I'm not asking for a win button. I'm asking that we not punish people so hard for participating at a skill/xp/artefact level that doesn't guarantee positive XP. People aren't going to start kicking ass with no xp loss, but I think they will participate more and be more involved, which is a plus for the entire PK community.
Like Silas said raids already have 0 xp loss for defenders and people still complain about them. It is not xp loss that hold people back, It is the fear of loss itself.
Other MMOs try really, really hard to make PvE fun and engaging in a lot of ways. Achaea will someday try to polish it, but we've been flat out told it'll never even try to compete in that area.
Like Silas said raids already have 0 xp loss for defenders and people still complain about them. It is not xp loss that hold people back, It is the fear of loss itself.
People complain about their time being wasted. This is true here and true when they complain about raids.
Like Silas said raids already have 0 xp loss for defenders and people still complain about them. It is not xp loss that hold people back, It is the fear of loss itself.
That's because defending a sanctioned raid is 1) an activity forced on the city. You don't decide when to defend, the aggressor decides when you'll defend. 2) generally an activity where you're forced to compete with an opponent who is stacking the odds in their favor, because, again, they get to choose when it happens, with the knowledge of who is logged in and so on.
Most of that is unavoidable, and I'm not seeking to change any of it in this thread. But if we could allow the mid-tier to be more aggressive and lose (because they're mid-tier) and not punish them so hard for it, then defending sanctioned raids will be your just deserts, the price you pay for being aggressive yourself.
- An Experience Bank System, where you could pay gold to set your XP CAP, where you would never fall below once set. The higher your level the more expensive it would be. So to "bank" a 99+ character, might cost 200k EACH time you want to...Cap out if you will. But at level 50 it's only 25k.
- A Skull Tattoo that you can touch, takes 15 seconds to recover EQ, renders XP from PKing useless, no gain, no loss. Lasts for 12 Achaean months. Open to PK. Anyone killed by someone with a skull tattoo will not suffer XP loss.
- The Mark System is re-done a little and being a Mark will no longer effect XP.
I am also going to just plop this on everyone, I AM WILLING TO TEACH ...any of you, serpent or not, 2 hours getting things in order to go out there and have a good time is amazing. Message me and we will work something out.
- Combat classes would also help, have you thought about HIRING a highly skilled adventure to train you and your city mates as you are in the arena stumbling all over?
*Interestingly enough I had no urge to hunt to Dragon...However paying the 250 credits to move my awesome bed from the now confiscated 5 bedroom house I had built in the Ashtan subdivision was not something I wanted to pay with actual money. So I started killing everything to save up these 250 credits. After weeks and weeks I started to notice my level increasing and before I knew it I was hitting the 88-89 mark. Still needed some more gold so I hunted and hunted, met some friends along the way, 6 weeks later I was a Dragon. Took nearly 518 years of in-game laziness and dragging my feet and exile to get me into the hunting scene but in truth it's not that terrible and I am still scared of 3 flesh-eating slugs...
Like Silas said raids already have 0 xp loss for defenders and people still complain about them. It is not xp loss that hold people back, It is the fear of loss itself.
That's because defending a sanctioned raid is 1) an activity forced on the city. You don't decide when to defend, the aggressor decides when you'll defend. 2) generally an activity where you're forced to compete with an opponent who is stacking the odds in their favor, because, again, they get to choose when it happens, with the knowledge of who is logged in and so on.
Most of that is unavoidable, and I'm not seeking to change any of it in this thread. But if we could allow the mid-tier to be more aggressive and lose (because they're mid-tier) and not punish them so hard for it, then defending sanctioned raids will be your just deserts, the price you pay for being aggressive yourself.
I think you know very well that this isn't the case. Don't want to defend? Then clear the city of combatants. It's been done before.
You're also not "punished" for defending. This is what I mean by mindset. Thank you for that perfect example.
So basically lower the xp per death for midbie level people is what you think will encourage more PvP?
While I whole heartily wish this was true. The main factor in the barrier is as @Santar myself and others have mentioned the huge barrier with the entrance to get into it all is a hefty doseage of artefacts generally.
