To begin, there are 3 types of players in any MMO. Those who PVP the majority of the time, those who PVE the majority of the time, and those who enjoy both equally to some degree. That last group is always the largest in a game where both styles of play are available. In New World, AGS discourages that third group and promotes a one-or-the-other style of play. At least that is how it seems to me…
AGS continues to coerce, not encourage nor are they incentivizing players to PVP. In my opinion this is because they do not appear to be capable of developing a PVP system that promotes a healthy, meaningful experience. Instead, they are continuing to reward toxic PVP gameplay and those players that engage in it. Mind you, these are the same players that went nuts during Alpha causing AGS to refocus their entire development plan toward more PVE-based gameplay. Those very same players today complain that not enough people are flagging for open-world PVP, and blame it on AGS rather than taking responsibility for their actions.
If they are going to give out free cookies to those who PVP, then I think they should also give some out to those that PVE. Why not a 30% yield bonus when gathering anything, or a 10-point increase to gear score when crafting anything. Maybe a 30% run bonus to speed up the gathering experience. The only thing I would also include is that you choose to be flagged/unflagged on your first login after rollover, and it remains that way until next rollover. You can’t simply swap back and forth whenever you want to gain the bonuses. I suppose a reduced amount of time before swapping would work as well. Just not instantly whenever you want.
I can hear the Toxic Ones screaming about “high risk, high reward blah blah blah”, but let’s be honest. Engaging in PVP is no more high risk than fighting some of the silver mobs, or even a few of the normal ones. You may think it is…but it isn’t. Regardless, your argument brings me to the main point. If that is what you think, then I suggest a “low risk, high punishment” system also be instituted to discourage toxic PVP gameplay.
Assuming they aren’t going to create a system where it is impossible to attack a player that is say…5 levels lower than you, then creating a penalty system for attacking said player should be implemented. Five levels is just a random number I chose, but personally I feel it should be between 5-7 levels. Starting at 6 levels below all worn gear (damage to gear in bags is just stupid and needs to disappear) is damaged 1%, and then increases 1% per level. So, if you attack and kill someone 20 levels below you your gear would be damaged 15%. I also wouldn’t mind if they did the same, but for territory standing instead. Or even a player’s total gold/azoth. Now, should a low-level character attack a higher-level character first, all bets are off and no penalty is assessed. This also would not apply outside open-world PVP.