wolf1000wolf wrote:The non-PvPers (hermits, casuals, the vast majority of the playerbase) keep making suggestions with the intention of making non-consensual PvP less damaging but the end result trends towards making consensual PvP boring while not curbing griefing gameplay.
That is at least what their detractors claim. Determining what is 'correct' can be hazy, since no one really knows what's going on globally. I'll be the first to admit that every argument here is based on hazy perceptions at best, by players (including myself) who vehemently disagree with one another and have various, conflicting, agendas. We're failing to really get anywhere. Lots of bad faith arguments are at play, as well, which compounds the issue.
Looking at you, squad leader.If the player count were higher all of this would matter more, but given the nature of the game, no one wants to stream it. No one knows what the global situation looks like, and
in the fights that are shown (RIP, headphone users) it can be difficult to parse what is actually going on. So it's still difficult to reach a consensus regarding how things should work.
I, for one, am in favor of making non-consensual PvP way easier in general (see: my stance
here), on the condition that fighting be
more accessible to anyone interested. My preferred system would push things in the direction of, 'Don't wanna fight? Don't play the game.' That's a bit harsh and would drive some players away, but if PvP were actually fair and accessible, the effect on hermits and casuals wouldn't be as horrible as it sounds. In fact, it would be a vast improvement.
The biggest problem is that there is not any kind of balance in PvP between
characters with stats in the 1-2K range, and gear quality in the several hundreds versus
players who rolled a new toon 2 weeks ago. This appears to be the result of an intrinsic design flaw, and may never truly be
solved without some major compromise in the developers' vision of the game. Who can say? Stat caps have been tried as a means to curtail this egregious lack of balance, and apparently failed. If the barrier to entry for PvP were lowered to nothing, or almost nothing, there would be a lot more fights happening. Fights are good. Fights are exciting. Paradoxically, griefing
wouldn't be as widespread if such a system also favored defenders of a territory. Anyone with an interest in griefing or raiding you would be much easier for you to thwart than in the current meta; and with relatively low investment on your part.
I'm no gun rights advocate, but to borrow an oft-quoted phrase here in the South:
an armed society is a polite society. I genuinely think these changes would breathe life back into the game, and still leave lots of room for those players who imagine themselves 'non-participants' in combat.
By the way, one side-effect of these changes would be that players joining even very late into a wipe could, with effort, quickly become relevant to PvP and geopolitics, which is something that we have
never seen before, and, IIRC, was one of the original goals with introducing stat caps. This might allow worlds to last significantly longer (think: 2-3 years instead of just 1) without
requiring an annual reset. Devs,
please consider.
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