An alternative to the notorious pvp switch that would allow pvpers to get their renown/infamy as if they had claimed someone’s bounty while also allowing pvers to keep minding their own business.
After a forfeit both players wouldn’t be able to attack eachother for 5 min.
Negative rep players will still be sent to jail after forfeiting
Actually seems a good idea tho.
The attacker gets his reknown.
The attacked gets to carry on with whatever he was doing without having to respawn and walk again to the place.
It could maybe create some problems in clan activities tho.
I’m still leaning more towards “remove non-consensual PVP”. This doesn’t really reduce the innate toxicity of ganking—if anything, it would just encourage it. If your targets give up, then it’s faster and there’s no risk to the ganker. Thus, they’d likely start attacking more players overall.
It sounds like a decent idea at first glance, but it would only add to the issue.
Unfortunately this would cause riots.
If the PVP addicted don’t get to force the PVE players to fight them so they can shit on them they WILL complain.
That’s an aspect, and maybe if that’s your sole concern, then it wouldn’t be so bad for you. However, it means that your average ganker can complete more ganks per hour, and will face less resistance. I’m concerned that given such, the attacking players will be encouraged to gank more.
Also, I get the feeling that some players would start making builds that primarily use Power and Armor Piercing so they can kill targets before they can surrender. Plenty have admitted to ganking solely for the purpose of pissing people off, after all.
Overall, I just feel it would be healthier to stop catering to the worst part of the playerbase and to just remove ganking. Maybe this would improve things slightly, but I don’t think it’s a solution to the problem.
Vetex thinks that would kill the game, and honestly it might, even I enjoy ganking once in a while, always with consent of course.
Is that really that big of a deal? they will create a consistent playerbase that will bring vetex money, and the only loss for pvers is a few galleons every now and then.
1.negative rep players being worse off (again) than positive rep players is bad (theyre already more at risk of random gankers due to not being shielded from 50% of the playerbase like positive rep players are)
2.this would turn hunting from “who has a lot of renown that i could probably kill” to targetting people with low player kills to get them to forfeit (incredibly easy win for the hunter and still an annoyance to the hunted)
despite pve players most likely not having substantial renown, they’d still be entirely free assuming they forfeit (why wouldnt they), and so why wouldnt people attack them on sight regardless?
Because people would see them as free renown theres even more incentive to maintain neutral renown as a PVE player than there already is. People should not be forced to go to silverhold/shieldgaurd to reset their renown just to not deal with pvp as it is (especially when everything PVE related gives you renown)
i had an idea a while ago to switch renown to a PVE mechanic and turning notoriety into essentially what renown is now, allowing players to actually gain renown as initially intended without the risk of being hunted, and allowinng pvpers to still have incentive to hunt and risk being hunted
its not a perfect idea but i still like it (primarily because i want a high bounty i like being a pirate)
You guys just don’t get it. People don’t jump people because they want to raise a funny number, they jump people because they want to. Fighting people is fun, and a lot of people jump others simply because it’s more enjoyable than beating up NPCs.