Trying to better understand PvP/My current opinion
Hello everyone,
First of all, explaining my title: I'm relatively new to AoC, and while I've been eagerly reading the wiki, I'm still very much a noob, so the points I'm going to raise might be flawed due to my poor understanding of the game. Please let me know if my knowledge is lacking.
So the PvP is going to be everywhere, at all times. Right, I got that part. But upon dying, one would lose xp, health/mana, get less mobs drops, etc...., losses would be mitigated by a player's status (non-combatant, etc..)
So my questions would be as following:
Assuming "wild PvP"of being randomly attacked in the wild and not a castle siege or other type of planned PvP.
1) What would prevent a non-combatant player from simply... not fighting back? The way I understand it, to become a combatant, you have to engage in a fight, either by attacking first, healing/buffing, or fighting back. As a combatant, your losses are mitigated by half from a non-combatant upon losing. Okay, so Intrepid expect players to fight back in case of an attack to either lose nothing or at least less, right?
However, the player that attacked first has an advantage, and in a rock-paper-scissor type of PvP, it will probably mean they'll attack players they're strong against. With that in mind, winning is less than guaranteed and fighting back instantly makes you a combatant player, so a walking target for everyone to attack without penalties if you nonetheless end up winning.
However, Intrepid also prides itself in their "corrupted" mechanic that, based on the downsides, most people would want to avoid. So, once again, why would someone non-combatant want to fight back while they're at a disadvantage, assuming the other player would want to avoid the downsides of killing you as a non-combatant player at all costs (if not, then Intrepid's corrupted status idea might not exactly be an effective deterrent)? You could just literally sit there and wait until they leave, thus defeating the whole point of open world PvP.
2) Once again, assuming a wild PvP encounter.
Winner pros:
pride and satisfaction: positive
Loser cons:
frustration of losing : negative
xp, drop rate, mana/health, etc... : big negative
That would mean that the sum of most wild pvp encounters would be, with everything weighed in, negative. How can a game promote an healthy open world pvp where the gross sum of said pvp is negative?
For me, 1) and 2) seem like pretty heavy flaws. Then again, they might be wrong due to my lack of understanding of the game.
My potential solution: offer reward incentives for winning wild pvp rather than punishments for losing it (except if you are corrupted, in which case punishments should be enacted). And make bigger rewards if one won a fight when someone else initiated it, thus giving an incentive to fight back rather than just sitting there.
After all, it's been proven times and times again that a reward system to encourage a certain behavior works a lot better and is seen a lot more positively than a loss system for not doing it. But, once again, I'm just a noob that understands nothing.
Last minute thought: then again, I can see players making alt accounts between friends and use them to artificially win fights and keep piling up rewards, so there'd need to be a counter-measure for that... Tricky situation, but I still feel like losing things like xp upon dying would not promote a healthy PvP environment, besides the fact that more casual players would hate to see their already slow progression further hampered. Just my 2 cents.