The prices of credits hasn't changed in Idk how long and for someone new to come in and look at the prices its a bit of a turn away from the game and once you realize that you have to basically hand over this huge sum of money just to try to be on a even level.
While yes there ate those who can be good without artefact but they generally are alts who know the ins and out of the class and how to use it. There will always be a barrier in some way or form that will discourage people from it and it ranges from experience, odds against them, losing and of course artefacts.
I remember first starting and there was few people with artefacts and now just about everyone midupper to top tier has a huge range of artefacts.
I changed my mind. I am now for no xp loss so I can kill myself on guards and become a ghost citizen of Hashan. See you guys at the Crossroads. WoOoOooOoooo
You fuckers and your 12 minutes of bashing. I lose 3.8% at 88, and that will take me anywhere from 20-50 minutes to regain depending on area availability and whether the areas I haunt have exploration bonus up.
That same amount of experience takes me ~25 minutes (this is a somewhat high estimate, it would normally be more like 20) of casual, leisurely bashing at level 80 without a single artefact (or none that affect bashing), in Phereklos (an area that's trivially easy at level 80 and doesn't have especially good XP, but rarely has any competition and has nearly unlimited denizens so even if there is someone else there it's fine).
With more serious/efficient bashing in a better area, it could be as little as 15 minutes (still without artefacts), but I'm generally too lazy for that. With artefacts or a higher level (XP loss doesn't increase beyond level 80) it can be even faster.
The only way I could manage to drag it out to 50 minutes is if I went full con-spec, got rid of quick-witted, stayed in low-xp areas, and got distracted with something else so I frequently sat around doing nothing for a minute or two after clearing a room.
Like Silas said raids already have 0 xp loss for defenders and people still complain about them. It is not xp loss that hold people back, It is the fear of loss itself.
That's because defending a sanctioned raid is 1) an activity forced on the city. You don't decide when to defend, the aggressor decides when you'll defend. 2) generally an activity where you're forced to compete with an opponent who is stacking the odds in their favor, because, again, they get to choose when it happens, with the knowledge of who is logged in and so on.
Most of that is unavoidable, and I'm not seeking to change any of it in this thread. But if we could allow the mid-tier to be more aggressive and lose (because they're mid-tier) and not punish them so hard for it, then defending sanctioned raids will be your just deserts, the price you pay for being aggressive yourself.
I think you know very well that this isn't the case. Don't want to defend? Then clear the city of combatants. It's been done before.
You're also not "punished" for defending. This is what I mean by mindset. Thank you for that perfect example.
I was a bit unclear with my words. When I said "more aggressive" I actually meant being aggressive, I.E. defiling shrines, border skirmishing, etc.
Daerir y u bash so terbul? Get more gud Daerir! And don't bash when the things are ded. It's like you're *trying* to be a bad. When you aren't a bad, plz help us other bads so we can be less terbul at bashing too and Achaea can have all of the happy peekays together.
To address the mindset thing, I maintain that "wrong mindset" isn't applicable to what we're trying to address. You can't change people's mindsets, not without a ton of effort. Maybe. You can change mechanics to make it more accepting of failure. Again, it all really depends on if you want more people and a larger variety of groups and scenery involved in PK. If not, the mindset argument is perfectly valid, because it comes about individuals engaging in the system, not the growth of the system itself.
How many people do we have to get on the forums claiming that they find experience loss to be a substantial barrier for their involvement before people will stop claiming that it's not a substantial barrier. I mean, it's certainly not the only barrier, but still. It matters for a decent number of us, it seems.
To address the mindset thing, I maintain that "wrong mindset" isn't applicable to what we're trying to address. You can't change people's mindsets, not without a ton of effort. Maybe. You can change mechanics to make it more accepting of failure. Again, it all really depends on if you want more people and a larger variety of groups and scenery involved in PK. If not, the mindset argument is perfectly valid, because it comes about individuals engaging in the system, not the growth of the system itself.
