Not necessarily. Sharif was into the whole "Guild vs. Guild" territorial control thing of ArcheAge, so he wanted to build a better ArcheAge. So maybe they are doubling down on the GvG aspect, because clearly "New World did it wrong by shifting focus to PvE too much."They probably saw what happened to New World and decided to re-evaluate their original PVP plans lol
Pretty much why I feel like the hype around the game is going to crash and burn. Tons of people are going to play it at launch and I imagine a huge chunk of them are going to walk away mad cause its not what they "thought" it was going to be. I find it obvious that the game is going to be a hard, almost masochistic, PVP game and the fan boys dont seem to recognize that.Not necessarily. Sharif was into the whole "Guild vs. Guild" territorial control thing of ArcheAge, so he wanted to build a better ArcheAge. So maybe they are doubling down on the GvG aspect, because clearly "New World did it wrong by shifting focus to PvE too much."
Problem is: You can't build a better ArchAge. Long-term (as in: persistent world) player vs. player with territory control and no way to disable PvP, especially with full loot, is just a niche genre that doesn't mix well with PvE and players interested in that. One aspect: starting late in such games just sucks for new players, so latecomers have less incentive to start playing the game, so the game's organic growth is limited. Think about bored level 60's ganking newbies in STVietnam, except they can now also loot your corpse. Crowfall tried to alleviate this exact problem by frequently resetting the world/progress. You can still see the crater smouldering.
Games that reward griefers at the expense of carebares are destined to niche status or outright failure. Haven't followed this that much but if AoC has PvE servers or something where the carebares can quest and progress in peace then it has a chance at making boatloads of money. Has to be a good game though. New World didn't force PvP and still lost tons of players.Pretty much why I feel like the hype around the game is going to crash and burn. Tons of people are going to play it at launch and I imagine a huge chunk of them are going to walk away mad cause its not what they "thought" it was going to be. I find it obvious that the game is going to be a hard, almost masochistic, PVP game and the fan boys dont seem to recognize that.
I miss RZ every dayWould be nice to see an MMORPG without a shitty tacked on PvP system or some ass retard faction shit that splits the playerbase. A game that is built on exploring a world and being a persistent online world at it's core that doesn't try and prevent people from grouping.
New World didn't force PvP and still lost tons of players
The basic design behind it is most likely colored by Sharif's own perspective: To safeguard the PvE players' investment, they have to run to a big enough guild to "protect" them from those nasty "other" PvP griefers. For a price of course, as the guild then sets the tax rate to fuel their coffers. Also, only guild leaders can have those prestige flying mounts.PVE player build and grow a node, get a house, invest time and gold only to potentially lose everything to PVP? PVE players would leave in droves the first this happens.
The biggest problem is pvp is always high reward low risk in these games. Pvper rolls up in a pvp optimized spec at full health and mana and smokes some guy from behind before he even knows your there. Then they run off before the big guild can respond so the big guild doesn’t even matter most of the time.
You need mechanics that make projecting the pve players actually possible and the system can work.
you also need larger areas that just aren’t pvp even if they offer worse rewards.
That very well could be. Given the very nature of this game being touted as a guild verse guild PvP with skirmishes on the side, New World most likely added a very strong perspective to their ideas. I have no doubt that PvP is getting reevaluated.
The basic design behind it is most likely colored by Sharif's own perspective: To safeguard the PvE players' investment, they have to run to a big enough guild to "protect" them from those nasty "other" PvP griefers. For a price of course, as the guild then sets the tax rate to fuel their coffers. Also, only guild leaders can have those prestige flying mounts.
This whole setup tries to funnel people into big guilds, so that the leaders of said guilds (in this case: Sharif) can feel more important and reside above the plebs. Once the PvE players realize what is going on the PvE part has to be very good, or people will just fuck off.
I mean you could go back to the OG PVP based MMORPG like Shadowbane back in the day. One guild basically ended up being on top all the players wanted to join that guild because no one wants to be a fucking loser, or in the case of broken ass Shadowbane they simply quit because of the vast amounts of resources it took to get a city up and running only to be destroyed by the local chad PVP guild in less than a hour.Yup. Some of the main takeaways from NW
1) One very strong and very toxic guild can essentially kill the population of an entire server - and they don’t care. That is a “win state” to them, because they will either server hop to chase the PvP dragon or quit when they get bored, but the damage has been done
2) If losing is too punitive, people eventually quit
3) The majority of people who want forced open world PvP really just want situations where they have a first strike advantage and a higher chance of winning. They tend to be bottom feeders looking for targets of opportunity vs an actual challenge
4) No one likes walking simulator: the mmo. Don’t make travel a massive pita. It’s novel for a short time, then quickly becomes a barrier to enjoying the game and engaging in content