Do you want to know the new PVP changes in the New world? This guide provides an update on the health status and vision of the new world PVP, new world war, and new world territory control metagame.
There have been some serious lag issues in war and several exploits including the invulnerability that have marginal experience, an initial set of changes to address some of these issues, and are working on some higher impact changes that need more testing.
New World Dev Talks New PvP Changes
PVP
It is the top priority for the team to get ward to a stable performance state where the scaling coordination of the best team determines the outcome, let's start by reiterating high-level vision want to create a game where PvE and PVP not only coexist but support each other also want wars not ganks meaning, to support meaningful PVP and war and the open-world conflict between the three factions.
The open-world PVP, they feel open-world PVP is an okay position but has room to improve right because we need incentive the rewards for flagging while leveling up are good the 10 XP bonus makes a difference and the worse for PVP kills are meaningful at endgame.
However the rewards for flagging are not good true, two changes are coming in the short term that should help the first is that is going to increase the number of players, the first is that going to increase the luck when players are flagged, you know what that means if your luck has increased your chances of getting good loot when you're looting chests or doing specific things in the world increase right, this should be an important and lasting benefit to flagging second.
To reduce the durability damage to gear reflecting the lord, this will reduce the risk of flagging a bit, especially in end game gear repair codes in the medium term, adjust the rewards of PVP kills at 60, so they can enhance player's high water more we're getting PVP gear bro, you could watermark from killing players which are going to be nice now.
How they're going to come you know combat exploits from this, but you know check outposts on the high watermark system. To learn more longer-term expect a new open-world activity that flag players can participate in and that hope spurs and rewards some smaller-scale engagements look at this new PVP activity is coming
In addition to rewards, there are some gameplay issues with open-world PVP currently, it's hard to know whether players in your faction are flagged or not, and this can make it difficult to know whether or not you have backup and assess whether you should engage or not,
combat taxes can be difficult since the visuals for all areas of effect spells in the game are the same.
So it's difficult to know whether a spell is from an ally or an enemy, which is true, unfortunately, this is not a trivial fix and it will require significant code update and numerous asset changes. There is like ice storms should have a different color, indicating it's a friendly or an enemy ice storm right. that's so consistent because run into this all the time.
War
So as far as war goes, they said as stated above the lag and exploits in war have hurt the experience with the patch coming out this week. Most of the major issues should be resolved, there have been some complaints about war happening too often, there's a 24-hour cooldown between wars, and with the war windows that means war happens at most every two days per territory.
Players can also delay that through the influence race, which is now much more viable since fixed the escalating influence issue overall, a war every two days is a good cadence, war fatigue from factions which funnel a group of players into every war, while this cooperation having one company or one company's worth of players own multiple territories should be very hard, it is not what balancing war cooldowns toward which is true we learned this recently.
Because there was a company that shouts out to elevate that on like three territories or maybe no, it wasn't elevated at the time, it was maple leaf and they got hit at you know three different territories at the same time which is actually kind of crazy.
There can also continue to review the balance within the war, defenders are winning more often than attackers, which is currently defenders win around 80 percent of the wars. To reward defending companies that build up their ranks and upgrade their forts, but keep an eye on the balance as resolve major exploits and make sure that both sides have a fighting chance.
Communication and coordination and war are not optimal at the moment, it's hard to know what roles participants in war have chosen. so it makes coordination difficult, begin investigating ways of addressing these issues, but don't have anything planned in the near term.
Territory
In terms of territory control, this is going to be an important paragraph overall, seeing territories change hands with decent regularity, as stated above want to favor the defender and seeing a good spread between factions on most servers, have systems in place to help with fashion balance.
Allow players to switch factions, but don't allow them to switch into dominant faction, increase the influence underdog factions earn for PVP faction missions to give them a better chance at earning the right to declare war but watching faction balance on all the servers and if it becomes a general problem.
A few ideas to help resolve it in interesting ways, they said they're also aware that some territories, looking at you ever fall produce a ton of tax income, while other towns can be much harder to support an upgrade, there's a change coming soon which will help distribute a main tax income stream to every territory.
There are some other changes can make in the medium term, if this is insufficient that scares, because like you know ever fall winds wear it is like the two major towns like you know, it's kind of what it is but like how would you circumvent that like how would you create a situation.
At the last bit of good news for all territory flippers out there, some new PVP mission types are coming to the game soon. These changes serve two purposes adding some much-needed variety to the PVP missions and helping to distribute the PVP action to multiple locations to spread out some of the large PVP zergs.
Getting new PVP modes increases with the luck when your flag is more incentive to be flagged which is great because that's huge. Go from mir guard and have a reason to flag, because currently at 60 like there's no reason to flag period like.
Because just opening chests or killing mobs anyway, but with this change, this is going to ramp it up and to see what the new PVP mode is going to be or activity or whatever it is that they're going to add.
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