There is a saying, "The world is divided into two kinds of people. Those who divide the world into two kinds of people and those who don't." There are probably more than two kinds of players in Achaea but I do think there are two distinct mindsets that reveal themselves a lot both IC and here on the forums.
One is the growth mindset, or players who who believe their circumstances can develop with practice and effort. The other is fixed mindset, or players who who believe their circumstances are static and cannot improve unless the game improves things for them.
Growth mindset players are more likely to seek out difficult challenges, like higher exploration, combat, and experience rankings, including the dragon achievement. What's most interesting about these two mindsets though is that people with a fixed mindset will regard failures as evidence that either a) they are incompetent (the ragers who quit a class two hours after switching into it because they just can't learn it) or b) the game is stacked against their progress. One more interesting thing is that growth mindset people will regard the same failing circumstances as a chance to correct and improve themselves.
A final intriguing thing about this dichotomy of players is that it is possible to 're-teach' players with a fixed mindset to embrace a growth mindset so that their playing experience is more positive and, contrary to what you've stated here (another example of a fixed mindset at work, I'm afraid), it doesn't take a helluva long time to do it. There's no rule that says how you feel about something must influence how you act. You can take control of yourself and break free from the chains of negative mindset habits any time you want and no one needs to mess with IC death mechanics for you to do it.
Maybe death mechanics could use a tune up. But they are not the prison confining people from gaining dragon or entering PK that this thread has made them out to be.
To address the mindset thing, I maintain that "wrong mindset" isn't applicable to what we're trying to address. You can't change people's mindsets, not without a ton of effort. Maybe. You can change mechanics to make it more accepting of failure. Again, it all really depends on if you want more people and a larger variety of groups and scenery involved in PK. If not, the mindset argument is perfectly valid, because it comes about individuals engaging in the system, not the growth of the system itself.
There is a saying, "The world is divided into two kinds of people. Those who divide the world into two kinds of people and those who don't." There are probably more than two kinds of players in Achaea but I do think there are two distinct mindsets that reveal themselves a lot both IC and here on the forums.
One is the growth mindset, or players who who believe their circumstances can develop with practice and effort. The other is fixed mindset, or players who who believe their circumstances are static and cannot improve unless the game improves things for them.
Growth mindset players are more likely to seek out difficult challenges, like higher exploration, combat, and experience rankings, including the dragon achievement. What's most interesting about these two mindsets though is that people with a fixed mindset will regard failures as evidence that either a) they are incompetent (the ragers who quit a class two hours after switching into it because they just can't learn it) or b) the game is stacked against their progress. One more interesting thing is that growth mindset people will regard the same failing circumstances as a chance to correct and improve themselves.
A final intriguing thing about this dichotomy of players is that it is possible to 're-teach' players with a fixed mindset to embrace a growth mindset so that their playing experience is more positive and, contrary to what you've stated here (another example of a fixed mindset at work, I'm afraid), it doesn't take a helluva long time to do it. There's no rule that says how you feel about something must influence how you act. You can take control of yourself and break free from the chains of negative mindset habits any time you want and no one needs to mess with IC death mechanics for you to do it.
Maybe death mechanics could use a tune up. But they are not the prison confining people from gaining dragon or entering PK that this thread has made them out to be.
Yeah, this is just so much wrong that I can barely bother to respond to it.
Your whole theory here is pretty much a complete false dichotomy that probably isn't backed up by a single real player. I know that personally, everything you say about me falls into the "growth" category, as it does for every other player who's supported experience loss in this thread. You're literally just accusing a bunch of players who you don't know of being lazy just because they like certain parts of the game differently then you do. I like practicing, I like learning, I just don't like spending hours of mindless key pressing for the privilege.
Unsurprisingly, a theory that ignores every data point you could have is not a very useful one at modeling players. Unsurprisingly, it's rather prone to confirmation bias, with you trying to see what you want to in us. I think if you tried to have a smidgin of empathy, you might stop claiming that everyone who disagrees with you is lazy and awful and just wants everything that you want for less work. Though I much more suspect that you'll prefer your unsupported slander.
