Well honestly on pvp servers you have to contend with other players not just monsters. So it's tougher. People that play on pvp servers for long periods soon become attached to it and when they go to blue servers they just don't get the same reward from it, since the danger is lower. You have to understand that this gap between blue and red builds over time. Soon reds look at blues as though they can't take a beating. And you know where that goes.... It all stems from a different tolerance for danger and reward.
The problem with the red server and others like it is they don't give players a chance to play safely. No open world pvp ever works for very long unless it has some safe zones and control measures applied to griefing. The problem is that some pvpers tend to prefer open world pvp BECAUSE of the griefing. Maybe that's how they played for a long time on a open world pvp server so that's what they expect in any game they play. But the end result of all this is that these pvp players that want the ability to grief will never be happy because the servers they do get to play on will always have small populations that bleed until they're on life support.
I'm not speaking from inexperience. I played on Sullon Zek for a long while. I loved it. I'm a player that loves danger. However, I believe that no open world pvp can exist long without control measures to restrict griefing and to allow players to focus most or all of their time solely on pve if that's what they want. I do believe the biggest challenge should be in contested areas where pvp can occur, but I also think that the best items should be a combination of pve and pvp. This means that pve players can combine what they do with pvp players in hte market. At no point should one or the other dominate. Instead they should compliment each other. So for example if I loot a Shield of Hazing Light in a contested dungeon then I can improve it if I combine it with an item that's acquired in a non-contested zone. This can be done directly or in the markets.
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