A) It is harder to level as a red player than a blue. Why? You're more likely to encounter PVP as a red. This is just a fact. More PVP means more obstruction to PVE objectives.. ESPECIALLY if you're a really hated player and not in a guild. Everyone knows guilded reds are just blues roleplaying as red anyway, so they don't truly count as red so ignore them.
Now, i get it, there was an edgelord problem with too many people in guilds going red and camping outside of towns thinking they're hilarious pranksters for 5v1ing a naked rock smasher. The solution however, would be giving blues more reason to deal with reds that isn't just a 2 person max bounty system that will inevitably lead you to what will be 20 reds camping outside town. Find a way to get blues to group together, because most reds aren't real reds. They're fake guilded reds with 20 people helping them. The bounty system thinks from a position as if most criminals are just lone wanderer fugitives in the wilderness.. They are 99% of the time NOT that.
Focus on building up the resistance to reds teaming up. Put a bounty board in town, let players post bounties on people's heads. You take their head to a location in town to collect the player reward. Or let people make some kind of group bounty contract that isn't just 2 people, but has no limit. The game is at it's best when you have a huge red and blue fight outside of town.
Maybe implement some kind of sheriff system. Something to give players a reason to deal with bandits as a group.
What you don't do is make PVE so essential that going red has significantly less appeal; because then you're expanding the PVE focus of the game as opposed to the PVP. This is a PVP game at the core, everything you do ultimately builds to PVP, so why are you pushing people through so much PVE when all your core players really want to do is PVP?
B) You've created a greater barrier for beginner players. Not only that, you've made it so now the longer the game goes on, the more difficult it will be for beginner players. Why? Because there will be more veterans, thus making the competition greater.
A game that made this mistake was Ark. They kept raising the ceiling over and over, to the point where the mountain to climb to compete against already established players became too much. They started to add mechsuits and fictional creatures, all kinds of nonsense. When Ark first started, if you played your cards right, you could take someone out in endgame gear with just a club and a bola. Now? Impossible.
Let's look at this in tandem with trinkets.. You've now created TWO barriers to get on the level of already established players. Now you need trinkets, AND to grind. Ultimately, it is just more grind overall. Annoying and so PVE oriented.
C) It is forced PVE in a PVP game. Look, there were always clades, and so you could argue that PVE was always forced, sure... But not to this degree. You didn't actually need all the clades.. You can stop at 12 or 14 and have all of the good ones and still compete. Your PVE journey can end there and you can focus on PVP exclusively if you'd like. There was always minimal PVE with the endgame mostly being PVP..
This system basically makes it so you have to PVE, because it gives a hard upgrade to essential parts of the core of pretty much every build type. Now we HAVE to get to clade 20 to get to this veteran system, because to not do so is going to leave you at a big disadvantage. This also ties to the red player issue.. Their PVE experience is SIGNIFICANTLY more difficult; especially if they have low rep and are solo.
In conclusion..
You already had an endgame progress system with trinkets.. Now you want this on top of it? Like, what is the incentive to PVP anymore when doing so just risks you going red, upon which achieving trinkets and clade becomes near impossible. Like, if you'd put the veteran system in, and it benefited people in ways not specific to PVP, i'd have not cared. I'd have been fine with it; the way it is currently is just so PVE centric, and it sickens me. It is more catering towards PVE carebearness.
You need to rework this nonsense so people who want to focus on PVP don't feel forced to do it.
Now, i get it, there was an edgelord problem with too many people in guilds going red and camping outside of towns thinking they're hilarious pranksters for 5v1ing a naked rock smasher. The solution however, would be giving blues more reason to deal with reds that isn't just a 2 person max bounty system that will inevitably lead you to what will be 20 reds camping outside town. Find a way to get blues to group together, because most reds aren't real reds. They're fake guilded reds with 20 people helping them. The bounty system thinks from a position as if most criminals are just lone wanderer fugitives in the wilderness.. They are 99% of the time NOT that.
Focus on building up the resistance to reds teaming up. Put a bounty board in town, let players post bounties on people's heads. You take their head to a location in town to collect the player reward. Or let people make some kind of group bounty contract that isn't just 2 people, but has no limit. The game is at it's best when you have a huge red and blue fight outside of town.
Maybe implement some kind of sheriff system. Something to give players a reason to deal with bandits as a group.
What you don't do is make PVE so essential that going red has significantly less appeal; because then you're expanding the PVE focus of the game as opposed to the PVP. This is a PVP game at the core, everything you do ultimately builds to PVP, so why are you pushing people through so much PVE when all your core players really want to do is PVP?
B) You've created a greater barrier for beginner players. Not only that, you've made it so now the longer the game goes on, the more difficult it will be for beginner players. Why? Because there will be more veterans, thus making the competition greater.
A game that made this mistake was Ark. They kept raising the ceiling over and over, to the point where the mountain to climb to compete against already established players became too much. They started to add mechsuits and fictional creatures, all kinds of nonsense. When Ark first started, if you played your cards right, you could take someone out in endgame gear with just a club and a bola. Now? Impossible.
Let's look at this in tandem with trinkets.. You've now created TWO barriers to get on the level of already established players. Now you need trinkets, AND to grind. Ultimately, it is just more grind overall. Annoying and so PVE oriented.
C) It is forced PVE in a PVP game. Look, there were always clades, and so you could argue that PVE was always forced, sure... But not to this degree. You didn't actually need all the clades.. You can stop at 12 or 14 and have all of the good ones and still compete. Your PVE journey can end there and you can focus on PVP exclusively if you'd like. There was always minimal PVE with the endgame mostly being PVP..
This system basically makes it so you have to PVE, because it gives a hard upgrade to essential parts of the core of pretty much every build type. Now we HAVE to get to clade 20 to get to this veteran system, because to not do so is going to leave you at a big disadvantage. This also ties to the red player issue.. Their PVE experience is SIGNIFICANTLY more difficult; especially if they have low rep and are solo.
In conclusion..
You already had an endgame progress system with trinkets.. Now you want this on top of it? Like, what is the incentive to PVP anymore when doing so just risks you going red, upon which achieving trinkets and clade becomes near impossible. Like, if you'd put the veteran system in, and it benefited people in ways not specific to PVP, i'd have not cared. I'd have been fine with it; the way it is currently is just so PVE centric, and it sickens me. It is more catering towards PVE carebearness.
You need to rework this nonsense so people who want to focus on PVP don't feel forced to do it.
Last edited: