includes Amazon s New World, like any MMORPG, fractions. These include the federal government, the Marauders and the Syndicate, and each has its own background story and goals. Therefore, there is no real gameplay difference between them – once you have reached level 10, you can commit each of them independently of weapons or abilities. Once you have completed your quest line, you become a full member of the group.

The only thing that affect fractions companies that you can join are. Companies are essentially guilds that are led by players and all are allied with a particular faction. Depending on acceding company get their different skins for your equipment. The types of faction missions that can be answered are also limited by your group, even though they are about equal in terms of mechanics and distributed XP.

If you are not satisfied with a particular faction, either because they are not going so well or because of their appearance, you can switch to another. The first faction change is free, but after that you have to wait 120 days to go again (and you can not just join the most powerful competitors).

A New World Faction Picking Guide | Which ONE to Choose?

As for what businesses – because they are out of players, it s up to their officers, whether you are accepted or not. Companies usually recruit chat in the game, so it s a good idea to sign up there. A company can be up to 100 players.

If you want to start a business, just go in the menu on the Enterprise tab. Choose a name and a representative from crest and then begin recruiting members. A company is regulated by a governor, followed by consul and officers. Settlers hold mainly in the territory of a company and can be invited by officers (or removed). Consuls have the same privileges as the governor, but can not access the treasury. As the resources of the Fund are distributed, lies with the governor and pay everyone needs some type of taxes.

Conquest of territories and regions

to fight for your faction seems a funny way of being, to mess with other players or simply to operate only PvP. There are real tangible benefits, however, if you conquered forts in different territories. Depending on the territory and conquered region appear different buffs into force. In addition, you also get unique buffs depending on the detected region.

The control of a territory brings a five percent increase in the EP-gain and a 20 percent increase in the influence of gain. The conquest of a region brings a 70-percent discount on the quick travel expenses, +50 happiness, a 20 percent reduction in home buying costs, a 10 percent increase in the collection and a 30 percent reduction in taxes. Let s take a look at the specific buffs that you can earn in addition to the above, in each conquered region. All this stacks up with each other and offers your group a good incentive to conquer everything.

reduced production taxes by five percent – Reekwater.
Monarchs Bluffs – The cost of fast travel be reduced to a Azoth per 100 covered meters (compared to five Azoth per 100 meters). Azoth is occasionally earned by completing main quests, with the azoth Extraction Perk and as a drop of enemies according Level 20th
Windward – The number of collected items will be increased by five percent.
Weaver s Fen – Five percent increase in the territory by rewards for missions fraction, fraction brands, gold and EP.
Brightwood – Five percent discount on the local tax.
First Light – When using Quick travel costs by five per Azoth 10 weight be reduced to a Azoth per 10 weight.
Cutlass Keyes – The basic fast travel costs are reduced by 50 percent Azoth.

Everfall – business tax by five percentage lowered.
Mourningdale – Five percent increase in the Group brands, the Territory reputation of expeditions, the EP and the earned gold.
Ebonscale Reach – Refinery taxes by five percent cut.
Restless Coast – five percent increase in the Territory reputation by breaking Corrupted, EP, gold and earned Group brands.

New World is currently available for PC. For more information in our review here.