Sevenless wrote:It's not about the implementation, it's about the testing and balancing in my mind.
But now ; where you first cater the noobs - by taking away permadeath - the people who knew what they were doing from the start,who were pvp oriented, just quit.
After one of my playthroughs of haven, where I played this game for 3 months and fought 0 people (because I wasn't high powered faction, this was best thing to do) I went to play darkfall. In 1 day, I got into 30 fights. Fighting was fun, it had full loot, but my character wasn't gone if I lost. PvP is fun, but permadeath makes most people not want to go near it. And people who are smart just make alt factories and do it very little.
Haven pvp is fun in itself. Permadeath just makes people pvp less. A good wounding system that may make you take a week or two to recover from a fight will give the fight the same adrenaline it has now, the same impact. But we can stop having people get killed out of the game, and factions can sustain longer term fighting.
And the whole point of this imo is to make more pvp centric events/resources. So there's more reason to fight.
''Haven pvp is fun in itself.''
Check out Valhalla sometime and see how many share the opinion.
Permedeath makes outcome of conflict meaningful.
Even if wounding was like ''ok your char is dead for 2 weeks'' it doesn't matter because that's why you have multiple fighters.
It's not about the adrenaline it's about the impact of the conflict.
Bringing up ''people getting killed out of the game'' is invalid here, unless if you find that once they've chosen to go into life or death conflict they deserve some sort of mercy.
There are stupid people in every game, for example any game with currency and gambleing.
Should gambleing not be allowed because people spend all they have and they risk what they cannot afford to lose?
Protecting people from themselves through game mechanic is for a children's game, which this game hopefully is not.
Yeah it's an interesting concept to have fights over this and that but meh..
''It is true, in a sense, that spite and malice are not the most reasonable passions, but powerful motivators they can be.''
Getting a kill on other faction used to be cool.
Now it's like meh.
No matter how many resources you put any where.
Excitement killed entirely.

2d0x wrote:I already wrote earlier that for fans of pvp with a deadly outcome, you can organize specially generated mini-locations.
Strongly wounded can escape from the location, and those who want to live forever will simply not go there.
These would only be people who are sure of their case, but why would they just randomly go there to fight others there who seek nothing but a fight?
This area ingame could be called Valhalla 2 where you don't see anyone unless you made an appointment
My suggestion is that this area can be ''created'' by realm conflict, as well as being temporary.
No others affected. No dead areas of the map forever.