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It is little wonder that raiding/skirmishing/shrines are the PvP amusement of choice; losing a KoTH carries nearly the same risk. Bringing conflict to your enemies should carry risk. Risk gives defenders a reason to care and raiders (increasingly dragons) are limited by enthusiasm alone. Where defenders are disinterested in feeding that enthusiasm, options include QQing or otherwise boring aggressors back to the Netflix from whence they came.
Ideally, all defending players (PvPers or otherwise) should see raids as happy, unplanned opportunities. To that end, I propose the following:
- Affected territory: Cities; Area immediately outside of cities; Rooms containing a shrine
- Carrots for defenders: Killing aggressors in affected territory awards double XP (optional carrot: no XP loss for defenders in affected territory)
- Sticks for aggressors: Dying (bursting) and embracing death within affected territory entails significant text-p loss and/or prayerwait (optional stick: dying in multiple Leroy-Jenkins-style acts of heroism builds to a TDF that effectively removes transcendent abilities during an imposed timeout)