In New World, participating in open-world PvP is optional. You can participate in open-world PvP by flagging yourself for PvP once you complete the prerequisite quests and join a faction.
Once in a faction, you can flag up for PvP at any settlement by going into the settlement and pressing the default key of “U” Once activated, there is a PvP cooldown timer upon leaving the settlement. Once this timer expires, you are then eligible to be attacked or can attack other flagged players that are in an opposing faction in the open world at any time.
The incentives for flagging up for PvP are as follows:
You will gain experience, faction tokens, and item rewards when you kill another player in the open world. It’s important to point out that the player you kill does NOT drop any items. The rewards are based on how long the player has been alive while flagged, and rewards will only drop after a minimum threshold.
While flagged, you can participate in PvP Faction missions that will reward you with faction tokens, experience and help your faction undermine an opposing territory.
While flagged for PvP, you will also receive 50% less durability damage when you die for another player. This will apply to both your equipped items and the gear you have in your backpack.
Also, when flagged for PvP, choosing to respawn at a camp activates an incrementally increasing respawn cooldown. If you choose to respawn elsewhere, such as at a settlement, the cooldown will continue counting in the background. If you die while the cooldown is counting down, the time increment will be added to the current value. This makes respawning at a settlement and running back into the fray a good way for players to lower their camp cooldown.
Another form of open-world PvP in New World is the Faction Control Points. Faction control points are located inside the fort in each territory. This type of PvP is much different than sieges. Anyone can walk into a Fort at any time while flagged for PvP in the open world and contest the Faction Control Point in a territory.
Players can capture these points by having more members of their faction inside the point than the other factions. Forts that have been captured will remain captured until a different Faction either claim the fort themselves or wins a War for the territory. Each fort has a unique global buff that is provided to the controlling faction:
First Light – Reduces fast travel weight costs from 5 azoth per 10 weight down to 1 azoth per 10 weight for controlling faction.
Monarchs Bluff – Reduces fast travel distance costs from 5 azoth per 100 meters down to 1 azoth per 100 meters for controlling faction.
Windsward – Increases volume of items gained when gathering by 5% for controlling faction.
Everfall – Reduces trading taxes by 5% for controlling faction.
Brightwood – Reduces housing taxes by 5% for controlling faction.
Cutlass Keys – Reduces base Azoth cost of fast travel by 50% for controlling faction.
Weavers Fen – Increases coin, experience, territory standing and faction token rewards from Faction Missions by 5% for controlling faction.
Restless Shore – Increases coins, experience, and faction token rewards from Corrupted Breaches by 5% for the controlling faction.
Mourningdale – Increases coin and experience rewards from Expeditions by 5% for controlling faction.
Ebonscale Reach - Reduces refining taxes by 5% for controlling faction.
Reekwater – Reduces crafting taxes by 5% for controlling faction.
It is important to note that there are participation limits to the area near forts to ensure that battles over faction control points do not hurt server performance. The limit is 25 people per faction that can be near a fort, making these battles a possibility of 75 man fights at any given time.
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