Thats why xp loss in pvp on red starting out was horrendous and why i think a sullon ruleset will fail. The fun in pvp mmos is getting back at someone who like, caught you with your pants down or ganked you with a group. With xp loss, you lose the hope of getting back at someone. Even if you failed, on rallos the attempt cost you nothing. On red, it cost you hours of pve time. So people just didnt try and there was basically no pvp besides those times where you got stomped by a group.
A sullon ruleset will look ok starting out, but a few months in, any new player attempting to start on server will get crushed with no hope of getting back. Its just demoralising and not fun. Its a dreampipe to think there will be enough populace on red 2.0 willing to drop what they are doing to save some newbs getting trashed in a starting zone over and over. The griefers can just log off, go somewhere else and come back 30 minutes later and then clean the zone again. Even the whitest of white knights will stop trying. Asking GMs to micro-manage this shit is a recipe for disaster.
Even semi-casuals like me who were there at the start, used to harsh things like losing all my ships in eve online because my corp leader switched sides will get bored. I dont have the will to race to 50 anymore on a X1 xp server. People will do things like have 8 hour shifts on an account and will have 50s shit on 30 or 20 somethings in no time. At some point i will just look at the screen on my 32 wizard, sigh, log off forever and invest my time somewhere less aggravating. Like a bunch of people, I will probably go one-shot some newbs at the starting zone to let off some steam and have some cheap fun before i quit, so i feel i havent completely wasted my time building the character, making things worse.
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