PVP needs more incentive to all types of players. And I mean it should be incentive so that it is a high risk / high reward for questers, skillers, pvpers, farmers and power levelers. It should still be an option to whether you want to pvp or not just like it is now but make it a risk and reward play type and allow each player to choose how high risk/reward they want:
Example:
Players that want bonuses in game have option to turn on PVP by paying a gold deposit and in return they are marked with skulls 1-4 depending on their tier of risk/reward they have chosen:
Tier 1 Option: Pay 50 gold deposit to turn on pvp with bonuses:
15% exp gain / 10% gather speed and gathering / 10% defense stats / 10% damage stats / 1.5% more luck for rare items and resources
-you are marked with 1 skull that all pvp players see
Tier 2 Option: Pay 100 gold deposit to turn on pvp with bonuses:
20% exp gain / 20% harvest speeds / 15% defense and damage / 3% more luck for rare items from resources and drops
-you are marked with 2 skulls that all pvp players see
Tier 3 Option: Pay 150 gold deposit to turn on pvp with bonuses:
25% exp gain / 25% harvest speed and gathering / 20% damage and defense/ 5% luck for rare items
-you are marked with 3 skulls that all pvp players see
Additional Option: after choosing tier payment: Pay additional 100 deposit gold for
that tier bonus as above but receive ability to recall to your hometown without cool down. Adds 1 skull to above types.
Incentives for each different role of preferences:
The pvper:
When a person dies, the pvper that gets the kill (or most damage?) gets the gold depossited by the player that died. If that player “gives up”, that counts as a kill. High risk pvpers will want to pay the 150 for extra damage and def. Kills between a team (group max of 5) is split between players. Exp and weapon exp is given to player also.
The skiller: bonuses to speed of skilling, harvest resource gains, and chance at rare items.
Quester and power levelers: all quests completed also get the % bonus exp and leveling is much faster in all regards due to bonuses damage and % exp given. Must have started the quest and finished the quest with PVP enabled without disabling PVP at anytime between.
Item Farmers: obviously the same but can be really good with % of rare items especially at elite areas. Though dungeon instances don’t apply bonuses.
NOTES:
-
Skulls are shown to PVP players only. People without pvp on cannot see skulls. This can help prevent scouting situations.
-
Anyone who doesn’t want the risk of pvp and does not care about the bonuses or just wants to relax can turn pvp off in towns or shrines just like how it Is now. When turning off pvp and you had it on previously but didn’t die: the gold is refunded . It is a deposit for death purposes only.
-
Non-pvpers that want the bonuses will have that sense of “always on the lookout” when they have the deposit down and using the bonuses. This in itself can be fun at times.
-
Gold is simply exchanged hands and thus is not causing risk of exploits.
-
All numbers for gold and bonuses used here are just examples and obviously can be changed. The idea of paying a deposit risk for a bonus while other players see that you are “risking” more via skulls is the actual idea to be discussed here.
-
Dying to monsters counts as a death and player loses their deposit.
-
If a player does damage to the person that dies from the monster it still counts as a kill and the pvper will receive the gold.
Thoughts?


