Okeydoke wrote: » I like the idea in concept. Sounds great for a game like New World, a game that desperately needs content and things for players to fight over and reasons to fight over it. It could be done in the open world in New World but there's a pvp toggle, so it'd have to be instanced forced pvp. In Ashes there is no pvp toggle, so near everything can be done in the open world. People won't be able to circumvent the system by just turning pvp off and harvesting whatever strategic resources they want care free. In Ashes, every area of the world that is worth a damn WILL be "areas for PvP focused objectives/battlegrounds where the objectives directly affect your ability to gather the resources" by default. If you want to harvest the strategic resource near Winstead node but you know they watch and defend those resources from outsiders, then that becomes an ever present "scenario" of it's own. Any time you want to harvest that stuff you have to have a plan. Maybe send a spy to keep an eye on it and sneak in when there's no one watching. Maybe get a group together and take the resources by force. Maybe create a trade/diplomatic agreement for them to share those resources with your group while you share resources to them that you have easier access to. If the devs just instance that, you lose all the dynamic situations that can happen from it being in the open world.
JustVine wrote: » Do you want corruption turned off in your area concept? Do you want the gear obtainable here to be better than gear you can get from high level crafting and raids?
JustVine wrote: » Hmk. So it sounds like you want hardcore pvpers to have a way to I guess 'contribute' to the crafting side while getting corruption free pvp? I don't have any qualms with that I think. Especially if it didn't become 'the meta' for crafters or force me to have to do 'gathering but now there is no corruption system to balance things out. So sure, sounds fine to me. Happy to welcome more people to the crafting ecosystem.
Dolyem wrote: » JustVine wrote: » Hmk. So it sounds like you want hardcore pvpers to have a way to I guess 'contribute' to the crafting side while getting corruption free pvp? I don't have any qualms with that I think. Especially if it didn't become 'the meta' for crafters or force me to have to do 'gathering but now there is no corruption system to balance things out. So sure, sounds fine to me. Happy to welcome more people to the crafting ecosystem. For sure, and its literally only like 1 or 2 niche resources for each zone like this. There wouldn't be any other typical resources so it still gives incentive to gather and craft outside of these areas. These are more for a constant aggressive environment for specific resources and recipes. Just gives more incentive to PvP so one can progress in PvE. If anything my goal is to keep both things valid and create hyperfocused areas to emphasize PvX.
JustVine wrote: » Dolyem wrote: » JustVine wrote: » Hmk. So it sounds like you want hardcore pvpers to have a way to I guess 'contribute' to the crafting side while getting corruption free pvp? I don't have any qualms with that I think. Especially if it didn't become 'the meta' for crafters or force me to have to do 'gathering but now there is no corruption system to balance things out. So sure, sounds fine to me. Happy to welcome more people to the crafting ecosystem. For sure, and its literally only like 1 or 2 niche resources for each zone like this. There wouldn't be any other typical resources so it still gives incentive to gather and craft outside of these areas. These are more for a constant aggressive environment for specific resources and recipes. Just gives more incentive to PvP so one can progress in PvE. If anything my goal is to keep both things valid and create hyperfocused areas to emphasize PvX. Tavern game recipe 'dunir bar brawl' >.>
Dolyem wrote: » I mean you will still have that absolutely. This is just another area type idea that could be a supplement for a type of battleground while still keeping true to PvX. The open world idea is absolutely awesome and all of the things you just stated would still be going on. This idea is more to create areas where it is a constant, instead of a fluctuation of activity, and it still provides incentives to pair with the other things you mentioned. Not to pmention it puts a validity on the PvP crowd to do what they are good at in order to help with progressing themselves and others through crafting. Maybe its just unnecessary but I think it would just be a fun addition of content. And New world needs way more content than just that hahaha
George Black wrote: » This concelt takes away players from the open world, which is what the game is all about. Pvp players will spend all their time in something like this. Since the pvp players will be at this zone, pve players in the rest if the world will ve safer. It dilutes the game. I dont like it.
George Black wrote: » Two things I dont like: Why no corruption? These areas will take all the pvp population. Pve and pvp will be separated, have no doubts about that. Abd that's bad for the game. The other thing I dont like are pathways for rewards outside of trading, crafting and looting mobs. Such pathways weaken the value of the main currency and items. I dont like alternative currencies and alternative progression paths. Your concept fragments the population. PvEvP will be great. Why have a parallel zone as well with different rules? For PvP there will be sieges caravans and perhaps some meaningful arenas. For PvE there will be some instanced raids. We will gave naval content as well, an underground world and node relationships. We have enough systems and we should focus on depth and quality over quantity.