AO has a serious problem with PvPers. It’s getting to the point where either:
A: You have to have a low reputation, regardless of positive or negative, to stop getting chased by them. However this means no deckhands/no promoting deckhands, as well as having to waste crowns on resetting rep every so often.
B: You have to suffer through getting bounty hunted by (often toxic) players in exchange for higher rep.
I feel like the PvP issue is ruining the game for quite a few people, in a couple of different ways. Especially when you’re trying to enjoy the game and not fight metamancers who want to kill you. As such, I’ve come up with possible methods to resolve this, and even though it’s unlikely, I would at least wish to share my opinions, as getting hunted by players has been so unpleasant for me that I’ve pretty much almost stopped playing unless there’s updates. It’s that bad.
The first issue to address is probably the most important one: Low level players.
Low level players getting killed by 125s is not unheard of, and it’s a negative impact on both newer and returning players. It is annoying and unnecessary, especially considering the power difference of a maxed 125 and some random player in the sky islands.
To resolve this, my first suggestion is to change the PvP level requirements. There are two ways to do this:
First off, the cap could be set higher. Rather than about 50, it could be raised to 105 or so, where the player has already progressed far into the game to understand its mechanics or at least tank a couple more hits from the attacker. It’s still not fair, however, though it’s not even at level 125.
The second way is to make the PvP range limited to a number of levels near the player’s, maybe 10 or 15. That way, a level 70 player for example would be able to fight lv 60 - 80, making it more fair than against a lv 125. This seems harder to make, but definitely more helpful.
The second problem is the cause for all the bounty hunting rking issues. Vetex is incentivizing PvP too much. AO is not a PvP game. PvP should be optional, yet it is very frequent anyways. The reason for this is that Vetex is purposefully making players lean towards PvP. And the biggest factor is reputation. Reputation is practically impossible to get post 100,000 other than from bounty hunting. The only other method is the Agora which only updates every 20 minutes.
While you can hunt both NPCs and players, for higher rep gain, players are almost always better due to increased rep gain from hunting them. To disincentivize PvP, two changes could be made. The first way is to increase the ways to gain rep. By capping methods other than hunting and Agora at 100,000, it essentially forces people to hunt players/NPCs. Removing the cap would open up ways to gain rep, thus making PvP less necessary to compete on the leaderboard. Leaderboard people are especially toxic too for some reason.
The other way is to reduce the rep gain from hunting players, or increase rep gain from hunting your rival. This means players will have more reason to make a rival, hunt them, and also draws attention away from hunting players, which will help ease the PvP situation.
The third issue is a bit more niche and personal, but still worth mentioning. The game actively punishes you for losing PvP battles. Certain features I get: Losing rep, having to respawn likely far away, etc. But the issue I’ll mention here is pretty useless to have as a feature. Losing items upon death.
Before I mention that, I do want to say that the jail time as a negative rep is a pain too. Not only is the GN chasing you, but if a player hunts you, you get jailed too, which is pretty annoying. It should be that only GN players will arrest you, not any player in general.
Back to the items: When you die, you lose Treasure Charts, Sea Charts, and Crowns.
Sea Charts can be used instantly upon obtaining them, so I won’t mention them.
Crowns aren’t as valuable late-game but still annoying to lose, especially if you’re trying to get the right enchants on boss drops without scrolls.
Worst of all though is the Treasure Charts, especially for people trying to get Bronze Sea Explorer.
Charts take a while to solve, and are temporary items. If you get killed while doing or on the way to do a chart, it’s gone. This is a serious problem for small islands like Akursius, Sandfall, Palo, and Elm, which are hard to get charts in at all. Losing them is a serious frustration, and one that does not even need to exist.
There is literally no need to lose money and charts when dying, and while you can be careful against sharks or NPCs and avoid them somewhat easily, you can’t really avoid players unless you’re good at dodging most of their moves.
The worst thing is that Vetex’s balance changes are just making it harder to avoid PvP. For example, he raised the dashing stamina cost, making it harder to run, harmfully impacting the more passive players like myself. AO is a game about exploration, adventure, and story, not PvP. PvP does not need to play such a major, and problematic, role in the game. It was bad enough in WoM with the infamy system. Now it is nigh unavoidable.