{"id":89283,"date":"2021-11-03T16:48:27","date_gmt":"2021-11-03T15:48:27","guid":{"rendered":"https:\/\/stevinho.justnetwork.eu\/?p=89283"},"modified":"2021-11-03T16:48:27","modified_gmt":"2021-11-03T15:48:27","slug":"new-world-die-entwickler-haben-sich-zum-pvp-geaeussert","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2021\/11\/03\/new-world-die-entwickler-haben-sich-zum-pvp-geaeussert\/","title":{"rendered":"New World: Die Entwickler haben sich zum PvP ge\u00e4u\u00dfert"},"content":{"rendered":"

Das PvP<\/span> ist im Endgame<\/span> des von Amazon Games entwickelten New World ein wichtiger Faktor. Spieler k\u00f6nnen entweder in der offenen Spielwelt gegeneinander antreten oder zusammen mit ihren aufgebauten Gruppen in gr\u00f6\u00dferen Kriegen um die Kontrolle von Gebieten k\u00e4mpfen. Trotz dieser zentralen Rolle sind die Entwickler selbst und die daran interessierten Personen aktuell aber nicht unbedingt zufrieden damit, wie dieser Teil des Spiels abl\u00e4uft. Aufgrund dieser Unzufriedenheit haben die Entwickler gestern Abend einen informativen Beitrag in den Foren ver\u00f6ffentlicht, der genau dieses Thema abdeckt und einige \u00c4nderungen auflistet.<\/p>\n

Die Entwickler von New World sind aktuell nicht wirklich zufrieden damit, wie das Open World PvP<\/span> auf der maximalen Stufe abl\u00e4uft. W\u00e4hrend Spieler in der Levelphase<\/span> durch einen XP-Bonus zu PvP<\/span> in der Spielwelt motiviert werden, so fehlt solch ein Anreiz aber auf Stufe 60. Um diese Situation zu verbessern, m\u00f6chten die Entwickler bald zwei Verbesserungen einf\u00fchren. In Zukunft sollen f\u00fcr PvP<\/span> markierte Spieler mehr Gl\u00fcck beim Fund von Beute haben und die Ausr\u00fcstung solcher Spieler wird beim Ableben nicht mehr ganz so viel Schaden nehmen. Zus\u00e4tzlich dazu m\u00f6chte das Team schon in den n\u00e4chsten Tagen die Belohnungen f\u00fcr PvP<\/span> Kills<\/span> auf 60 ein wenig aufwerten.<\/p>\n

Ansonsten ist den Entwicklern bewusst, dass die Spieler selbst derzeit viele Probleme mit dem Open World PvP<\/span> sehen. Es ist schwer auf einen Blick zu erkennen, welche Mitglieder der eigenen Fraktion f\u00fcr das PvP<\/span> markiert sind. Zus\u00e4tzlich dazu verwenden alle Zauber im Spiel unabh\u00e4ngig von dem Status des Wirkers die gleichen Zaubereffekte. Dadurch wissen Spieler nicht wirklich, ob ein Effekt von einem Feind oder Freund stammt. Leider ben\u00f6tigt das \u00c4ndern dieser Probleme etwas Zeit und Arbeit. Die Entwickler m\u00f6chten zwar Verbesserungen in diesem Bereich liefern, aber das Ganze wird nicht in der nahen Zukunft erscheinen.<\/p>\n

Was den Krieg im Spiel betrifft, so sollte der in dieser Woche erscheinende Patch einen Gro\u00dfteil der Probleme und Exploits ausgebessert haben. Ansonsten ist dem Team bewusst, dass der Krieg f\u00fcr viele Spieler ein wenig zu oft stattfindet. Die Entwickler sind derzeit aber mit dem Tempo des Features zufrieden, weshalb sie erst einmal abwarten m\u00f6chten, wie sich das Ganze entwickelt. Gleichzeitig m\u00f6chten sie einen Blick auf die Balance im Krieg werfen. Verteidiger gewinnen derzeit deutlich \u00f6fter als die Angreifer und solch ein Ungleichgewicht ist ein Problem. Beide Seiten sollten zumindest eine Chance auf einen Sieg besitzen. Des Weiteren h\u00f6ren die Entwickler die W\u00fcnsche nach einer besseren Kommunikation und Koordination f\u00fcr den Krieg. Das Feedback in dieser Richtung ist zwar notiert, aber aktuell gibt es keine konkreten Pl\u00e4ne f\u00fcr \u00c4nderungen.<\/p>\n

Die Kontrolle \u00fcber die Gebiete der Spielwelt \u00e4ndert sich laut den Entwicklern noch immer oft genug. Das Team beh\u00e4lt die Situation aber weiterhin im Auge und wird eingreifen, wenn es notwendig sein sollte. Das Team hat einige Ideen daf\u00fcr, wie man Ungleichgewichte bei Fraktionen und der Gebietskontrolle bek\u00e4mpfen k\u00f6nnte. Zus\u00e4tzlich dazu ist ihnen bewusst, dass nicht alle Zonen den Spielern die gleichen Vorteile bei Steuern \u00fcberlassen und PvP-Missionen nicht unbedingt abwechslungsreich sind. Die Entwickler wollen mit einem kommenden Update sowohl die Steuern aus schw\u00e4chelnden Gebieten aufwerten als auch neue PvP-Missionen zum Spiel hinzuf\u00fcgen.<\/p>\n

\n

Hello Adventurers and Conquerors,<\/span><\/p>\n

Today I wanted to provide an update on the health, status and vision of PvP, War, and the territory control meta game.<\/span><\/p>\n

