Xp loss on the BB doesn't bother me. If people chose to PVP, then they chose to take on those forms of risk, and do it knowingly. If one aim is to increase the participation in PVP by non-PVPers, then the mechanism for getting on the BB might need to be thought through innovatively.
When people talk about PVP needing to carry risk, I'd add the question of risk for whom? The PVP system can carry risk for the initiator without needing to have risk for the victim. Or the system could carry different levels of risk: more for the initiator and less for the victim. (I have read posts from some PVPers on various forums where they said the risk when they PVP is part of the buzz they get from doing it. I have no idea of how representative they are of the PVP community in general, but the fact that they exist makes this question worth asking.)
As a leveler, what I want is the sense that I can control my risk - to the extent that if I get hit I can blame my own silly actions, or believe that I was very unlucky. Actually, under the early PVP system (2007-2008 ish) I had that. Even though PVPers in recent forums have kept citing that as a great time when PVP was a major part of the game, it was actually a time when I found it easy to play with virtually no involvement in PVP: I got hit by one person at level 16 (when I didn't even know that PVP existed), by one person at level 65 and then not again until around level 650 when the PVP rating system started to get reset regularly. So that was just 2 events in the 2.5 years it took me to reach level 650. The reason I could do that was mainly because the PVP rating gain depended on the difference between PVP ratings and those ratings never got reset. So I sat on a rating of 999, was careful where to put my gold, and never attracted the interest of PVPers.
I explain this at length to try to give some insight into where I - as a leveller - am coming from in this debate. I want both PVPers and levellers (and farmers, and scavengers...) to enjoy this game. I'd suggest (though pelase do correct me if I'm wrong, as I am inferring) that most PVPers enjoy risk - or at least enjoy the rewards more than they dislike the risk - while most levellers wish to control risk. If we wish to keep players in the game, then maybe the PVP system needs to create a bigger split in the levels of risk carried by initiator and victim in PVP.
As an aside - I wonder whether what people look back to as good about 2008 was largely just lots of people - lots of all types of players. I look back on 2008 as a low point on general PVP activity in the game (from my perspective it was, as I've explained above), whereas PVPers were seeing lots of PVP. But we had lots of people. The AH moved quickly with lots of volume and lots of turnover on cheap and expensive items; merchants had lots more activity; hunts had competition for getting the creatures on a given site; SEs would be found quite quickly by multiple wanderers... We have no idea whether the percentage of PVPers was greater, less, or the same back then. So we have no idea whether that system created more or less activity than the current one. What we do know is that when the old game was actually quite new, it attracted a lot more players of every persuasion. Distinguishing cause, effect and random correlation is a crucial part of learning from history; and not distinguishing between these is a common cause of repeating the mistakes of the past. I'd really endorse Kath's sentiment about trying to shape a future rather than return to the past - and to make that a future we will all enjoy.
Edited by rowbeth, 16 April 2014 - 07:31.