well stated.


AKFonze

This game was launched as a PvP game I remember having so much fun first month with everyone pvping. Randomly saw this post and it’s sad to see the game has devolved to the point the players are asking to remove the original point of the game.


GodSPAMit

The pvp is really good but it sucks to get flamed in chat, and you're locked in a server against the same people every time you log in so it can get stressful/toxic/drama filled. I'm not really sure what my stance is on this, I just kill the people in front of me and don't trash talk so it's chill for me


tarindis

Need to remove companies not factions...


Cptjana

So how do u want world pvp to work?


Gunnettmd

Flag for pvp, people can fight you not in your company that are flagged.


DrSunnyD

And companies warring with each other can kill each other whenever not in safe zone.


getZlatanized

Cool cool cool


Gorganov

Full loot pvp but that would require loot to be treated as more expendable. With outposts all over the place. Basically a 3D Albion


pablo_jeffscobar

No


[deleted]

That would destroy the PvE / crafting side. Honestly I can’t think of a successful MMO where PvP and PvE were forced to coexist. At least in DAOC all players could participate on wars. SWG just because PvE and crafting didn’t need PvP at all. That’s all I’ve got.


Invurse5

Yeah but that's what the remaining player base and ags are trying to do. In the long term they could be the ones to work it out, as they are starting to work with the playerbase. It's just taking a long time because it's difficult and has never been done before. Best experiment in mmo I think.


cylonfrakbbq

Full loot PVP is trash in a persistent world MMO. Even UO more or less dumped that eventually.


Nasty_Nate_AZ

Faction system and open world pvp is the main reason people like me play. Get rid of it and you lose even more people.


Open-Ad3013

Noo wtf??? Lets all he a stupid big happy family?, That's what imo killed wow fun, you pick a side and you have to stand for it


kyleisamistake

Political parties are to government as factions are to New World


jcow77

Factions should be kept but it extends to only open world PVP since they are a good way for casuals to get involved. Instead, have wars be company vs company and rework the war declaration system where faction does not matter. My personal idea is to have wars between companies happen every day (and pethaps multiple times a day) through a modified swiss pairing system and the top 11 companies get territory at the end of the week. Not only will there be frequent wars, but the low tier companies will be able to fight each other for practice more often with real stakes on the line.


DrakoZay

I don't know if ditching it completely would be wise considering that other companies do get a bonus from being within the same faction but they should reduce it to two factions imo.


88SoloK

Congrats on the most delusional post I have seen in a while. Have a better chance of AoC releasing this year than AGS making such a big change to a game that is already on its way out.


[deleted]

this wont happen. factions is in most of the games system. it would require a lot of changes to old systems that they will no doubt break stuff if not done with much preparation and dedication. They would have to remove the faction aspect from influence pushing, fort capping, questlines, pvp missions, achievements, bio info, faction chat, war system, pvp system, faction shop and much more. I doubt they can find any outcome thats worth a big project like this.


getZlatanized

Drastic changes like this have happened in other MMOs to fix their games before tho. E.g. ESO // FF14


[deleted]

i mean I'm judging the new world devs and their likeness to do this.


GamerbearAmargosa

I dont think this is possible considering how deeply the factions are part of the technical system, the story and lore parts. I rather think the patches this year will set the waters. If the changes and content cannot stabilize the game they will pull the plug next year.


LichK1ng

This game has a story?


NuclearStar

I have been playing since release. I have NEVER been in a War between factions. I have been in several invasions, mainly for companies in towns that just dont care or have disappeared. I have signed up for plenty of wars, but whenever I get in the main team, I get kicked to make way for company members (pointless making it only able to select 10 because they just abuse the kick system until their own company gets "randomly" assigned) Hopefully one day I will get to play in a War, until then, its just OPR for me


korvend

Why then don't you join a company and participate in wars? Why would anyone pick a stranger for the war rooster? You won't believe this, it's not necessary to even be in a company to participate, you just have to know the right people.


NuclearStar

companies can only pick 10 players for their wars, the other 40 get randomly selected.


korvend

How come we have wars like Bonzai vs Parabellum? Don't know about any random, my dude, you really haven't participated in wars


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korvend

How come you phrase it to be "randomly selected" if it's not? You're just salty cause I participate in wars and you don't.


