@Aenwyn @Luxendra
MMOrpg is genre always about mass activities. It can have other aspects of rpgs but all goes to mass PvP. And here I would like to give negative feedback about endgame PvP related open world mass content.
1. FEEDBACK
Open world RvR PvP on PvP quests (before their rework) or somewhere else WAS THE FUNNIEST THING EVER in new world. It was laggy but it was very very fun. I even found one old video.
I don’t know what your “statistics” says but from usual player perspective it is dead. Sad but true.
2. YOUR MISTAKES AND PROBLEMS
a) No reason to fight in PvP.
b) No rewards in PvP.
c) Splitting crowds of PvP-interested players all over the map.
a) Not toxic (reasonable) PvP combat always starts upon conflict of interests. When players have same winning goal but only one can reach it so they have to fight for it.
Let’s look at conflict of interests in your current open world “PvP” activities:
-To stay 1min 30sec in current location. No need to fight. More effective for all sides to don’t fight.
-To loot chests at war camp. No need to fight. More effective for all sides to don’t fight.
-To loot chest at map and travel to another chest. No need to fight. More effective for all sides to don’t fight.
-To capture forts. No need to fight. More effective for all sides to don’t fight and cooperate without fighting.
-To kill 5 players. Waste of time. Uncompletable and irrelevant by time.
b) Relatively long time ago you introduced faction tokens. Check now all auction prices of items from faction shop. Everything there is cheap and useless garbage.
To fix that you added “faction tokens 2.0” (absolutely same currence gained for absolutely same things and absolutely same ways but called azoth salt and PvP exp). And yes, all rewards again are random garbage from perspective of already equipped PvP player.
c) By splitting PvP-interested players by different locations and by different parts of each location you reduced chance of collision of PvP players with each other. Multiply this by 0 reasons to fight and you will get 0 actual PvP in open world.
Again idk what your “statistics” says. And how exactly you interpret what it says. But from perspective of experienced PvP player:
3. DECISIONS
a) Add conflict of interests into open world PvP to motivate players to actually do PvP.
b) Add rewards for open world mass PvP activities to add more reasons to participate in PVP activities.
c) Combine places of PvP interest by time to create more skirmishes of players.
I’ll start from point C for better understanding of other changes.
c) Concentrate PvP players in one location which will change each hour.
-Make only one fort available for contest at one time. After this time owning faction will have its bonuses till new cycle of locations.
-Make all PvP quests from all locations in one territory at the same time. This territory will change each hour. Faction influence from completing PvP quests will go for territory where theese PvP quests were taken.
a) Rework PvP activities in the following way:
-To stay 1min 30sec in current location. Having enemy flagged players in this location increase this time to 15 minutes. Slaying at least 1 enemy player complete this quest.
-To loot chest and to go to another chest. Slaying player while doing this quest will increase rewards of this quest 3x times.
-To loot chests at war camp. Slaying player while doing this quest will increase rewards of this quest 3x times.
-Change PvP quest from capturing fort to protecting fort captured by your faction. The longer you protect it the higher rewards for this quest will be (up to 20 minutes). Each enemy player killed while doing this quest adds 2 mins to completion of this time. Dying refreshes this quest.
b) Changes from point “A” will make PvP quests not so easy “flagged PvE” kindergarten. So price of all PvP currencies will significantly increase.
4. CONCLUSION
- By concentrating all PvP players and raids at one location each hour you will add real open worl PvP into the game (not just visibility of PvP where your system think that players fight with each other while actually they just shooting each other without any reason).
- By adding conflict of interests at PvP quests you will force players to actually fight in PvP without any ability for unhealthy cooperation between enemy sides (fight or ban sounds very stupid).
- By adding tasty rewards for these “real PvP” activities you will bring more players to real PvP in open world.
Thank you.
That is what players want from MMOrpg. They want mass fghts. They want mass PvP content. Open world mass PvP content. Sea mass PVP content. Your game has no this content. This is reason why many PvP guilds left your game and why online is so low. People jsut have nothing to do after reaching cap.





