Tera is a PVE game. There is a group of hardcore PVP'ers that goes from MMO to MMO expecting awesome "hardcore" PVP. In the weeks following launch, they finally start to realize that the game they're playing is a PVE game. They'll [filtered] and moan until they're blue in the face, and then they'll leave for the next hyped MMO. It happens in, literally, every PVE themepark MMO since DAOC. They're like a swarm of locusts.
For some reason people seem to equate action-combat and FPS targeting with a skill-based, very PVP centric game. The truth is that Tera is an extremely level and gear driven game that is focused on PVE.
I think reward systems are as necessary as penalties. Killing a player who is no lower then 6 levels then you should gain you points that can be used for gear or specific glyphs. Deaths should cost you a loss of coin that the person who killed you can pick up. As it stands now the infamy system is pointless. People who are gaining infamy are killing in a lower level zone, so being perma flagged is not a problem as they just run into more lowbies allowing them to continue killing without even having to take the 1-2 seconds to flag themselves, if there was a risk of losing some gold players would think twice before they went on ganking sprees. I am also a fan of the idea that if you are rocking infamy points, guards at safe zones should be hostile to you simply because i hate gankers running into safe zones when a fair fight comes there way.
oh and for those who think there is no current penalty you must not have really gotten much pvp in these CBT's. As it stands PVP deaths have a chance to destroy a crystal. May not seem like much if your rocking the merchant bought crystals, but it really sucks when you lose a boss dropped crystal. Tho me making you lose a crystal isn't much incentive to flag myself and have the server police flock to me.
I think a reward system should be added. PVP is an element of the game, therefor there should be some sort of incentive to do it for those who want to. Even if it was something like dropping 5 PVP reward coins or something.
They added the infamy system based on the input from the community. Therefore it would seem reasonable that if enough voices were heard, they would add some type of reward / penalty system.
Also, the infamy system is a BEECH! I killed like 10 noobs and ended up with enough infamy to last me throught he remaining 4 CBT's. You are constantly getting attacked by someone as long as they have a buddy. Getting gangbanged at every turn was not fun.
Main boss of gamethat can be spawned from doing all the differnt spawns and Spawn points to fight over would be a good fix. Its not just PVE the spawns will be crashed and if the Main boss gets spawned the server knows about it so every one will come. Look up Ultima Online Harrowers and spawns it promoted so much fun pve and pvp that it literly saved that game for years.
im confused here... how is fun not rewarding?
I'll be the first to say "i dont want to PvE my soul away just to be top notch in PvP" but at the same time, I feel like th best PvP gear should be pretty reasonable for anyone to get - so that anyone can jump in at cap and start rocking out with each other... I would like to see a competitive ladder/titles/ect driving players to keep PvPing - rather than crazy gear that's only purpose is to provide a huge barrier of entry for new players