by dcastello79 » Sat Apr 17, 2010 10:45 pm
I'm glad that the developers have not implemented "magical fixes" to the PvP issue because I think that PvP will need to remain in the long run. However, I also agree that there is an imbalance between development and raiding systems, which cause further systemic problems on other levels and areas of the game.
I think the cause of this imbalance is a matter of how time affects the two major systems (raiding + development). If one were to take the time element out, just hypothetically, one could see that there is really no imbalance. If you were to be raided, you can easily get materials back and start again. If you raid, you can easily be caught, and killed, which reduces you to the same situation as the person who was raided. The over-arching system of LP-based game mechanics is essentially run through a perspective of time. Time is the major influence on one's LP-derived skills, equipment, materials, etc. Now, I'm not saying that time, as a factor, should be removed from the game--I just used its absence in this statement to demonstrate my idea.
Thus, the issue that affects all sectors of this game is the LP system, which draws upon, mainly, time. Recently, Jorb hinted in his announcement, titled "Rambling from the Tea Party," that he seemed to have some (and I emphasize some, I'm not trying to put words in his mouth) discontent with the way the game plays out. It was also mentioned in that game that some system should be implemented that takes skill, material properties, and other major factors into account so that crafting, hunting, fighting, etc. would all be both more interesting, and more strategic. I think that a new system that incorporates these ideas, and steers away from focusing so much on 'time' as an essential factor, would re-vitalize the game, and would repair the imbalance between 'raiding' and 'development.'