The whole issue with the tradeoff is that we shouldn't have to cough up the goods, when clearly we have a shortfall of PvM content in Fel. It's very rare to hear a predominantly Tram player say "yeah, you guys should get something equally good in return for giving up PS". Mostly they want to take without considering what replaces the PS.
Fel needs PvP rewards for PvP participation, NOT PvM rewards with the possiblility of PvP and/or "rule of PvM rewards by gank/raid guilds".
Make Fel a place that is engaging for PvP, then strip out all of the excess "rewards" that have NOTHING to do with PvP and let Fel stand or fall on its own.
Thing is,
Fel isn't just a PvP facet, despite all the devs and players who think as much. In Fel you have the ability to create good PvM areas with the edge of a possible fight breaking out. PvMers like myself enjoy those interludes in an otherwise boring hunt, and hate a sanitized PvM environment where we feel too safe.
I have a RP town and we refused to move to Tram because Tram does not allow for a new player to enter an RP area, pick a fight and face any consequence. In Fel you can involve complete strangers right off the bat in your scenarios. You don't have to message GMs and wait for everyone to war up before trying to eject the evil brigand from your tavern. You just play that character. Fel for me is THE facet for RP because of its ruleset.
So Fel is not just about PvP. If the devs go down that road then they've thrown away the opportunity to create a full facet rich in content for every player. Right down to the crafters. I just want to scream at them to see the potential in Fel, but it seems everyone thinks Fel = PvP. Frustrating when you want a full game experience in that facet
If your facet of choice is Tram then you can live there 24/7 with no problems. You can buy PS instead of venturing into Fel and your environment follows the ruleset you like. That's great, if you like Tram. Another story entirely if you want your life to be led just in Fel.
All I'm asking is to give Fel players that same choice that Tram players have. To make Fel as good as it can be, not just shove the odd bit of content in our direction to shut us up. To use the space which lies like a wasteland. I'm glad to see the attention Fel has gotten recently, but we have a considerable way to go. And what annoys me more than anything is players who aren't interested in the Fel facet, trying to block us from getting content. I'm not directing that at you personally, but there are players who seem to use PS as an excuse to pull Fel down and I'm tired hearing it. If it's not a facet you plan to play in, I don't think you should try to dictate what those players deserve. After all, we aren't playing for free
I think that Trammelized rules need to be removed in Fel. Instanced corpses need to go away, insurance, well, I think I can see an argument for that one as well going away. Maybe a new form of the bounty system needs to be looked in to (one that can somehow limit the ability for a PK to gain a huge bounty and collect on himself), who knows, but possibilities exist.
Agree 100% with you. I want to get back to the real differences between Tram and Fel and remove the "smudging" for one of a better word, between the rules in Tram and Fel.
But as HD pointed out above, Fel now has Doom Arties with extra mods on them as Faction rewards. I've seen the retort that "you can use these in Tram" to which the obvious counter is that Fel players can take a blue character to Doom and get the classic ones themselves.
I'm not a fan of these new arties at all, and I must say, I haven't seen nearly as many factioning players as I expected. Which is a good thing. But no, I don't think I have a good thing to say about these arties. The system of obtaining and maintaining them is clearly borked, and IMO they shouldn't work in Tram. Or even outside factions. But the way I see it is, EA have to encourage players to buy SA, and I'm betting that the arties which come from SA will be even better than the faction ones. That's the only reason I'm not raising hell about them.
Personally, I say give each facet their own content and rewards and stop trying to homogenize the entire game, but at the same time, get rid of extraneous "lures" that have been proven not to work and throw certain aspects of the game out of balance in the process. I think a given monster (example a Dragon) should have the same loot tables and resources in ANY facet it is encountered (assuming a normal non-paragon, non-greater dragon), a tree should give the same amount of resources and a mountain vein should give the same amount of resources because they are no different based on where you are. Only the OUTSIDE encounters make them different, in which case the risk and reward is based on that outside encounter, not the tree or vein.
Well, I'd suggest what I've said about pulling PKs out overland to increase the risk, because I realise, as a very casual player, that the ability to quickly gather the resources you want is very useful if you play with limited time. Right now I don't buy any resources or scriptable items because I refuse to buy from cheats. But that means time spent collecting, and I'm sure I'm not the only crafter who works like that. And it used to be a very real risk and a deserved extra hoarde

I think reducing resource yields in Fel would play even further into the hands of scripters. If double resources has to go from Fel, I would rather double resources everywhere than halve what we pull.
Though it's worth pointing out that there is still more risk in Fel PvM in general when you have empty dungeons and a full set of spawn jumping you at once. No recall out for one thing

Even without PKs you need to be more careful. No players to res each other, no pushthrough and yes, the odd PK. Which IMO justifies a lot of the apparent reward in Fel.
Wenchy