Open World PvP
I understand that many games have suffered a downfall to subjects such as Open World PvP. I believe however with the system that Guild Wars 2 provides us with allows us to create a way for us to overcome the problem that regular MMORPGS have. There is a need for people to release tension that can only be done in violence. People in the world of Guild Wars 2 get bored of having to que-up into a world vs world battle where the world with the best Zerg and tactics win. Life isn’t made to be a line. I have thought about this thoroughly and having completed the game, I have become bored of the constant dynamic events that are normally plagued by bots or spammed by Zergs of players. Where there is good, there should be an evil force within the game attempting to combat those forces. I have already studied the Lore of the creatures in Tyria, and believe that there should be no problem with what I am about to Suggest.
OUTLAWS
These are the players that would take on the roll of being player killers.
They would always be colored in red unless they attoned for their crimes. (This would be achieved through the avoidance of player kills or completion of dynamic events on the map. Suggested: 5 dynamic events or 1 day)
They would be able to attack any player they found wondering alone in any of the maps that is not a city and be able to commit these crimes in a party with the penalty being attached to the party as a whole. Vigilanties would be able to attack them as long as they have a recent kill marker.
They would be able to take items from the players who do not have certain bags equipped that would provide protection from goods becoming stolen. (They would not be able to take the items within the player’s starter bag to prevent hunting of starting players and lower level players.)
NPCs would deny these players the right to sell items to them. This includes completed hearts, dynamic event merchants, and other merchants within maps not in towns.
NPCs would consider these players hazardous to themselves and join in the defense of normal players.
There would be at least 1 NPC that would allow these outlaws to sell items in the map.
VIGILANTES
These people would be the regular people of Guild Wars 2 who would gain from hunting these Outlaws.
Vigilantes would be able to gain the items stolen from others just like the PKers, however their name would NOT be colored in red for the ARREST of these outlaws. They would be able to keep their green name and favor of NPCs within the map as long as they took no part in attacking non-PKing players.
Would only be able to attack players that have recently caused the death of a normal player. (Cooldown Timer would be reset upon attack of a PKer.)
Summary
As an outlaw, penalties would be heavy but the gain could be great depending on the hunting area. It allows the crafting to be more profitable due to protection bags (suggest limiting to 2) and the constant fight for minerals. Vigilantes would be just as profitable as becoming an outlaw.
Suggested updates to the game: Future or Present
open world pvp is in the game.
it is called World vs World
Its not really open world. There is a line to that world. It is also restricted heavily due to the requirements to actually take a fort or castle. There is no real punishment for dying, nor is there really a gain for killing. What I am suggesting is something that Guild Wars 2 promised. A community based on the actions of the gamers. People will be able to realize the type of players they want to become, and it would give something to do in the end game. I roam the world of Guild Wars 2 now since I have created a character that I really enjoy and with people always farming and not losing, the accomplishment has no gains, no real feeling of reward. With Outlaws and Vigilantes, this game could provide a MORAL system that would allow people to feel like a part of the community.