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Lowering the Barriers to Group PvP
I wanted to make another thread on this because I think Herenicus and I had different objectives in his XP loss thread, and the whole carrot/stick thing put a lot of raiders on the defensive, right out the gate.
Some points I'd like to be discussed:
- Should we encourage a balance of power? Make it equally or perhaps more incentive to belong to a less PK-adept city, as a PK-adept person yourself? How is this mechanically achieved without alienating the more PK-adept cities and players?
- Should the system punish potential PKers as they practice PK, as it does now? Arena games are nice, but they aren't representative of raiding/defense/shrine scenarios at all, and you have to split your own team in half to practice like this.
A lot of responses in Herenicus's thread were along the lines of "Its the city player's fault if that city isn't PK-adept". Without commenting on the truth of that statement (Which is a whole other can of worms, and probably beyond the means of anyone here to properly assess) we have to ask ourselves how long we're willing to let something
desirable not happen
under player initiative before we create game mechanics to achieve the desired effect?
Disclaimer: It is not my intent to punish raiders or other existing adept PKers, nor it it my intent to hand inept-PKers a win button. My intent is to discuss ways to achieve more balance in Achaea's group PvP combat scene and involve more groups/ideologies to make a more fun and dynamic experience.