My answer to this is,
YES.
so basically the entire game play of the game SRO ( silkroad online)
This really should be a pvp only aspect. Now before people start raging, the affect of adding gold to the market will still happen. PvPers will want the best potions, food, and ammo. So the crafters will be able to constantly sell these items to those to make this trip. Otherwise the non flagged route will turn into the current issue we face⦠Being flagged is not optimal. I know people will not be happy with a decision like that. However this game is completely PvX and states that the pve and pvp side should compliment each other. This would be a good way for the pvp community to compliment the crafting community.
+1 pvp package run
You think criminal systems matter at all to people?
Shooting someone in HiSec Eve gets you flagged for death and targeted on entry by the literal space police if you keep doing it.
Yet there are large groups of people that intentionally suicide run people in that space, consequences be damned.
As long as the value of what they shot at is higher than the value of the ship they lost, they just donāt care about any penalties.
The spirit of my post is that Pvpers do not want to fight other Pvpers.
Hell, In New World PvP kills literally drop purple gear.
You are actually rewarded materially for killing players!
Yet here we are on forums in yet another thread made by Pvpers wanting PvE players (who they view as inferior to themselves and easy targets) to literally make gold for them to steal.
And they want this because fighting other players who are prepared and skilled in PVP is ātoo hardā. But they mask it by claiming thereās just no one flagging up.
Fun fact, PvP players blame ācarebearsā for AGS backpedaling on permanent flagging.
But AGS themselves revealed the reason:
PVP players exclusively going after low level players.
To the point the game was basically unplayable.
Want some historical evidence of this occurring?
TERA launch PvP servers.
Head start players power leveled to cap before public launch.
What did these max level players do?
Did they fight each other for fun and glory?
No, they camped enmasse outside the gates of the first zone new players enter after the tutorial island and proceeded to slaughter anyone who left the town.
What happened then? Oh, the PvP servers died hard because everyone just abandoned them for PvE servers so they could even play.
We originally had some really good PvP scaling here. Good enough that it was 95% skill to win. Even a level 10 could beat a badly playing 60.
It was so good that most people happily stayed flagged because it was always a fair fight.
Why donāt we have this system anymore?
Oh right, Pvpers complained that they were getting beaten by lowbies and demanded that they should have a level based stat advantage.
AGS caved. Gave them that advantage.
Response from players?
People donāt have much interest flagging until they hit level cap themselves.
PVP players ruined New Worlds PvP systems and now theyāre trying to force PvP onto people who just arenāt interested in it.
Bleh. Sorry for the rant.
i hear all the time in chat āim always flagged and i never see anyoneā then when i run into them in the world there in a corner some were gathering were there nothing but trees there and no reason for ppl to be there in the first place
100% agree with you here, I think removing scaling was a mistake and that people, very often, canāt comprehend the reprecussions of changes they ask for. Honestly, I hope more people hear this rant and start thinking before they speak.
That said, I agree that there needs to be some checks on being a bandit here, whether in the form of an advantage to the runner in order to complete their run or a risk to their failing besides death.
Actually we had PvP Delivery quests from town to town in earlier versions, but people exploited the crap out of it with respawning so amazon removed them
What kind of exploit was it? People dying to respawn at their main town to finish the delivery?
I posted the below in the feedback channel yesterday, and then this comes along! Well at least others do actually like it.
Below is how i believe it should be implemented - done properlyā¦
I know AGS ādonāt want suggestionsā as we keep being told, but this is such a no-brainer and I feel quite passionately it would improve the PvP experience.
Tradepack gameplay would suit New World PvP perfectly AND help solve the gold sink issue, hear me out:
Trade-packs would be a craftable item at each settlement, each settlement has a different type of āspecialityā (think the honey you can pick up in Monarchs etcā¦). Trade packs are VISIBLE on your character, maybe subtly like a satchel or something.
Two types of trade quest: PvP and PvE. (faction questsā¦)
PvE you deliver the pack to a settlement, you are rewarded with a decent chunk of gold, and perhaps standing / xp, but no influence. There are limits to the number of these you can do in a day.
PvP you deliver the pack to a Fort or an outpost near the fort - under the premise that these are āsupplies for the front-lineā. You are rewarded with significantly more gold + standing etc. Gold reward is proptional to distance, and carrying a pack does not! slow you down (unlike Archeage). You also gain faction influence as these are PvP quests.
One key point is that the trade-packs are stealable! in PvP mode - you can kill an enemy player and turn in their pack for them (for slightly less gold and influence, but still significant). Therefore defending a fort/outpost from incoming packs helps improve your faction influence.
You now have a new gameplay loop to ecourage PvP for the games most scarce commodity (post lvl60) : gold. While adding another mechanic for gaining/defending influence - two birds, one stone!
From a lore perspective is makes perfect sense, cross-settlement trade would obviously be a thing (I am not talking about the market place here, that should remain local). There are already side-quests that send you for items from other settlements.
I spent so much time in Archeage PvPāing trying to turn in trade-packs, and āpiratingā stealing them from others and making tons of money!
Take for example a PvP quest from Windsward : āGo here and hunt 20 Turkeys while flagged for PvPā. reallyā¦? Does the idea above sound more fun / lore centric while actually incentivising PvP more by adding in gold rewards? Iāll let you decideā¦
Would it be some work to do? Yes! Would it be so much work that itās pointless to discuss? No!
Thoughts welcome.
What you all seem to forget is that New Worlds factions are not exclusionary.
That guy you just killed in the open world is now in your party as your healer for an expedition.
Games like Aecheage split the playerbase into your Faction vs The Enemy.
The Enemy is always just that, an enemy.
If you steal from an enemy, who cares?
Here though, the people you robbed are just as likely to end up in an expedition together with you.
Or in an Invasion or Outpost Rush with you.
Faction in NW is utterly meaningless outside of territory control wars.
Lets not bring literally robbing people into the game.
If you crave PvP, Flag up and hit the influence of a territory you donāt control.
Youāll either push them into a War or get some owPvP action.
We donāt need theft.
so basically the mailbox system from world of warcraft?
love the idea, anything that forces you to be PVP enabled is music to my ears!
Full dramatization:
PvE players: Letās go get this gold baby!
5 mins later out the settlement
PvP players: Thatās a nice looking bag you got thereā¦
Iām all for it!
PVE player smiles oh this bag what dont you ask them
pvp player -them?
pve yeah the ppl i hired laughs
pvp gank squad jumps the pvp players then they cry in chat about how its not fair that they have so many ppl on there faction jump 1 v5 and so on pvp complaining starts all over again=
Honestly this is the best idea I have read about the game. Helps the economy helps the world PvP, and does not interfere with any other aspect of the game. You create gold into the game and you sink raw materials out of it. Honestly I would go a little bit deeper and would add quests to kill the players delivering packages. That way you would always find a player wanting to kill you to end his quests or something like this. I am really looking forward to this idea!
I agree trade runs uses to be fantastic in Archeage. And I think the option to run them for both PvE and PvP would be a great addition.
I wonāt like it to be PvE, mainly for Bots. But if you could to like, one each day PvE and the rest mandatory PvP, I would think it twice. Like, you want to get a really good chunk of gold? Go PvP. You only want to get your X daily gold amount? Do not worry, PvE and walk while you listen a podcast friend
True however didnāt you need to ācraftā the trade packs Iām sure there could be other ways to circumvent hitting than just excluding pve from the activity.
And Iām primarily a PvP player and used to love stealing trade packs 
Either craft or get quest in A, go B to get the item and deliver in C. But if you craft I think it is healthier to the economy because you are not just generating gold, you are also sinking it through the use of resources.