OP has some valid points. I will say that I think giving away free keys MIGHT have been a mistake since it's pulling in a lot of people who are not used to hardcore full loot games. The "bad impressions" that these players have will affect the game's PR. Personally, this game is exactly what I've been looking for and I paid to get it. I have no problem investing a bit for a project I'm really interested in.
You've got to approach MO2 with the EXPECTATION that you are going to die. As such, whenever I craft armor or weapons, I craft three sets, wear one and store two. I invest more in my character than in my equipment. The equipment is expendable, my character skills are persistent. I keep anything I don't want to lose in the bank.
I DO think there needs to be some balancing as things progress to keep high level gankers from rolling over everyone else. But that will be part of this game; it's the way it goes.
A bounty system for criminals, overhead status tags so players know who the gankers are, and maybe even a system that changes relative player movement speeds so lower leveled characters or lawful characters can more easily flee from murderers would be some good ideas to consider for the devs.
You've got to approach MO2 with the EXPECTATION that you are going to die. As such, whenever I craft armor or weapons, I craft three sets, wear one and store two. I invest more in my character than in my equipment. The equipment is expendable, my character skills are persistent. I keep anything I don't want to lose in the bank.
I DO think there needs to be some balancing as things progress to keep high level gankers from rolling over everyone else. But that will be part of this game; it's the way it goes.
A bounty system for criminals, overhead status tags so players know who the gankers are, and maybe even a system that changes relative player movement speeds so lower leveled characters or lawful characters can more easily flee from murderers would be some good ideas to consider for the devs.