George_Black wrote: » Who asked you for a middle ground? Get on with the program. I liked nothing from what you said. These are different games.
George_Black wrote: » PvX means open, not-instanced/fragmented mmo.
CaNp0G wrote: » A possible addition to this would be for stats and gear to scale in PvP. New World did this and so I think did ESO also.
CaNp0G wrote: » I'm sure the devs would be the most happy in making a game that appeals to a crowd as large as it possibly can
CaNp0G wrote: » I would very much like to see open world PvP thrive in AoC, instead of just having most of it be about battles or skirmishes taking place in certain places at set times. The caravan system does seem pretty interesting, but still I would like to see more of what makes open world PvP interesting: The excitement of always having to be a bit careful not to get ambushed or run into a big group of enemies, the feeling that the world is actually a big and dangerous place. These of course would be countered by being careful yourself, being sneaky, or just bringing friends along for protection. It feels to me that the flagging system would discourage open world PvP way too much to the extent it wouldn't really happen anymore. Fighting in some arena isn't just the same. Though I understand people don't want what was the case in WoW, which was you running around as a low level and getting one-shot by someone of a bigger level. In retail WoW you couldn't really do anything to a player only a few levels above you, or god forbid, have no "heirloom" gear that made you ten times more powerful than a normal character of your level at lower levels. So some PvP players want everyone to be flagged at all times. PvE players don't want to be forced to PvP, from what I've heard and gathered mostly because there is this fear that it will just end up a massive grief-fest. So I propose a solution in the form of a middle ground: Everyone is flagged, which keeps world PvP alive. BUT you gain corruption only if you harm/kill a player of a much lower level (for example 5 or 10 levels lower, depending how much stronger a character gets in X levels). This would have the intended effect of reducing griefing/camping/whatever when there is no fighting chance, but instead ensure that most PvP encounters would be somewhat balanced. PvP players get people to fight and the excitement of this scary, big world full of danger, and PvE players wouldn't have to worry that much about some PvP-god slaughtering them in an unfair fight. A possible addition to this would be for stats and gear to scale in PvP. New World did this and so I think did ESO also. TL;DR: Forced PvP flagging and you get corruption (though to a much higher degree than seems will be the intended case now) only from killing much lower level players. Additionally: PvP scaling.
CaNp0G wrote: » Everyone is flagged, which keeps world PvP alive. BUT you gain corruption only if you harm/kill a player of a much lower level (for example 5 or 10 levels lower, depending how much stronger a character gets in X levels).