To address the mindset thing, I maintain that "wrong mindset" isn't applicable to what we're trying to address. You can't change people's mindsets, not without a ton of effort. Maybe. You can change mechanics to make it more accepting of failure. Again, it all really depends on if you want more people and a larger variety of groups and scenery involved in PK. If not, the mindset argument is perfectly valid, because it comes about individuals engaging in the system, not the growth of the system itself.
There is a saying, "The world is divided into two kinds of people. Those who divide the world into two kinds of people and those who don't." There are probably more than two kinds of players in Achaea but I do think there are two distinct mindsets that reveal themselves a lot both IC and here on the forums.
One is the growth mindset, or players who who believe their circumstances can develop with practice and effort. The other is fixed mindset, or players who who believe their circumstances are static and cannot improve unless the game improves things for them.
Growth mindset players are more likely to seek out difficult challenges, like higher exploration, combat, and experience rankings, including the dragon achievement. What's most interesting about these two mindsets though is that people with a fixed mindset will regard failures as evidence that either a) they are incompetent (the ragers who quit a class two hours after switching into it because they just can't learn it) or b) the game is stacked against their progress. One more interesting thing is that growth mindset people will regard the same failing circumstances as a chance to correct and improve themselves.
A final intriguing thing about this dichotomy of players is that it is possible to 're-teach' players with a fixed mindset to embrace a growth mindset so that their playing experience is more positive and, contrary to what you've stated here (another example of a fixed mindset at work, I'm afraid), it doesn't take a helluva long time to do it. There's no rule that says how you feel about something must influence how you act. You can take control of yourself and break free from the chains of negative mindset habits any time you want and no one needs to mess with IC death mechanics for you to do it.
Maybe death mechanics could use a tune up. But they are not the prison confining people from gaining dragon or entering PK that this thread has made them out to be.
Yeah, this is just so much wrong that I can barely bother to respond to it.
Your whole theory here is pretty much a complete false dichotomy that probably isn't backed up by a single real player. I know that personally, everything you say about me falls into the "growth" category, as it does for every other player who's supported experience loss in this thread. You're literally just accusing a bunch of players who you don't know of being lazy just because they like certain parts of the game differently then you do. I like practicing, I like learning, I just don't like spending hours of mindless key pressing for the privilege.
Unsurprisingly, a theory that ignores every data point you could have is not a very useful one at modeling players. Unsurprisingly, it's rather prone to confirmation bias, with you trying to see what you want to in us. I think if you tried to have a smidgin of empathy, you might stop claiming that everyone who disagrees with you is lazy and awful and just wants everything that you want for less work. Though I much more suspect that you'll prefer your unsupported slander.
To address the mindset thing, I maintain that "wrong mindset" isn't applicable to what we're trying to address. You can't change people's mindsets, not without a ton of effort. Maybe. You can change mechanics to make it more accepting of failure. Again, it all really depends on if you want more people and a larger variety of groups and scenery involved in PK. If not, the mindset argument is perfectly valid, because it comes about individuals engaging in the system, not the growth of the system itself.
There is a saying, "The world is divided into two kinds of people. Those who divide the world into two kinds of people and those who don't." There are probably more than two kinds of players in Achaea but I do think there are two distinct mindsets that reveal themselves a lot both IC and here on the forums.
One is the growth mindset, or players who who believe their circumstances can develop with practice and effort. The other is fixed mindset, or players who who believe their circumstances are static and cannot improve unless the game improves things for them.
Growth mindset players are more likely to seek out difficult challenges, like higher exploration, combat, and experience rankings, including the dragon achievement. What's most interesting about these two mindsets though is that people with a fixed mindset will regard failures as evidence that either a) they are incompetent (the ragers who quit a class two hours after switching into it because they just can't learn it) or b) the game is stacked against their progress. One more interesting thing is that growth mindset people will regard the same failing circumstances as a chance to correct and improve themselves.
