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New World's Faction Goals Have The Chance To Make MMO's Social Again | MMORPG.com

SystemSystem Member UncommonPosts: 12,599
edited August 2021 in News & Features Discussion

imageNew World's Faction Goals Have The Chance To Make MMO's Social Again | MMORPG.com

New World's faction goals have the chance to make MMO's social again, if Syndicate chat was anything to go by for Bradford during the last beta.

Read the full story here


YashaX

Comments

  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,586
    But the challenge is... how do you remove a poor settlement owner of your own faction?
    [Deleted User]sakinol

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

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  • lotrlorelotrlore Managing EditorMMORPG.COM Staff, Member RarePosts: 662
    But the challenge is... how do you remove a poor settlement owner of your own faction?
    That...that is a good question. Hrmmmmm....
    [Deleted User]Tiller
  • ScotScot Member LegendaryPosts: 24,273
    edited August 2021
    Well I can't get excited about people talking about taxes, but at least they are talking. :)

    The chat about the importance of PvP sounds really promising I just wish there was more lore so people would have something to talk about there two.

    When I first saw the game I thought "grand theme" yet we are so close to launch and they are drip feeding lore to players. I know that's what MMOs are like these days but I still want to callout for more lore!
    Roin
  • GlacianNexGlacianNex Member UncommonPosts: 653

    lotrlore said:



    But the challenge is... how do you remove a poor settlement owner of your own faction?


    That...that is a good question. Hrmmmmm....



    You don't help them defend the settlement.
    [Deleted User][Deleted User]Asm0deusYashaX[Deleted User]
  • Slapshot1188Slapshot1188 Member LegendaryPosts: 17,586

    lotrlore said:



    But the challenge is... how do you remove a poor settlement owner of your own faction?


    That...that is a good question. Hrmmmmm....



    You don't help them defend the settlement.
    Sure, but that's limited use.  Especially if it's a zerg guild that has two companies as happened on my server in beta.   We will see what they change for launch.  I'm sure they got a lot of good data.

    [Deleted User]Laughing-man[Deleted User]

    All time classic  MY NEW FAVORITE POST!  (Keep laying those bricks)

    "I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator

    Proudly wearing the Harbinger badge since Dec 23, 2017. 

    Coined the phrase "Role-Playing a Development Team" January 2018

    "Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018

  • toljartoljar Member UncommonPosts: 240






    lotrlore said:






    But the challenge is... how do you remove a poor settlement owner of your own faction?




    That...that is a good question. Hrmmmmm....






    You don't help them defend the settlement.


    Sure, but that's limited use.  Especially if it's a zerg guild that has two companies as happened on my server in beta.   We will see what they change for launch.  I'm sure they got a lot of good data.




    Honestly, try not to play on servers with those mega companies. I get what you are saying, and I heard on Fineas a Covenant guild with like 300 people took over the map and made it a shitty experience for everyone. There is no way to usurp someone out of power, but you can swap factions (every 120 days) and attempt to just start removing land forcefully.

    Remember some gamers deep down are ass-hats who will do what ever they can to make it miserable for everyone else to get their chuckles in. Your misery is their pleasure...

    The plus side is everyone only gets one character per server. So, once these ass-hats are brought to life, assuming there is any hope for the mmo community, they should be able to blacklist them.
    YashaXmilyen

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  • BlindchanceBlindchance Member UncommonPosts: 1,112
    edited August 2021


    But the challenge is... how do you remove a poor settlement owner of your own faction?



    Game systems don't go that deep, unless there is an internal company leadership struggle in real world, you cannot do much about this atm. So for example if you wish your towns levels up outfitting station, if you cannot work with the town leadership on human level, there is little you can do about it. You could obviously threaten to / convince a bunch of people to move to a different town and help their community with upgrades, Wars and Invasions. This is why I hope they go further with sandbox elements.
    Slapshot1188
  • HengistHengist Member RarePosts: 1,313
    As wonky as it sounds, Foxhole: Winter War is bringing back that social element for me. Sure, there are the issues with certain clans demanding this or that, but it all comes down to working together to win. If you don't work together, you lose territory, and eventually the war, and that does nobody any good.

    It's strange, doesn't look great, and isn't like any MMORPG that I have ever played, but it does make me appreciate the teamwork element again, and harken back to days in SWG, where the entire guild pulled together to build a city, stock vendors, and have a community. Long time since I've felt that in any game.

    Sure, folks who have gotten into EVE (and I really wish I could have, because I want to like everything about it, but then I settle in to try, and it just doesn't click for me.) have had that, but it does make me wonder if there is a trend in truly building systems that encourage community. Taking the good with the bad, and there is both...I miss that, and didn't realize how much I did. It's worth it.

    I hope New World finds that core spot, and I hope 6 months post launch people are enjoying it, because for me, then maybe I'll have to take a much harder look at it.
    [Deleted User]
  • IselinIselin Member LegendaryPosts: 18,719
    I agree that the territory control and faction systems add a nice social level to the game however geography makes controlling some central zones much more important than others. Brightwood might be hotly contested always but other regions not so much.

    In a game with no alts to keep replenishing and populating the lower level zones after the first few weeks no one will care who controls First Light since what happens there has no influence on what happens anywhere else and they will be mostly dead zones.

    And then as the population levels and is at or near level cap, the whole zone faction control thing goes away since those northern end-game zones can't be controlled by factions.

    They need to keep that same system going for all zones as well as give some extra benefit to a faction controlling several zones to keep the low level zones relevant as something to fight over.


