I would like to suggest a PvP World where you do not lose items or xp on death. Instead, I propose that you receive 10 valor points (or some other points) per kill. These points could later be exchanged for great rewards. These points would also lootable for other players so if you die you lose any points that are not "banked". You will only be able to "bank" them once every 60 minutes. Therefore, in reality, for killing a player you will receive 10 points + however many he/she is carrying. I think it would also be interesting if the top 10 people carrying the most points were listed on the noticeboards scattered across the realm where quests can be found in normal worlds. Perhaps even their level and last known location (where their last kill was) could be listed too.
In order to stop people from exploiting logging out or switching world for safety, I propose that the 60 minute intervals be paused when one goes offline (like buffs currently are) and if someone has killed a player on a pvp world, they will be labelled a pker and can be killed on a regular world for the next hour.
I know that many will oppose this idea as it provides a very "low risk" pvp experience but I feel that "high risk" will only drive many players away. We do not currently have a large community so a pvp world could use all the players it can get.
Just my opinion, feel free to criticize.
the problem with valor points type things is you get people farming lower level ppl for the points.... i could go kill 5-10 lvl 20 rather quickly then bank them and get a rather large amount of points daily. heck could even do the same against lvl 30's.... this just turns out bad for the game always....
the thing with items dropped.... so ok me a lvl 40, and you a lvl 18 are both just normal players neither of us have a PKer tag.. i kill you i get to loot 1 item and that is my only reward... why would i do that? what would you have that would be worth me killing you for....?? nothing so i wouldn't kill you it simply wouldn't be worth my time or the risk of being tagged PKer
the EXP loss is only if you was already tagged a PKer this aswell as the increased drop loot (regular person gets killed he drops 1 item a person tagged PKer drops 5, 10, or all items) makes it even less likely people will exploit any systems and farm lower level players.. the reward just wouldn't be worth the risk no matter how you slice it...
now on the other hand say i'm at eldevin fountain and truth (yeah it wouldn't happen i love him he's cool) was talking crap and later i caught him out in the wild it might be worth the risk and would be nice if i had the ability to attack him. then he'ld always be able to come back with a friend OR people like ernzor (and how i usualy am) who hunt PK'ers could come find me and it would add more fun to it as then we'ld have a game of cat and mouse...
its nice to have something to hunt and sometimes its nice to be the hunter but if there is no risk then its just as boring as anyhting else..
to the other post about the pk timer... i would think 1st kill = 10 minutes Pker status and its progressing so 2nd kill would add 15 mins (to remaining time, and 3rd kill would add 20 mins....
Example:
i kill one person i have a 10 minute Pker status.
i kill 2nd person after 5 mins had passes i now have 20 mins PKer status (5 mins left from the first +15)
i kill 3rd person 10 minutes later and i now have 30 mins PKer status (10 mins from pervious +20)
i really think this system would work being on ALL servers because of the reward/risk system it wouldn't get out of hand and people that wanted to avoid it would be able to fairly easily.. however i wouldn't mind so much it being just locked to 1 server aslong as the players was also locked to that server.