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All your thoughts are awful.
With that said, I am okay with removing EXP loss because it doesn't affect me at all. I could die hundreds of times without ever feeling the loss, so I don't see why the low-mid levels need to lose big chunks of levels in shardfalls and such.
"On the battlefield I am a god. I love war. The steel, the smell, the corpses. I wish there were more. On the first day I drove the Northmen back alone at the ford. Alone! On the second I carried the bridge! Me! Yesterday I climbed the Heroes! I love war! I… I wish it wasn’t over."
Now that we are talking about modifying how experience is handled, would it be an appropriate moment to suggest that, since I remember that PK levels would be still gained/lost as usual (because it is what modifies HP reserves), that the PK experience be shared like bashing/quest is, instead of only for the person that dealt the killing blow? I mean, only when Mena went DK and started getting kills herself is that she started to come positive at all in shard battles, because as Wytch, her chances weren't that high.Guard rush kills would still not share XP. Go farm somewhere else.Edit: Since this will likely increase number of people around in shardfalls, why don't you people consider releasing higher levels of stone figurines? 30 enemy slots aren't enough.
I like the points made by Aleutia and Josiph. I like the idea of keeping PK XP out of the overall figure of general XP. It doesn't matter that much to my character, but I think it would make the gaming experience better for lower level players, and that's a good thing. Not everyone has the luxury of playing for hours a day like I do, and to lose XP gained from hours of monotonous hunting in the blink of an eye has got to be discouraging.
The only way I can imagine to discourage PK farming is to keep PK gains and losses limited to arena event and ranked spars.
At the high levels, deaths are basically meaningless unless you really really really really really care about your nerdpoints. At the low levels, the deaths have a much larger visceral impact and push newbie/lowbie players further away from the level-based rewards that they need to progress.
This makes the EXP loss on death a messed up sort of punishment, because it hits the less experienced and newer players way harder than the veterans. Going out to the shardfall at 70 and coming back at 68 and change sucks a lot more than going out to the shardfall at 104.94 and coming back at 104.89.
Removing exp loss sounds like a no-brainer, you've already went to extraordinary lengths to get more people involved in PVP, ala an autocuring system.
The instant rez idea sounds bad to me, but I have not raided or defended in a year or two.
Regardless, this game has sat hovering with the same population for awhile, new people popping in every so often. Often times just IRE transplants, something like this if advertised correctly could be of great benefit to the game.
The only issue is that once something large like this goes through, you'll never be able to take it back without a fight.
I like it.
Maybe make it impossible to gain xp on pk if they're within the same circle.