Before we dive in I want to apologize for all the issues we\u2019ve seen in War so far, and thank you for your patience as we work to resolve them. I know there have been some serious lag issues in War and a number of exploits (including the invulnerability exploits) that have marred your experience. We\u2019ve made an initial set of changes to address some of the issues, and are working on some higher impact changes that need more testing. It is a top priority for the team to get war to a stable, performant state where the skill and coordination of the best team determines the outcome.<\/span><\/p>\n

Let\u2019s start by reiterating our high level vision. We want to create a game where PvE and PvP not only co-exist but support each other. We also want \u201cwars not ganks\u201d\u2014 meaning we want to support meaningful PvP in War and the open world conflict between the three Factions.<\/span><\/p>\n

OPEN WORLD PvP<\/strong><\/span>
\nWe feel open world PvP is in an okay position but has room to improve. The rewards for flagging while leveling up are good (the 10% XP bonus makes a difference), and the rewards for PvP kills are meaningful. At end game, however, the rewards for flagging are not good. There are two changes coming in the short term that should help. The first is that we are going to increase the luck of players when flagged. This should be an important and lasting benefit to flagging. Second we are going to reduce the durability damage to gear when flagged, this will reduce the risk of flagging a bit, especially in end game gear repair costs. In the medium term, we will also adjust the rewards for PvP kills at 60 so they can enhance players high watermark (HWM) more – check out our post on the HWM system 2.2k<\/span><\/a> to learn more. Longer term expect a new open world activity that flagged players can participate in that we hope spurs and rewards some smaller scale engagements across Aeternum.<\/span><\/p>\n

In addition to rewards, we understand there are some gameplay issues with open world PvP. Currently it\u2019s hard to know whether players in your faction are flagged or not. This can make it difficult to know whether or not you have back-up and assess whether you should engage or not. We are aware of this issue and working on fix. We also understand combat tactics can be difficult since the visuals for all area of effect spells are the same, so it\u2019s difficult to know whether a spell is from an ally or enemy. Unfortunately, this is not a trivial fix, it will require a significant code update and numerous asset changes. While we agree this is an issue, this will take substantial work and investigation, and will not be resolved soon.<\/span><\/p>\n

WAR<\/strong><\/span>
\nAs 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 is a 24 hour cooldown between Wars, and with the War windows, that means War happens at most every 2 days per territory. Players can also delay that through the influence race, which is now much more viable since we fixed the escalating influence issue. Overall, we think a War every 2 days is a good cadence, but please continue to let us know what you think. We are seeing War fatigue from Factions which funnel a group of players into every War. While we love this cooperation, having one company (or one company\u2019s worth of players) own multiple territories should be very hard and is not what we are balancing War cooldowns toward.<\/span><\/p>\n

We\u2019re also continuing to review balance within War. Defenders are winning more often than attackers which is what we want (currently defenders win around 80% win of wars). We want to reward defending companies that build up their ranks and upgrade their forts. But we will keep an eye on balance as we resolve the major exploits and make sure that both sides have a fighting chance.<\/span><\/p>\n

We know that communication and coordination in War is not optimal at the moment. Its hard to know what roles participants in War have chosen so it makes coordination difficult. We will begin investigating ways of addressing these issues, but don\u2019t have anything planned in the near term.<\/span><\/p>\n

TERRITORY CONTROL<\/strong><\/span>
\nOverall we are seeing territories change hands with decent regularity (as stated above we want to favor the defender) and seeing a good spread between Factions on most servers. We do have two systems in place to help with Faction balance. We allow players to switch Factions, but don\u2019t allow them to switch into the dominate Faction. We also increase the influence underdog factions earn for PvP faction missions to give them a better chance at earning the right to declare war., but we may need to do more. We are watching Faction balance on all the servers and if it becomes a general problem we have a few ideas to help resolve it in interesting ways.<\/span><\/p>\n

We also are aware that some territories (I\u2019m looking at you Everfall) produce a ton of tax income, while other towns can be much harder to support and upgrade. There is a change coming soon which will help distribute a main tax income stream to every territory. We want to review the impact of this change before we make further changes, but there are some other changes we could make in medium term if this is insufficient.<\/span><\/p>\n

And a last bit of good news for all the territory flippers out there, there are some new PvP mission types coming to the game soon. These changes serve two purposes – adding some much need variety to the PvP missions, and helping to distribute the PvP action to multiple locations to spread out some of the large PvP zergs we\u2019re seeing. Please let us know what you think about these changes when they go live soon.<\/span><\/p>\n

Thanks for reading, and please feel free to post any follow-up questions \/ concerns you might have and I\u2019ll try to address the top issues in a follow up in a few days or a week\u2019s time.<\/span><\/p>\n

Zin<\/span> (via<\/a>)<\/p><\/blockquote>\n<\/div>\n","protected":false},"excerpt":{"rendered":"

Das PvP ist im Endgame des von Amazon Games entwickelten New World ein wichtiger Faktor. Spieler k\u00f6nnen entweder in der offenen Spielwelt gegeneinander antreten oder zusammen mit ihren aufgebauten Gruppen in gr\u00f6\u00dferen Kriegen um die Kontrolle von Gebieten k\u00e4mpfen. Trotz dieser zentralen Rolle sind die Entwickler selbst und die daran interessierten Personen aktuell aber nicht […]<\/p>\n","protected":false},"author":10647,"featured_media":59019,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"_uf_show_specific_survey":0,"_uf_disable_surveys":false,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"footnotes":"","_jetpack_memberships_contains_paid_content":false,"jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[4],"tags":[11720,4274,8520,764],"jetpack_publicize_connections":[],"yoast_head":"\nNew World: Die Entwickler haben sich zum PvP ge\u00e4u\u00dfert - 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