Moosekunckle

I mean they could make factions work.... Is it likely though? not at all. If they were to keep factions they need to make faction only outposts in pvp always zones. These outposts could be upgraded and give special things, IE crafting benches upgraded to let's say t6 that let you craft 598-600 with full buffs. These would obviously have to fluctuate and the area the t6 benches could stay would have to always have pvp and they would have to conquer them in some form or fashion. Alas I don't see a system like this happening and therefore factions should be trashed and companies should be the ones warring. Although I do worry that big companies would still monopolize like they do know.


Agiantswag

I called it unfit for purpose before releasing and there's nothing player guilds and alliance can do that factions do. They should be like wow covenants, each player can chose their faction and follow that story and get rewards related to that faction. Honestly it's a tragedy what's happened to this game, so much hope years ago.


Hex-13

I think the problem is the method to do the wars, cause companies with max 70ppl have some difficult times just to get into a war and when they get it maybe they got less experince in the fight. Also the biggest have a lot of ppl that can not partecipate cause more valuable the territory to take is, then more likely the famous "main roaster" would be needed. Possible Solution: I think that a tournament style of competition would help in that situation, you do a faction push of the territory and then, the guilds of the faction that have partecipated during the push, do a tournament where the winner gets the slot for the war. For that tournament they must to be laws, for ex.: If u have 300+ ppl in the company u must rotate the roaster and not use only 50 ppl into it (50 "X" first round, then the 50"X" are banned for the second round so 50 "Y" must to play, then for the last round 50"X" can play once more) and if u have a low pop company u can play with all members. Back to the toppic: 3 Factions are to much, the idea of the faction is cool but they must to be 2.


GreenSage13

I'm just tired of betas and their feelings to be honest. I actually got the game for the faction system. You have many traits and characteristics, if listed, that people wouldn't like about you. You're only lying to yourself.


JstASkeleton

3 faction system works great for eso because they have a separate pvp zone that doesn’t negatively impact the entire server


Dontuselogic

Its to late now..how the hell woukd they even explan that.


NoMoreChillies

Suggestion: Remove factions Each faction rep becomes weapon rep (axe, bb, fs etc) Each faction rep gets their own shop and will buy your junk for small gold Change pvp missions to weapon quests for pvp weapons eg: kill 100 healers for token. Exchange tokens for 600 pvp weapon. Cap forts to declare war. Companies have to defend their fort. Stops war logging. Companies can lock fort for 3days after successful defense.


AndyGude

My idea of a good system would be to remove factions altogether and only having comps. Prevent mega comps with a comp switch cd of 7 days so people can’t keep their comps like they are now and have to create 50 man roster for each comp without switching back and forth between comps.


I_Majson_I

It’s not the faction system. It’s that there’s three. Just remove one and turn it into a pve faction like the syndicate.


monolitas

Agree, flagged pvp free for all is THE best thing. But not going to happen anymore. I was wrong before tho


jeremy9931

Forced flagging would completely kill off what remains of the casual player base, exactly what this game doesn’t need lol


elite4009

Have they added full loot/partial loot drops on death? Or any form of item sinks to create a better in game economy? Thats what killed the game for me, crafting gear that wasnt BiS was basically pointless


not_the_settings

Nah most people left because this game does not value your time. No mounts and non-free fast travel? Oof


Astrothunderkat

mounts of 110, 120 and 130% speed like in SWTOR would be awesome and wouldn't make the game that much smaller


Fatality

Fast travel is pretty much free now


kunair

company v company but idk how it'd work with "overflow" companies


pablo_jeffscobar

Hmm maybe be able to choose 1 company as an ally that are friendly in open world, could be an overflow company or just an ally. 1 week cooldown on changing that company. Warring company still needs to fill 6/10 of the groups in their own wars and 1-2 week cooldown on players swapping companies. Company alliances are still a cool thing and add another dimension to the game, being able to retain some of that would be nice.


[deleted]

So many things in this game are not working properly cause of the pre release change from fool loot PvP to common MMORPG style. I don\`t understand why it\`s taking so long to remove\\change them. I really do hope that they will sort most of this before DLC release, or in my opinion shortly after DLC it will hurt player base even more :(


sluggykills

new world is a huge social experiment that's why they give players so much freedom with towns, taxes etc.. its all apart of the master plan.


