Grimwald, on 28 Apr 2013 - 12:23, said:
Well, PvP as I see it happening is not really PvP. PvP is really an onesided excercise in which the attacker has all the advantages. He searches through the playerlists and selects an target which is offline or is hunting, then he tailors his gear to make sure he can defeat the target, he buffes up and then he assaults and moves to another one. Is this REALLY PvP? I don't see the second player, I just see another mob who got stats to beat.
To make PvP fair, I would change it a bit. First both swing at the same time, secondly everyone is cloaked
Ofcourse we are going to need cheap offline gear with high random stats like high defense OR high armor or high HP to make it interesting.. 
Yeah. That's what is what makes FS' PVP lacking. IMO They should allow for players to be able to attack upwards higher though imo. I'm of a neutralish view on PVP though this aspect is what is terribly lacking.
As for attacking while offline some pvp people (who are all buddies with people they've played with for 4-5 years) would tell you to get buffed while offline... well... we have a thing called stamina in this game that makes that not as efficent as someone who is AFK in an open world MMO... Because someone can you know... witness them coming and buff their buddy?
Maybe making buffs not work in PVP when attacking that are higher than your VL? This can nerf the concept of buffing merely to beat stats... Also doing the concept I heard of putting buffs on stand-by was talked about... maybe make this a mechanic of the game? In exchange for PvPers get rid of the deflect = bounty OR get rid of multi-bountying... I think multi-bounty is a stupid concept imo. Why not make it so the reward is combined rather than multiple bounties by the same person??? This entices more to take the bounty, and thus hit them anyhow.
Also, maybe make a special kind of bounty on 100 stam hits? With an incentive to take said bounty beyond the regular reward?
The problem lies in that there is mutually issues on both sides. PvPers have total edge to attack while offline. Maybe get rid of attacking beyond say 24 hours? In exchange ditch deflect/multi bountying. I think getting PvPed while online within 30 mins is fair game.
***Just thought of an idea. Make a log/guild log message that can be toggled on/off (hmm a SECOND guild Preference???) That gives guild members a 2 minute window to buff or get people to buff an attakced guild member who has been offline for more than... hmmm say about 2-6 hours somewhere in that window. They have those two minutes to quick buff their buddy. Maybe make this also an option for people on your ally list? (people who added YOU as an ally get this alert and also have an opprotunity.
Lastly... Updating the Fallensword Phone APP to be able to quick buff members of your guild with a simple listing of names, level, and maybe gold on hand? with a message/quickbuff as only two options would be a BOON to a number of us to utilize. A realtime profile page would also be great, so we can see what buffs we have on, etc... This can help liven up PvP etc. In all of these things I urge ditching multi bountying. MAybe take my idea of a multi bounty the reward merely merges?
I agree that despite the "intent" aspect deflecting then bountying is a tad past it's time. If we really want to liven up PVP and also give a bit of a boost to the rest of us (like me) who tend to not bake cakes on a regular basis, a bit of a nudge to be able to respond to PvP attacks... anyone who would still complin about PvP with the 2 min timeframe to respond to a initiated attack, would be either not being legit about their opposition or really has a habit of making other players unhappy with them.

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