A final intriguing thing about this dichotomy of players is that it is possible to 're-teach' players with a fixed mindset to embrace a growth mindset so that their playing experience is more positive and, contrary to what you've stated here (another example of a fixed mindset at work, I'm afraid), it doesn't take a helluva long time to do it. There's no rule that says how you feel about something must influence how you act. You can take control of yourself and break free from the chains of negative mindset habits any time you want and no one needs to mess with IC death mechanics for you to do it.
Maybe death mechanics could use a tune up. But they are not the prison confining people from gaining dragon or entering PK that this thread has made them out to be.
Yeah, this is just so much wrong that I can barely bother to respond to it.
Your whole theory here is pretty much a complete false dichotomy that probably isn't backed up by a single real player. I know that personally, everything you say about me falls into the "growth" category, as it does for every other player who's supported experience loss in this thread. You're literally just accusing a bunch of players who you don't know of being lazy just because they like certain parts of the game differently then you do. I like practicing, I like learning, I just don't like spending hours of mindless key pressing for the privilege.
Unsurprisingly, a theory that ignores every data point you could have is not a very useful one at modeling players. Unsurprisingly, it's rather prone to confirmation bias, with you trying to see what you want to in us. I think if you tried to have a smidgin of empathy, you might stop claiming that everyone who disagrees with you is lazy and awful and just wants everything that you want for less work. Though I much more suspect that you'll prefer your unsupported slander.
It's actually not my theory. It's game theory and something that is used to help learners of all ages in classrooms across the US. It's easy to dismiss it as propaganda or just say "This is so wrong!" But it is what it is.
If you think that I'm accusing someone of being lazy, you didn't read or perhaps understand, a thing I wrote. Indolence was never mentioned or even suggested. Negative, fixed mindsets aren't about being lazy; they are self-belief and a way of viewing the world around you, in this case the make believe world of Achaea and the structures and systems within it.
I'm not unempathetic. I faced the same challenges as everyone else in attaining dragon in terms of PvP and PVE not too long ago. I'm not a top tier fighter; I've been the one dipping her toes in that pool before as well. Empathy simply doesn't have a thing to do with the logic surrounding the particular topic I was adding to the discussion here.
I called it propaganda because it's a legitimate theory being used to explain why EXP loss is a barrier to casual PvP, as opposed to, y'know, people just not liking / caring about / having time to bash.
I mean, I'm sure there are people who don't want to bash because they have a fixed mindset too, I won't discount it as a possible reason, but in all honesty, I think having a fixed mindset would be a much harsher barrier to PvP all by itself, rather than just any suppressing effect it has on the desire to hunt to dragon or whatever, given just how much you have to learn and adapt to be good at all.
I called it propaganda because it's a legitimate theory being used to explain why EXP loss is a barrier to casual PvP, as opposed to, y'know, people just not liking / caring about / having time to bash.
I mean, I'm sure there are people who don't want to bash because they have a fixed mindset too, I won't discount it as a possible reason, but in all honesty, I think having a fixed mindset would be a much harsher barrier to PvP all by itself, rather than just any suppressing effect it has on the desire to hunt to dragon or whatever, given just how much you have to learn and adapt to be good at all.
Very true, a fixed mindset would definitely be a significant barrier to PvP, perhaps moreso than bashing.
To clarify, I never said the theory explained every permeation of an Achaean. I was trying to explain what the two categories were before connecting them to my main point. Just as in any classroom, there are students who are simply disinterested or who don't want to participate for various reasons, I'm sure there are some Achaeans who fit in neither of those mindset boxes and/or some that could fit in both.
The point that has been mentioned (by more than just me) is that certain people continue to demonstrate that they do fit in that fixed box of negativity and are unwilling to consider that as the reason why they view bashing and XP loss the way they do.
If the root problem is, as you said, that people don't care, don't like or don't have time to bash and gain XP, then what is all this about XP being a barrier to PvP? Their desire to bash and their schedule are the barriers, not the way XP is handled in the realm. That's just a contributing factor. It goes back to the idea that people may want something to be more fun and easier to do just because they feel entitled to it.
