vatas wrote:Imho, adding QoL to PvP would unironically benefit people who fundamentally do not want to PvP. Let me explain.
Under current "ecosystem" the ends result tends to be that there's a small handful of autists who tolerate the hurdles PvP system throws at them, and effectively gain a monopoly on violence. They get to do whatever they want.
If those hurdles were lessened to a reasonable degree, more factions would form and persist. PvP players now have more of each other to fight. Maybe I'm overly optimistic, but some PvE larper could be saved by a faction just because they want to be the "good guys" in the next big Moot thread.
In a very idealistic scenario, even some casuals could engage with PvP, perhaps forming a small militia that can provide at least some deterrance.
Any QoL - good. Making pvp more accessable - even better. Noone trying to gatekeep the sacred knowledge of hitting each other in red and blue. Quite opposite - JnL are doing more bad decisions in pvp related gamedesign.
For example: introduction of meteors was good idea with terrible execution. Making it one stone that could be mined in 2 minutes just soawned what we call factions in game. Instead lots of groups that were busy constantly fighting eachother we got consolidation into two groups just to have a chance to mine the rock. Realms? I won't even bother.
On the bright side, seems like they are doing patches completely randomly. So we could actually get a good one.