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The core issue with this server is the balance of risk free group PK.

Korrrrrrr

Neophyte
In PvP, numbers ultimately matter the most. Many players rely heavily on numerical advantage, entering combat wearing only the cheapest exceptional armor. While they do face some level of risk, it is disproportionately low compared to PvM players. This creates a serious balance issue, especially when group based murderers face minimal consequences for dying.


In my view, the problem is not the existence of PK gameplay itself, but the imbalance between risk and reward. PvM players take on significant risk when engaging in content, as their equipment and progression are directly exposed to loss. In contrast, group based murderers can repeatedly engage in combat with very little downside.


To address this, murderers should face more meaningful penalties upon death, regardless of what they are wearing. Even in group scenarios, there should be systems that encourage them to take death more seriously such as losing a portion of their banked gold, reduced Society Job points, or a chance for their active Links to be destroyed. Mechanics like these would help restore a healthier risk reward balance.


Why are all PvM equipment effects disabled when a player is PvP-flagged, while group-based murderers face significantly lower consequences for dying? They often wear the cheapest armor and, with groups of four to five mage characters, simply focus Energy Bolts on a single target to eliminate them quickly. Even if they fail, their losses are minimal and if they succeed, the reward is pure profit. This creates a system where the risk reward ratio is heavily skewed.


If PK gameplay is to be encouraged, then it should absolutely come with meaningful rewards. However, the current meta where murderers operate with minimal risk due to low cost gear needs to be reconsidered. The issue is not PvP itself, but how uneven the consequences are between the two sides.


In many other games, death carries a meaningful cost, such as experience loss. Introducing a similar system like partial loss of Aspect progression or Redline experience upon death would discourage reckless engagements and promote more thoughtful gameplay.


At the same time, if rewards were added such as a PK coin that grants access to exclusive content I am confident this would not turn PK combat into something that only carries risk for those players.


If you doubt this perspective, try going out into the field and engaging in PK yourself. You will quickly notice that most group-based players are wearing the same low-cost exceptional armor. PK often comes down to turning on tracking, selecting a target, and chasing them down with a group of three to five mages using Energy Bolts.


Even if they die, they simply return home, click a button on a shelf, instantly re-equip gear worth less than 2,000 gold, and head out again in another group to find new targets.


Is this really the kind of “risk” that is supposed to make PvP or PK engaging? When risk amounts to instantly re-equipping cheap gear and repeating the same group-based attack pattern, the gameplay becomes stagnant and repetitive.


I believe that if meaningful penalties were applied when PK players die or alternatively, if PK were only allowed while wearing a full set of top-tier crafted gear (Avarite, Avarhide, Avarwood) then players would naturally take the risk of death more seriously, even without adding further penalties.


If you sometimes ask this, people might say: Then why do blue characters run away instead of fighting when they see PK players in dungeons?”
As mentioned earlier, the issue lies in the fundamentally different risk structures.
To simplify it, PK players operate at roughly 10% risk, while dungeon players farming for gold are effectively taking on 90% risk. This isn’t an exact number, but a way to illustrate the gap.

A PvM player enters a dungeon with valuable gear, progression, and time investment all on the line. If they die, they lose everything they brought with them.
On the other hand, most PK groups use low cost gear, meaning their actual loss upon death is minimal.

Because of this, choosing to fight is not a fair or equal decision. For the PvM player, engaging in combat is essentially gambling everything they have, while the PK group risks very little in comparison.

Under these conditions, running away is not a matter of skill or willingness to fight it is simply the only rational choice within an imbalanced system.
Does that help clarify the situation?

If, as shown in the picture above, PK players operate wearing only very cheap gear and set up a base for their raids, then requiring them to wear a full set of Avarite to engage in PK would fundamentally change the dynamics. Players would likely form guilds or parties to hunt these murderers specifically, aiming to kill them and obtain their valuable loot.

However, under the current meta, killing them carries a risk of less than 2,000 gold. With such minimal risk, there is no incentive for anyone to spend time hunting these murderers, making the activity essentially pointless. This is the core problem with the current system.
You can see that the reason they kill players in such areas and then teabag over them is because their risk when dying is virtually zero.

I am not suggesting that the PK system should be removed. What I am asking for is a solution to address the current meta, where almost everyone wears the cheapest exceptional armor and engages in group-based PK with virtually no risk, while ensuring that the rewards remain appropriate. I have no intention of criticizing the players who engage in PK themselves. I am simply writing to ask whether the server has the potential to improve this risk structure.

The current meta is a byproduct of long time players who prioritize efficiency above all else. To shift this landscape, rather than relying on the goodwill of players, the system must provide clear economic incentives ensuring that equipping high-tier gear and taking risks leads to demonstrably higher win rates and greater profitability.




PvP without risk isn’t PvP—it’s just hunting.
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Your suggestions would kill PKing. If there is too much PKing then the obvious answer is to increase the resurrection fees. This slows reds down and incentives players to kill them for a cut of the fee.

The game already gives warning ravens which allows blues to get out of dodge. There is tracking which gives players a further heads up. Resist improves survivability.

Big guilds/alliances are constantly calling out and responding to reds.

Blues choose the risk they want to take with their load out and can mitigate that risk by playing in groups.
 
Setting aside PKing and setting aside balance issues....

I agree there is a big mismatch between the risk/reward of certain classes and builds. Tamers have cheap loadouts but resurrecting their pets at least takes some time, so I think "time spent to resupply" can count as a risk of loss. Overall dexxers-type builds do have to spend a lot more money to get the same 'strength' as magery-type builds. The underlying issues driving this mismatch are somewhat economic, but also part of how the game is balanced.

I have a couple ideas to consider:
- Skinning/forensics shouldn't succeed with zero skill, sorry to everybody including myself getting free society points weekly from tailors but I'd like to stop all that personally
- Update magery equipment so it actually matters. This would require a two-step process to first nerf baseline damage of spells, then add back the lost damage requiring investing in good equipment to get it back.

I'm not 100% married to those ideas but I think it gets us started on the right thought process to address the risk/reward imbalance of some skills.
 
I don’t entirely disagree with your point. PvM characters carry loadouts worth serious gold, while most PKs usually have only the bare essentials, loadouts often under 5k. There is definitely more risk running a fully geared PvM character through a dungeon compared to a PK running around for kills.

But that is exactly the Risk vs Reward dynamic that makes Outlands so compelling. PvM characters, while taking on higher stakes with their gear, can make substantially more gold if left alone in a dungeon, typically 150 to 300k per hour. PKs, on the other hand, might get lucky with a streak of kills, but more often they are stuck doing inefficient gold making activities like dodging or fighting against anti PK guilds. PvM is far more profitable than PKing.

This could shift over time if more PKs enter the scene, and at that point we might need to revisit balance. But for now, the ratio of PKs to dungeon crawlers is extremely low, so there is no pressing need for changes
 
Wahhh i want to wear 150k in gear to a dungeon so i can be l33t PVM and farm top tier content with no risk whatsoever and I never want to lose it cause the big bad peekay can pvp and I can't!

Sounds about outlands community
 
Wahhh i want to wear 150k in gear to a dungeon so i can be l33t PVM and farm top tier content with no risk whatsoever and I never want to lose it cause the big bad peekay can pvp and I can't!

Sounds about outlands community
me too! Agree 100%