If the root problem is, as you said, that people don't care, don't like or don't have time to bash and gain XP, then what is all this about XP being a barrier to PvP? Their desire to bash and their schedule are the barriers, not the way XP is handled in the realm. That's just a contributing factor. It goes back to the idea that people may want something to be more fun and easier to do just because they feel entitled to it.
I call it a barrier because if it were removed, the issue itself would be removed as well, at least to an extent. It's also true that making bashing more fun would help people like it more, and possibly solve the issue as well for some people - though fun is not some quantifiable thing, and there will always be people who don't like it. It's also true that if everyone suddenly got a lot more free time due to some weird, science fiction-y event, the problem would also probably be resolved to some extent.
Saying "easier to do" implies this would remove difficulty. Arguably, it would, but it's not challenging difficulty, it's time consuming difficulty, unless you're arguing that the fact that if you want to maintain level X, then after dying, the fact that you'll have to bash for Y minutes adds some difficulty to PvP. Admittedly, it adds some to PvE, but it's not as though any particular idea has to affect PvE as well. I think it should, though, because losing EXP after dying in PvE is demoralizing, and the effect it has on players could definitely be improved.
And, yes, I do want Achaea to be more fun. Is that a bad thing? I'm pretty sure Tecton and Sarapis want that too, so even if our viewpoints don't align, that interest is something I'd hope most of us have in common.
I hope I'm not coming across as truly entitled, as I'm not telling Sarapis or Tecton to implement my ideas. I'm not threatening to stop playing or demanding my money back because they haven't done what I want them to. I'm saying what's been a drawback for me, what I've done to resolve it, and how I think the game could be improved in that area. Whether they do it or not will remain their choice, and I'll continue to play how I've been playing if they don't.
I will apologize if the propaganda remark was too heated, though. It really did come across as that, as sort of claiming that this isn't a problem because those who say otherwise are just flawed, but perhaps I've been a bit too defensive, and I do apologize if you hadn't meant it that way and were just presenting the theory.
Here's an interesting article on Dweck's work, but I don't think it's very salient to the discussion here. People aren't frustrated with bashing because it's challenging, but because it's tedious. By contrast, people do get frustrated trying to make Hashan a viable military-political entity; it's probably the hardest job in Achaea. That's why many just opt to join an easy team that was good before they got there. And yet some easy-team beneficiaries will still lecture others for trying to correct for the balancing problem that they are causing, themselves.
Here's a game for our lurking readers: HONOURS the character of the posting player and test for yourselves whether the individuals who joined an already-dominant team aren't lining up behind the proposition that the status quo rewards "determination" and "hard work."
What a silly post. Yes, Honours Silas, Santar and myself (some of those who are against removing experience loss)- have a look as to whether our characters are in dominant teams.
That's quite enough of the sniping attacks, if you have actual suggestions to make in regards to the topic of this thread please do so, otherwise, don't click Post Comment on the entry you have typed into the text box.
Comments
Most of that is unavoidable, and I'm not seeking to change any of it in this thread. But if we could allow the mid-tier to be more aggressive and lose (because they're mid-tier) and not punish them so hard for it, then defending sanctioned raids will be your just deserts, the price you pay for being aggressive yourself.
- An Experience Bank System, where you could pay gold to set your XP CAP, where you would never fall below once set. The higher your level the more expensive it would be. So to "bank" a 99+ character, might cost 200k EACH time you want to...Cap out if you will. But at level 50 it's only 25k.
- A Skull Tattoo that you can touch, takes 15 seconds to recover EQ, renders XP from PKing useless, no gain, no loss. Lasts for 12 Achaean months. Open to PK. Anyone killed by someone with a skull tattoo will not suffer XP loss.
- The Mark System is re-done a little and being a Mark will no longer effect XP.
I am also going to just plop this on everyone, I AM WILLING TO TEACH ...any of you, serpent or not, 2 hours getting things in order to go out there and have a good time is amazing. Message me and we will work something out.
