It's not to much to 'protect' them from GvG, but I think it may be quite discouraging when you are new to the game, join a guild then get a load of GvG attacks in your log. I'm thinking just for 'x' days after joining the game you can't be attacked or participate in GvG.
Sarcastic response (feel free to skip):
At this rate, I think we should protect FS from leveling. Perhaps at least a year of playing. We could then expand the PvP range to be at least 100 levels. That would get rid of most of the gripes.
I also think a protect against lame Guilds should be in effect. Scamming aside for being too obvious... we could just make it so no player can join any Guild that doesn't take care of its players. Yeah.....
And finally, when leveling is allowed, there should definitely be a protect against mobs. I'd recommend until about level 2,000 (thinking ahead on this one). I mean, let's face it... even levelers hate it when they lose their KS. Beyond that, pretty much everyone complains about set costs and actually having to think or do anything beyond clicking to level up.
Serious response:
"Protecting" from pretty much any game aspect is against the entire idea. In this case, GvG is the low-cost way to learn about PvP. All you're doing by "protecting" is getting everyone to be more upset when they have to face up to the real game.
An apt example would be locking your kid (yes yours Hoof) up at home until they are 18. After all... wouldn't want them to know what to do when they meet up with those "bad" people. Of course, sooner or later they have to learn... and the faster something "bad" happens, maybe the faster some "good" people come along.
In short, parents teach their kids or the kids learn on their own. I don't think there is a single long-standing player in the game (and that doesn't mean they have to be long-standing to earn the badge) that doesn't do one or the other.
Babying people into game play is not going to make FS survive.
Edited by Egami, 09 October 2013 - 00:04.