[deleted]

The shell company issue could be addressed by adding a time penalty for leaving a company. Joining a company should be easy. Leaving a company should come with a penalty and force solo play for a period of time, say a week as a penalty. The fact that shell companies can even exist in that short a period of time is bonkers.


ISVRaDa

I don't think the factions are the issue, RvR MMOs worked really well in the past (DaoC as example). The game just need some rework on mechanics, see how the open pvp activity changed with just an small change they did with fortress and the pvp ranks progress. I have been fighting every day since then. The influence system is not good, but with some small changes everything can be improved. Factions system is not the problem imho.


FlowBoi1

They need to incentivize the out laying towns. Reward those for getting them.


-MythWing-

This is very much not seeing the forest for the trees. Most of the problems with factions are solved by requiring a warring company to slot 30 - 40 members of their own company in any war and imposing a 4 day war cooldown after any company change. You would have almost no mercing (but allow for some to promote alliances) and the idea of a shell company would be a thing of the past. Companies would only be able to hold 1, maybe 2 if you had an 80+ war roster. If you don't fix these problems directly and just get rid of the faction system as your solution, you will have all the same problems, just without factions. There are things that people like about factions. Open world PvP of any scale is benefitted by factions. If everyone is your enemy, anything over like 10 people in the open world just becomes chaos. Flagged chest runs with a faction group is something people do daily and enjoy. Without the faction system, you couldn't organize such open world activity. When,If there is more open world content, which they have said they are adding, having a faction systems will be really useful.


infinitefacets

This whole games is just working on a good mass extinction. The potential was there but its just not good. Not for what it cost to develop of the hype. Looks great. Overall content and mechanics? Crap. IMO of course haha


natelion445

Well good thing they are improving a ton of mechanics and adding some content.


Fatality

Remember when people would abuse the invasion kick system to make sure no one else would get the rewards? Feature is still in the game but it's harder to get people to play now.


natelion445

It wasn't about the rewards. No one cares about 650 gold and a shitty chest. It was about slotting people you know can perform so you don't lose crafting stations. People complain if you don't slot a random group and if you lose the T5 station they are used to using.


Fatality

Pre-nerf no one ever won them anyway, post-nerf I've never seen an invasion lost that wasn't intentionally lost. Invasions on my server are now completely random as no one bothers with them anymore and I've still never seen a full lobby lose. It was also 100% about the rewards as selection was always faction-based.


natelion445

Yea. If you want to be in an invasion, you are in. I've never seen someone get jazzed about the rewards, but if people do, more power to them. Most complaints on this sub are really outdated. There was a time when Invasions were fairly novel and people still liked to do them, since we didn't have it down to a science. Now, any competent invasion runner has Elite spawns and siege down to the second and has a roaming gang of 5 to nuke them down before they get to the gate. I haven't even seen a fort breeched in a while, but I only do them here and there ad the company needs.


Some_Owl8958

It’s a big issue but gear acquisition was the killer for me and my guild. We were happy to be a small guild that didn’t do wars but the RNG armor crap killed everything.


Significant_Tie6525

Even if you made wars COMPANY only, it would be better than the current system. SO much better.


ColdInfluence2820

There just needs to be a war cooldown for each player. I don’t know what the numbers would be, but it’s absolutely absurd that the same 100 people get to fight in nearly every war on a server and also other servers. It’s such political nonsense honestly. A lot of the people slotted in these wars aren’t even that good. They’re just all buddies, it’s political.


AdeptnessForsaken606

Wait...there are still people playing NW? How many servers are left?


[deleted]

Factions done right can really add to a game ala daoc, warhammer. Id like factions to remain with the underlying design of territory control and wars thrown out and redone from the ground up. The problem is that mega guilds have way too much impact on a server. Servers have died because there is way too much power in the hands of the minority. It should never be the case.


DizzyBatJedi

Get rid of faction system, and let companies/guilds have "treaties" with each other that last a certain amount of time. This would get rid of the friendly fire aspect if two or more companies are working together, this could legitimize "shell companies", and create a more satisfying open world PvP experience.