- Combat classes would also help, have you thought about HIRING a highly skilled adventure to train you and your city mates as you are in the arena stumbling all over?
*Interestingly enough I had no urge to hunt to Dragon...However paying the 250 credits to move my awesome bed from the now confiscated 5 bedroom house I had built in the Ashtan subdivision was not something I wanted to pay with actual money. So I started killing everything to save up these 250 credits. After weeks and weeks I started to notice my level increasing and before I knew it I was hitting the 88-89 mark. Still needed some more gold so I hunted and hunted, met some friends along the way, 6 weeks later I was a Dragon. Took nearly 518 years of in-game laziness and dragging my feet and exile to get me into the hunting scene but in truth it's not that terrible and I am still scared of 3 flesh-eating slugs...
You're also not "punished" for defending. This is what I mean by mindset. Thank you for that perfect example.
Album of Bluef during her time in Achaea
While I whole heartily wish this was true. The main factor in the barrier is as @Santar myself and others have mentioned the huge barrier with the entrance to get into it all is a hefty doseage of artefacts generally.
The prices of credits hasn't changed in Idk how long and for someone new to come in and look at the prices its a bit of a turn away from the game and once you realize that you have to basically hand over this huge sum of money just to try to be on a even level.
While yes there ate those who can be good without artefact but they generally are alts who know the ins and out of the class and how to use it. There will always be a barrier in some way or form that will discourage people from it and it ranges from experience, odds against them, losing and of course artefacts.
I remember first starting and there was few people with artefacts and now just about everyone midupper to top tier has a huge range of artefacts.
That same amount of experience takes me ~25 minutes (this is a somewhat high estimate, it would normally be more like 20) of casual, leisurely bashing at level 80 without a single artefact (or none that affect bashing), in Phereklos (an area that's trivially easy at level 80 and doesn't have especially good XP, but rarely has any competition and has nearly unlimited denizens so even if there is someone else there it's fine).
With more serious/efficient bashing in a better area, it could be as little as 15 minutes (still without artefacts), but I'm generally too lazy for that. With artefacts or a higher level (XP loss doesn't increase beyond level 80) it can be even faster.
The only way I could manage to drag it out to 50 minutes is if I went full con-spec, got rid of quick-witted, stayed in low-xp areas, and got distracted with something else so I frequently sat around doing nothing for a minute or two after clearing a room.
To address the mindset thing, I maintain that "wrong mindset" isn't applicable to what we're trying to address. You can't change people's mindsets, not without a ton of effort. Maybe. You can change mechanics to make it more accepting of failure. Again, it all really depends on if you want more people and a larger variety of groups and scenery involved in PK. If not, the mindset argument is perfectly valid, because it comes about individuals engaging in the system, not the growth of the system itself.
One is the growth mindset, or players who who believe their circumstances can develop with practice and effort. The other is fixed mindset, or players who who believe their circumstances are static and cannot improve unless the game improves things for them.
Growth mindset players are more likely to seek out difficult challenges, like higher exploration, combat, and experience rankings, including the dragon achievement. What's most interesting about these two mindsets though is that people with a fixed mindset will regard failures as evidence that either a) they are incompetent (the ragers who quit a class two hours after switching into it because they just can't learn it) or b) the game is stacked against their progress. One more interesting thing is that growth mindset people will regard the same failing circumstances as a chance to correct and improve themselves.
A final intriguing thing about this dichotomy of players is that it is possible to 're-teach' players with a fixed mindset to embrace a growth mindset so that their playing experience is more positive and, contrary to what you've stated here (another example of a fixed mindset at work, I'm afraid), it doesn't take a helluva long time to do it. There's no rule that says how you feel about something must influence how you act. You can take control of yourself and break free from the chains of negative mindset habits any time you want and no one needs to mess with IC death mechanics for you to do it.
Maybe death mechanics could use a tune up. But they are not the prison confining people from gaining dragon or entering PK that this thread has made them out to be.
