The Pardons don't really mean squat. Don't go to fel and you can't be PKed.
PvPers who go red should have a way to easily return to blue. The PKers would tend to have so many counts I doubt they could find enough Pardons to go blue again.
Well, that depends on the way the game is designed........
If the game gets a design which makes certain facets, and those only carry certain things then players' freedom of choice is somewhat limited......
And no, I do not agree with creating "baits" or, if one will, "reasons" for players to want to go to PvP iruleset facets. IMHO, PvP itself should be "THE" one reason why players should want to play on a facet.
If that does not happen and people think that the facet may need "reasons" or "baits" to attract players well, then my opinion is that perhaps the design and way that PvP plays out is flawed since it fails to attract players by itself.
Is it more challenging and thrilling to play versus a computer or another human being ?
I often hear the argument that as of now, no artificial A.I. can be as challenging as a human opponent.
This by itself should be a hell of a good reason to want to fight human controlled characters rather than computer controlled ones.
If this does not happen and players stay away from PvP then the problem is PvP itself and the way it works, NOT the lack of attractiveness of the PvP facet.
The whole "risk vs. reward" is actually, as I see it, in disfavour of PvP and not helping it.
It only divides players and creates frustration in part of the player base and boredom in others and does not get to the core of the problem -the flawed PvP mechanics- really addressed.
So, I'd rather not see facets having any exclusive feature being offered that other facets do not have but see the PvP system addressed and changed so as to make it finally appealing to as many players as possible for the sake of it, the challenge and thrill of playing against another human controlled character rather than some A.I. one.
At least, this is my opinion.