magick1 wrote:As much as I dislike PvP (I would prefer none at all), I have begun to think that it is the way forward for this game.
Takeing the current kami vs. karavan events, it is clear than Nevrax is trying to move SoR from a peaceful world, to one where there are (more) conflicts.
For conflicts to work, the opposing sides must be able to confront each others in one or more ways. Which for now appear to be PvP, FvF and outposts.
So to me the increased amount of conflict zones makes sense, it is part of the saga and hence what SoR has as a (story) goal.
In that regard I think they should make every part of the world pure PvP, except for towns and around shrines/teleporters.
I know it sound extreme, but this is the way I could see it work.
- Anyone can attack who ever they like, in team, out of team, NPC and creature. What you do have consequence. You accidentally nuke your tank while hunting, better wake up boy!
- You can cast heal on anything you like, homins, NPCs and creatures alike. You better cast that heal on the tank and not the torbak!
This way you have to think more about what you are doing, and with the healing of NPCs you can actually help your NPC allies if they are under attack (I really miss that one, not much fun in seeing your Gibad friends being attacked by a yetin and no way to help since you are in focus armour

).
I came from this kind of MMORPG environment, with the addition that anyone or anything that dropped could be looted for everything they had, equipped or in their inventory, if they died. You could kill a mob and someone else could come along and loot it. People could steal from your pack even in the guarded towns, kill you, hide from the guards, and come back and loot you... and yes, you could heal npc's - including a mob someone else was fighting.
Thing is, that ruleset was on two servers ("shards") that had such a low population they don't even pay for their own upkeep. In the end, I left that game when noises were made about changing those two remaining shards to 'make them appeal to more people'. In other words, adding more no-drop items and more no-pvp 'safe' areas to them.
So many MMORPG's available today offer consent-only pvp, and the servers or areas with "open" pvp tend to be sparsely populated in comparison to the "consent only" pvp areas. It looks to me like making all open areas of Ryzom free for all pvp, enabling healing of agressive npc mobs, would kill the game almost overnight. It might be fun for the few players that remained, if they could even find each other, but for most people in the MMORPG market it'd be 'game over' for Ryzom.
It's not that I disagree that this sort of ruleset could be fun, after all I played in it and enjoyed it for several months before leaving my last game for the beta of this one, but I do think it wouldn't last very long that way.