Album of Bluef during her time in Achaea
like i assume there are parts of achaea you don't like and avoid doing, why is it so hard to understand that other people might not like bashing?
Your whole theory here is pretty much a complete false dichotomy that probably isn't backed up by a single real player. I know that personally, everything you say about me falls into the "growth" category, as it does for every other player who's supported experience loss in this thread. You're literally just accusing a bunch of players who you don't know of being lazy just because they like certain parts of the game differently then you do. I like practicing, I like learning, I just don't like spending hours of mindless key pressing for the privilege.
Unsurprisingly, a theory that ignores every data point you could have is not a very useful one at modeling players. Unsurprisingly, it's rather prone to confirmation bias, with you trying to see what you want to in us. I think if you tried to have a smidgin of empathy, you might stop claiming that everyone who disagrees with you is lazy and awful and just wants everything that you want for less work. Though I much more suspect that you'll prefer your unsupported slander.
If you think that I'm accusing someone of being lazy, you didn't read or perhaps understand, a thing I wrote. Indolence was never mentioned or even suggested. Negative, fixed mindsets aren't about being lazy; they are self-belief and a way of viewing the world around you, in this case the make believe world of Achaea and the structures and systems within it.
I'm not unempathetic. I faced the same challenges as everyone else in attaining dragon in terms of PvP and PVE not too long ago. I'm not a top tier fighter; I've been the one dipping her toes in that pool before as well. Empathy simply doesn't have a thing to do with the logic surrounding the particular topic I was adding to the discussion here.
Postscript: Slander isn't what you think it is.
Album of Bluef during her time in Achaea
I mean, I'm sure there are people who don't want to bash because they have a fixed mindset too, I won't discount it as a possible reason, but in all honesty, I think having a fixed mindset would be a much harsher barrier to PvP all by itself, rather than just any suppressing effect it has on the desire to hunt to dragon or whatever, given just how much you have to learn and adapt to be good at all.
To clarify, I never said the theory explained every permeation of an Achaean. I was trying to explain what the two categories were before connecting them to my main point. Just as in any classroom, there are students who are simply disinterested or who don't want to participate for various reasons, I'm sure there are some Achaeans who fit in neither of those mindset boxes and/or some that could fit in both.
The point that has been mentioned (by more than just me) is that certain people continue to demonstrate that they do fit in that fixed box of negativity and are unwilling to consider that as the reason why they view bashing and XP loss the way they do.
If the root problem is, as you said, that people don't care, don't like or don't have time to bash and gain XP, then what is all this about XP being a barrier to PvP? Their desire to bash and their schedule are the barriers, not the way XP is handled in the realm. That's just a contributing factor. It goes back to the idea that people may want something to be more fun and easier to do just because they feel entitled to it.
Album of Bluef during her time in Achaea
Saying "easier to do" implies this would remove difficulty. Arguably, it would, but it's not challenging difficulty, it's time consuming difficulty, unless you're arguing that the fact that if you want to maintain level X, then after dying, the fact that you'll have to bash for Y minutes adds some difficulty to PvP. Admittedly, it adds some to PvE, but it's not as though any particular idea has to affect PvE as well. I think it should, though, because losing EXP after dying in PvE is demoralizing, and the effect it has on players could definitely be improved.
And, yes, I do want Achaea to be more fun. Is that a bad thing? I'm pretty sure Tecton and Sarapis want that too, so even if our viewpoints don't align, that interest is something I'd hope most of us have in common.
I hope I'm not coming across as truly entitled, as I'm not telling Sarapis or Tecton to implement my ideas. I'm not threatening to stop playing or demanding my money back because they haven't done what I want them to. I'm saying what's been a drawback for me, what I've done to resolve it, and how I think the game could be improved in that area. Whether they do it or not will remain their choice, and I'll continue to play how I've been playing if they don't.
I will apologize if the propaganda remark was too heated, though. It really did come across as that, as sort of claiming that this isn't a problem because those who say otherwise are just flawed, but perhaps I've been a bit too defensive, and I do apologize if you hadn't meant it that way and were just presenting the theory.