Right now, when people get into pvp there are several very toxic factors. First, group size disparity. This will never be solved, even with balanced pvp shards. The second is farming behaviour, where attackers look to gank people who are rezzing.
The first problem might be addressable by nerfing open world raid groups on pvp shards. If the raid members cannot see each other on the minimap, the flocking behaviour is discouraged. Yes, they can still share experience and quest rewards, but if they are only allowed to see members of their immediate group on the minimap, the raid becomes far less useful as a quick way to create a group with enough players to steamroll everything.
The second problem might be addressable by looking at the way rezzes occur. You have to run to your corpse, sure. But after you run to your corpse, why must you rez within your corpses vicinity? Why can’t you pick your corpse up and fly off to rez elsewhere? Why do you have to be a target for ganking behaviour? This single change would make it impossible to camp people, which is a serious pain point in pvp.
But to encourage pvp… if all players who died in honorable combat dropped say 5 gold, or some herbs or some ore… that would make killing a player honourably a thing to be wanted. And with the term “honourable” we could add all kinds of restrictions. For example if two players killed one player, that isn’t an honourable kill. This further disincentivizes toxic pvp, and encourages 1v1 open world engagements.
If I see Horde rez after I kill them, I’ll do it again. Not sure how this is toxic.
That would kill wpvp.
This isn’t like Classic where getting camped is literally the end of the world. In retail, you have a billion different ways of escaping a corpse camp. Figure it out or spirit rez.
If I want 1v1 pvp then I’ll go outside of Goldshire and duel people. Otherwise, when I go into PvP, I’m bringing a raid/party and griefing Horde.
Currently PVP offers pretty much no rewards other the the 10+% bonus in warmode. If you are killing people its just because you enjoy doing such things.
I would like only 2 spirit ressers per zone in Warmode to help stop the chain spawning garbage. Untill we have better class design its whatever. PVP is barely alive since Legion.
The fact that you acknowledge the behavior is griefing is one of the largest, and most probably unfixable, problems with pvp.
Far to many people saying “well…I’m/we’re having fun so it’s all good” and not “everyone should have fun on both sides. Let them go if they clearly want to run” IMHO of course. If you know you’re griefing it could be a violation of TOS though warmode makes this possibly moot I imagine.
We shouldn’t have to bribe people into PvP’ing. Warmode is flawed because of that. The people who wanna pvp will pvp and should all just be thrown into a single shard together. Either we’ll kill each other, or we’ll leave.
SWG didn’t have this level of toxicity. We had a few that were jerks but they were found out in the community and dealt with even by the pvp players.
SWTOR doesn’t have this level of toxicity either. There are always a few bad apples but for the most part it is not toxic.
Wow seems to bring out the worst in toxicity and pvp, not sure why. I tried pvp once when I came back and it just not worth the effort having to deal with those types of people.
I haven’t played either of those games but I would theorize that it has something to do with how easily/effectively griefers can deny their victims, since that is where they derive most of their pleasure. With war mode the situation is indeed better than it was with the old server types system since you can just drop out of war mode as needed, but as long as you’re in war mode griefers can very effectively lock you out of WQs, vendors, etc for extended periods.
In a game where total lockdowns aren’t possible or are only possible under much more unusual circumstances, toxicity wouldn’t be able to proliferate nearly as well.