I am not a fan of the idea that the warlords, heroes, and emperors of the sea etc. are almost entirely made up of people who grind easy PVE - NPC’s, execution interruptions and the like - the hardest and the longest. And given how much cheesing can get involved, it just makes the farm-ability of PVE that much easier.
Would it not make much more sense that the noted player behemoths of the game are the ones actively risking their renown engaging in PVP and dominating in fights?
This would add 2 separate renown counters (but not remove the total renown you see on players), sources from PVE and PVP while making PVE the main renown total. Ship farming, execution farming, NPC bounty farming, these are examples that will count towards PVE renown, and player bounty hunting would go towards PVP.
The PVP counter will also add towards the PVE counter but not the other way around.
And it will be the PVP renown counter that gets players into the board rankings, meaning that seeing a warlord of the sea would indicate an actually dangerous player and not some guy who sat on his ass the most farming off Kai and executions.
I think Renown should certainly be influenced to a degree by PvE, but actually reaching the heights of leaderboard should be entirely based around PvP. Simply splitting Renown off into PvE and PvP isn’t exactly intuitive and would be a strange solution, considering that this problem is relatively easy to solve.
Merlot and Kai were nerfed into oblivion, and I’m presuming execution farming is getting the guillotine in v1.12. As long as Renown gain from Rival defeats get nerfed as well PvE should pretty much become a non-factor as far as farming Renown goes, and should shift the system comfortably towards PvP.
Not a terrible solution, but it kinda defeats the point of the system and could be solved much more simply by nerfing cheeses and PvE renown gain from certain sources.
and on a totally unrelated note, this is what ive seen from extremely high bounty players, theyre abusing a safe server leave without combat logging after taking damage
I think splitting renown into two things for PVP and PVE is too much. It would be way too confusing and make reading player information and your own way to cluttered. Also the meta for PVE renown would be mindlessly grinding just like before, while the PVP renown would be ignored by a lot of player. I think at a certain renown milestone the gain from non PVP stuff should slowly lower, and when you get high enough it completely cuts off. If you do a completely new non PVP activity though it still gives full renown gain (if it is your first time killing merlot at high fame you would still get all the fame, but after that you get a lot less until it’s none at all). That way players can still interact with the renown system without doing PVP, but if you want to get on the leaderboards then you have to work for it. You also won’t lose all non PVP rewards just for having a high renown
PVE renown would be mindlessly grinding just like before
thats not what this suggestion is focusing on, this split wont affect the pve side of things, its to shift focus of the top titles being given to those doing pvp
PVP renown would be ignored by a lot of player
yeah pvp isnt for everyone but those who pursue it are the ones more fitting to titles of being the best rather than ones who play this game like its anime simulator #43
PVP stuff should slowly lower, and when you get high enough it completely cuts off