    [Deleted User][Deleted User]YashaXRoin
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  • BlindchanceBlindchance Member UncommonPosts: 1,112

    Iselin said:

    I agree that the territory control and faction systems add a nice social level to the game however geography makes controlling some central zones much more important than others. Brightwood might be hotly contested always but other regions not so much.

    In a game with no alts to keep replenishing and populating the lower level zones after the first few weeks no one will care who controls First Light since what happens there has no influence on what happens anywhere else and they will be mostly dead zones.

    And then as the population levels and is at or near level cap, the whole zone faction control thing goes away since those northern end-game zones can't be controlled by factions.

    They need to keep that same system going for all zones as well as give some extra benefit to a faction controlling several zones to keep the low level zones relevant as something to fight over.





    You still need crafting stations and defend them from Invasions and other companies. Honestly I wish the game had better economy with items which need to be replaced after a while, instead of getting constantly repaired. Also I wish PvE had scalling also at least in a similar way as in GW2, where you get scaled down in low level zones so PvE enemies are at least always your level.
  • HefaistosHefaistos Member UncommonPosts: 388
    Yes, exactly like in real life, cities with High Taxes :) I think they did a pretty good job so far :)

    Player Trade - RMT - Farmer Bot - Governors - Taxes - ShopInGame, all the goodies from rl :D
  • BlindchanceBlindchance Member UncommonPosts: 1,112

    Torval said:







    But the challenge is... how do you remove a poor settlement owner of your own faction?






    Game systems don't go that deep, unless there is an internal company leadership struggle in real world, you cannot do much about this atm. So for example if you wish your towns levels up outfitting station, if you cannot work with the town leadership on human level, there is little you can do about it. You could obviously threaten to / convince a bunch of people to move to a different town and help their community with upgrades, Wars and Invasions. This is why I hope they go further with sandbox elements.


    Game systems could go and have gone that deep. Lineage 1 had a system you could absolutely do something about poor castle or town ownership. It's possible, but as you point out, not easy or common.

    It's a problem I asked about in the beta discussion thread. I found out that the Marauder owners of Windsward actually had better trade and crafting rates than the Syndicate who took it over afterwards. They Syndies did offer much better housing rates, but far worse crafting and trade rates.

    I'll reiterate that I think one guild should never be able to own more than one town. This could provide competition and incentive for town owners to provide competitive rates. Unless they all collude of course, but I think that level of ongoing organization and coordination is hard to maintain.



    I'm not saying they shouldn't. In fact I would love if there were more sandbox features and systems in the game. In terms of social aspect, a soft cap on crafting skills would be good start, so you cannot master then all.
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  • cheyanecheyane Member LegendaryPosts: 9,385
    I don't mind being part of a guild just a foot soldier because I have zero skills for leading or organizing anything but I can follow orders somewhat competently. I could join a guild and be of some limited use.
    Garrus Signature
  • [Deleted User][Deleted User] Posts: 0
    edited August 2021
    The user and all related content has been deleted.

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    Somebody, somewhere has better skills as you have, more experience as you have, is smarter than you, has more friends as you do and can stay online longer. Just pray he's not out to get you.
  • EladiEladi Member UncommonPosts: 1,145


    while numbers do play a game during the pre-war to flag a city to contested it does not influence the actual war since that is always a 50vs50 were the best may win.

    The problem is in the contest fase, its mind killing dumb quest that could be zerged over and over , the more ppl you have the faster its done, enabling a zerg guild to start a new war every other day and having numbers means you will always have enough "fresh" people to fight the war while the other team will get exhausted after some time.

    Then again.. Anyone from your faction can signup for the war, so if your guild members are to tired, you will always find "fresh" folk from the faction to fight it out for you.

    The main defense longterm will be the actual pvp mission zone. you need to guard it at all times and stop anyone from the other factions from doing those quest.

    All in all its a decent system taken as a whole. IF( a big IF )your faction works together even the 1000 ppl zerg guild will have a hard time taking over everything. IF your faction is only 1/3 of the other faction (people playing) then you have a problem coz the bigger factions will rule the game but unlikely more then 2/3 of it.

    Politics also play a game, if say syndicate is big on the server then marauders and covenant can team up to take them down. (has happend in beta)

    The economics of the game do not directly influence faction wars, yes everyone wants the best spot but long term nobody benefits from high tax towns not even the owners coz nobody would help them level up their town, nobody will use their stations, nobody would trade there.
    The guild could at best just tax their own members and give it back to them making no profits at all.

    the ultimate server disaster that could be possible is that One guild takes over, forces all taxes high and makes everyone play on a other server.. well done..you play alone without pvp.
    IF a guild would succeed at this and try to move to the next server..well i highly doubt Amazone would allow game exploits..
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  • [Deleted User][Deleted User] Posts: 0
    edited August 2021
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  • TillerTiller Member LegendaryPosts: 11,449
    edited August 2021
    Slapshot1188 said:

    lotrlore said:



    But the challenge is... how do you remove a poor settlement owner of your own faction?


    That...that is a good question. Hrmmmmm....



    You don't help them defend the settlement.
    Sure, but that's limited use.  Especially if it's a zerg guild that has two companies as happened on my server in beta.   We will see what they change for launch.  I'm sure they got a lot of good data.


    Elections, maybe they should create a Politician profession and have elections like swg had.



    Slapshot1188
    SWG Bloodfin vet
    Elder Jedi/Elder Bounty Hunter
     
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