Blue players PvM because they ENJOY killing monsters, and they are rewarded.
Red players PK because they ENJOY killing blue players, and they are rewarded ( kinda ).
Faction players PvP because they ENJOY killing faction players, and they are NOT rewarded.
So the argument that incentives are bad if given for things people already enjoy, the argument is weak.
By that logic, only farming resource nodes should give rewards because nobody likes to do that.
You can implement a system that:
1. Does not allow you to farm your own players.
2. Does not allow you to farm your own guildmates.
3. Is still less rewarding than PvM.
I've been able to sustain gold and even make most of mine from killing blues instead of monsters.
If you really want to stop the PK problem, at least allow me to sustain my wealth when I kill other faction players.
As it is now, unless you drop fat G-Heal charges or a gold wep, I probably spent more time/resources than it was worth to kill you.
Factionplayers are rewarded with silver and factionvendors.
If you're obsessed with pixels in 2017 you're ********.
If you have no interest in pixels in 2017 you're ********.
Let's get p o l a r i z e d
If you actually killed someone you would know you get hardly any silver for a kill and the chance of a faction item is garbage.Factionplayers are rewarded with silver and factionvendors.
This is merely an observation, possibly wrong but I feel it might be worth mentioning anyway. Before I do, this is not a slandering post, a crying post or any of the other negative things which could be attached to this post, it is not meant to upset anyone, cause an argument which lasts for days and any input is welcome regarding this.
Each area of the game needs to be balanced in some way. Crafting, resource hunting, Player Vs Monster, Player Vs Player, Stealing, Fishing, Cooking, Factions. Each area can be split into different subsections, for example Crafting would split into Blacksmith, tailoring, carpentry, alchemy etc. For the sake of argument, we will not talk about subsections and leave the main categories as Crafting,Fishing, PVP etc then we can create a pie chart. Lets consider that the majority of the content is balanced in a decent way, but with each new turn of events in game, a small percentage is added to a specific area. Eventually, things start to look out of shape, where crafting gets more love and attention than fishing, this leads to imbalance. So, what needs to happen is content or beneficial changes are added to the floundering *ahem* fishing areas, what that does in turn is throw the other areas out of shape so they require changes also.
Now, lets talk about the present time. Factions have been hit it seems because of certain player strategies in game *completely my opinion, holds no weight and is speculation.* If you have a guild which holds many members, then it would seem to be extremely easy to be able to manipulate a certain reward function regarding factions. The more numbers one has, the easier it is to rack up those goodies / benefits. This applies not only to EQMS, but to SM and other large alliances who are currently sitting in factions. Eventually, larger guilds will accelerate passed the competition, be more endowed *ahem* and better equipped to exploit riches associated with the system and obviously fish hook other players into joining because of the advantages to be had with any large faction group. Eventually, other factions may suffer with numbers because of this-thus leading to gross imbalance because, why would anyone join the losing and vastly outnumbered side? *Please feel free to correct me if faction sides are all balanced, don't really know a lot about factions myself so I could be way off*
It could also mean that factions are being tinkered with to suit a better overall, play style. IF what I say is correct then this could well be a direct nerf to large scale warfare *no shit eh?*
The idea behind "zergs" or large guilds being bad for UOF is foolish...