Phantasmagorian
Sage
PVP LOOT
What if any player corpse when looted by another player would contain "class loot", that depends on the player's skill. Class would connected to mastery, if none, then some default loot pack would be loaded. If a player has magery mastery lvl 3, it would mean mage armor, magery mastery, etc, could appear as loot. An additional factor could be fame/karma of the player. Obviously, some mechanisms to avoid abuse (24H timer, etc.) would have to be installed....
REPUTATION STAKE
This would work roughly as follows: you can pledge some of your fame towards getting either: better loot from others, or a small % bonus in a stat. However, this would cost you a significant amount of gold, which would be lost upon death to your killer every single time you get killed.
Obviously these ideas are very rough and may not even be feasible or desirable, however, what I am thinking about here, is a mechanic that rewards pvp in interesting ways without affecting what's in a player's backpack or what they're carrying. Such features could be tuned towards a level where the decision would be significant.
What if any player corpse when looted by another player would contain "class loot", that depends on the player's skill. Class would connected to mastery, if none, then some default loot pack would be loaded. If a player has magery mastery lvl 3, it would mean mage armor, magery mastery, etc, could appear as loot. An additional factor could be fame/karma of the player. Obviously, some mechanisms to avoid abuse (24H timer, etc.) would have to be installed....
REPUTATION STAKE
This would work roughly as follows: you can pledge some of your fame towards getting either: better loot from others, or a small % bonus in a stat. However, this would cost you a significant amount of gold, which would be lost upon death to your killer every single time you get killed.
Obviously these ideas are very rough and may not even be feasible or desirable, however, what I am thinking about here, is a mechanic that rewards pvp in interesting ways without affecting what's in a player's backpack or what they're carrying. Such features could be tuned towards a level where the decision would be significant.