. It often only takes 1 blue to fight back and make a difference. If all the blues started running hybrid builds and actually fighting back they could start killing reds together and having that much more fun in the game. Repentance should be next on the chopping block to make killing reds more rewarding and playing them more intense.
The repentance thing is interesting. I once spent a day killing and res killing people at an idoc that dropped because we wanted to place, but the location was bugged. But we just stayed and kept killing people because it was fun. After about 170 counts I repented and I was back blue on Monday. The total cost was like 18K or something, I don't remember exactly, but it wasn't anything serious.
I don't really know the solution to reds and repenting. The issue is that the timeout sucks, but anyone smart knows how to get around it. You put all your reds on the same account and you don't res them until you are done for the day. That way the account wide issue isn't a big deal. So you get 5 reds on one account and PK nonstop until all 5 die. Then before you are done for the day you res up all 5. Pay the fees and get the account time out and go to bed. Wake up and repeat.
Then repent when you feel you have too many counts on one character on all 5 characters and take a 3 day PKing break. Which isn't a big deal either. The main thing is you can still fight the entire time. You can still PVP and do factions and CCC ETC. You just can't attack blues.
I don't know if anyone has came up with a real solution to reds that is balanced and fair. The best way is just social justice by people teaming up, forming alliances and sending out alerts. I tried this but the issue is that reds can just gate hop out. For example, darkmire level 3. I was in an alliance that said PK darkmire lvl 3 at the spiders. I instantly recall home, hit the runebook for darkmire and run to level three. I get there and the PK is already gone through the red gate. I then timed the duration to run to darkmire level three. It is 2 minutes and 30 seconds or something, I don't remember the exact time, but it was long enough that a solo PK can attack people and then gate hop before I could even respond.
This is also the same way in Nursero and other large dungeons like Inferno, there is no way you can respond to a PK and get there before they get out. I honestly think aggressive actions in dungeons should prompt like a 6 minute minimum timer before you can jump through a gate. This way the PK can still hide randomly in the dungeon and wait out their timer to jump, or run out of the dungeon; while also giving players time to form up and come kill the PK if they have detect hidden and tracking.