(I repost what I put in the classic forum)
I like vanilla pvp, especially world pvp, because it makes the world feel much more alive. However, to my taste, WoW Vanilla lacked to give more meaning to deaths, raising the risk would make deaths more meaningful, making surviving in the game more exciting and satisfying, especially by winning a World PvP match. That’s why I loved the Hardcore project understood as permadeath.
I understand that for many it is very categorical to die in PvP and get a perma death, so below I propose some ideas for hardcore pvp that maintain a high risk, but not as high as death in pve (remember that in vanilla pvp death is different from pve, since the first does not break the armor and the second does), also in pvp you can be hunted, ganked, killed among several, so it might be acceptable to limit the hardcore consequences in that aspect
A. Consequences with looting:
- That, as a general rule, dying in pvp does not lead to permadeath, but that it is attributed greater consequences than vanilla, for example: (a) not being able to revive until an hour later (in that time you could play with an alter… and this would give a greater sense of victory to whoever won an encounter in world pvp); (b) that whoever gave you the killing blow can loot a non-soulbound item from you (I know many people are disgusted or terrified of looting in pvp, but we’re talking about hardcore, it’s lighter than losing the character).
- Mak’gora: a) dying in mak’gora would be the only way to have a perma death in pvp. b) dying in mak’gora would make all your non-soulbound loot lootable by the winner… in my perspective it is not easy to get mak’gora duelists, so a bit of ambitious incentive I think wouldn’t hurt.
- Pvp kills that carry the consequences of point A1 (one hour cooldown to revive and you can loot an item) should be equivalent to honorable kills. This means that if you get killed by a skull player, it’s like if you get killed in vanilla wow, you can run back to your body without any other consequences.
- If a mob gives you a killing blow, but a player of the opposing faction was hurting you at the same time, that death will be considered PvP, and your character will be able to revive under the conditions described in the previous points…
- Extra: I like the idea that if you die because of pve, meaning perma-death, you can loot with another one of your characters all the non-soulbound equip of your fallen character, within 24 hours from his death.
B. Same but without loot (or similar):
- That the deaths in pvp do not lead to perma death, but that they have some consequence greater than vanilla, that matches with hardcore. For example, they could have some kind of honor system, or one similar to mak’gora’s ears, that give you some kind of ear for pvp kill (not the same from mak’gora’s ears, so you have two types of trophys), but they deduct one ear for pvp death, and according to the number of ears you keep per week they give you a basic amount of honor points per week (this is a suggestion very open to opinions, I just thought of this); not being able to resurrect before a shorter amount of time (I suggest at least 15 minutes). The idea of these consequences is to give more sense to a death in pvp, to feel the risk in the open world, but something not as drastic as a perma-death, for reasons already explained.
- Mak’gora: Only way to be perma killed in PvP, you earn the trophy ear. I wouldn’t change anything.
- That the consequences of point B1 apply only to honorable kills, this is to avoid griefing of high level players vs lowbies. This means that if you get killed by a skull player, it’s like if you get killed in vanilla wow, you can run back to your body without any other consequences…
- If you die from a mob killing blow, but a player of the opposing faction influenced your death, causing you damage, it will be considered a pvp death and not pve (unlike vanilla), and you will be able to revive…
C) PvE server but with some incentive to activate pvp and limit perma death to honorable kill. This is to be able to level with pvp activated and not be killed like a bug by a high level ganker…
D) PvP with permadeath, no special rules, simply hadcore pvp at its best.
I would love to read your opinions, I like A, B and D.