First of all I agree that there shouldnt be a minigame and this should be viewed as item protection, which its sort of how its being used.
mulamishne wrote:It really feels like you just typed 'The people this change is targeted at are complaining because they feel it is bad for the game, but despite claiming to pvp I feel it is positive for me for some reason.'.
Well theres pvp and "pvp" right? Ive chased idiots who logged on during a siege, KO'd and stripped them. But really all im going for on a KO'd dude is the keyring, hoping they have a master key or some ship keys. I dont have the industry (read: bots) to compete in a thingwall or meteor fight. Its positive for me if I get KO'd by a big boi, and the negatives just dont even effect me.
So seeing direct threats to my group, that I have no real means of attacking ingame, complaining is kind of great from my POV.
mulamishne wrote:Unsure how this has to do with ganks because a gank will usually be a few dudes vs one so they can loot everything anyways. This really just fucks people up who are outnumbered and manage to KO their opponents. If a group of three can outskill ten players in combat shouldn't they be entitled to the full loot of their opponents?
Do we have confirmation if its a delay per looter or per body because Ive been reading some that implied the opposite and I havent had the pleasure of KOing someone since yesterday and I dont want want to get redhanded for a test.
Also in your example the reward would be getting the loot of 10 dudes. If the time is per player as you suggest I see the issue. Doesnt make me want a revert but rather an adjustment. Would prefer a hard, simple stance of you can lose X number of items when KOd.
So yeah, I see your point now. Could concievely effect me if the game opens up more mid tier pvp, like the poplar idea of splitting up the meteor.