Based on me not being some unique unicorn? Yes. My mindset is far from unique and in many MMOs over many years I have played with and interacted with like-minded players.
That said, I did not specify the incentive would be enough to encourage ALL the players who don’t hate or love PvP - I stated the purpose of the incentive was to encourage these players, and that I and those with a similar mindset will also be tempted - tempted, not definite, also like minded…just because I fall in between the extremist views, it does not mean everyone within that area have the exact same feelings, in fact, they won’t because the area between haters and lovers of PvP is very large and unlike the extremists the varying degrees of interest/disinterest vary greatly.
The only thing I can confidently say about the entire ‘in-between’ population is that there needs to be incentive to get them to flag because like I said, MMO players thrive on the carrot. In reality, the Luck boost won’t be enough to sway the significant amount of players because despite the outrage from purists it simply isn’t reward enough. Those who only need a little nudge (like me and those like minded, again not the entire population) will be convinced, but others further down the dislike of PvP scale will not be.
The history of MMOs is the evidence, just like all those claims are accounts of individuals, there have been millions of people playing MMOs for years and while griefing absolutely occurs whenever there is PvP, it is not so constant that no one can ever do anything, a session gets ruined but ultimately the player still progresses through the games, complaining to friends or forums each time a session gets ruined. But again, this game is not forcing PvP, so if people feel that it’s non-stop grief, don’t do it. They will still be better off not flagging because their farming is not interrupted by gankers, griefers, fair fights or death. All the incentives achieve is making flagging a less disadvantageous prospect because at the moment your progress only significantly suffers when flagging so barely anyone does it. This solution simply mitigates that a bit
At what point did I talk about me? I only wrote that the Luck Bonus itself does not justify open pvp, because the possible price remains higher than the reward if item farming is your goal. But for Dungeons it’s pretty fine.
Here is an idea, probably a bad one, but an idea nevertheless. What if they make it so you cannot attack another player in the open world that is more than 10 levels below your level? And if you do, you take the damage instead of the attacked player.
I know most PvP’ers are fine people who won’t just gank low level players because they can, but there are enough who do and makes it so PVE’ers like me won’t even try PvP.
There are multiple ways to gather effectively and efficiently wo flagging and get a ton of luck bonus without flagging and we shouldn’t even be putting the idea into people’s head that flagging is needed to get the best luck drops because chances are it won’t unless you’re trying to pad extra luck while doing all these other things below first; in which case you are asking to get nuked when someone sees you in full gathering gear and flagged.
The PvP luck change should if anything be viewed as a balance to bring PvP activities on par with PvE luck stacking since you aren’t going to want to PvP in luck stacked gear. It’s a balancing measure not a padding measure imo.
Don’t flag up because chances are the flagged luck bonus will amount to little compared to getting
3 Housing luck trophies
20% baseline luck from 200 gathering level.
Gathering sets w 4.5-5% increased luck per slot.
Gathering luck food.
Yield tools (increases yield of lucked based gather mat drops). + Luck on the tool if you’re lucky.
Respec to 300 STR/300 con for logging/mining because they are lowering the respec costs.
Buy Con based weapons w mobility skills to further pad your con stat when logging
Buy Int based axes for harvesting and using charge.
This same concept applies when luck padding for dungeon/chest drops as well.
How about basing it off level and gear score. Albion does this so people run around in lower gear and still grief and stomp the playing field. Open world pvp is essentially meaningless other than to prevent someone from enjoying the game. Tempting people with a flag for more chance at getting is lucky drop is essentially attempting to force people to pvp because the pvp is so bad that most just avoid it.
Part of running PvP missions flagged is that by running them, you risk getting killed by other players to impede your progress. That’s by design. If a 10-level increment restriction was added, low-level players could run by a group of high-level players and run up influence in their territory with impunity. It would call for companies to tell their lowbies to drop what they’re doing (trying to get to 60 to play with the rest of their peeps) to come and maybe kill someone that happens to be in the same level range.
Sorry to hear that you encounter enough high-level gankers that you don’t want to flag, but frankly, dying is a part of this game. Set camps, make friends, and expect to burn some repair parts every once in a while.