One key thing here is to understand that there are a lot of different reasons why one will/won't PvP, and (more importantly) respect those differences. Without mutual respect, nobody's mind will be changed. Many of the motivations I've seen in others are things I personally could not care less about.
Factions? I play games to get away from those who use flags or religions as an excuse for violence, so why would I do something I'm trying to get away from in-game? If you find fighting for gawd or country fun then you do you, but don't expect me to share your enthusiasm. Maybe if the notion of "faction" were changed to account for the reality of so many alliances crossing traditional lines, I might change my thinking on this one though.
Fun? I'm too goal-oriented to have fun fighting just for the sake of fighting. Again, if you find it entertaining then go ahead and PvP any consenting player you want, but unless I've had a bad day at work and feel the need to stab people in the head repeatedly for purely cathartic reasons, I prefer more concrete rewards.
Speaking of rewards though, that's a bit dicey. Right now the PvP rewards are a skirt, a shield, and some crystals that I can buy with occupation points. There needs to be more incentive than there is. And the point costs are pretty high too, so it feels a bit grindy when you consider how few opportunities there are to earn PvP points without farming your own alts. Mastering a craft seems less tedious by comparison! That said, I concur with Luminatrix' WoW experience. I watched another game I loved die a horrible death from players feeling forced into PvP due to a severe mismatch in the rewards between PvP and PvE. (It didn't help that many PvP players wanted the devs to delete any and all PvE content despite the fact that PvE players were >80% of the server population...) When Luminatrix says, "Don't overdo it.", I can't help but think of what lead to the demise of that other game, and how much I would rather not lose another enjoyable game the same way.
Objectives? Now we're talking! I personally do most of my PvP-ing for a goal, usually a shared goal that involves teaming with at least 4 other players to accomplish; OPs or Sups. So maybe we need more to fight over. And I don't mean artificial measures such as reducing the number of Sups that come up at season change or that bosses drop either. Somehow, I doubt that I am the only "results oriented" player that doesn't fight for greed or glory.
Another thought; between Silan barely mentioning PvP at all and most PvP-ers being multi-masters, new players are not really introduced to PvP, and really have no chance at winning until they've already played long enough to get so comfortable with PvE that they feel no real desire to PvP. Maybe with earlier introductions to PvP and more favorable ones than getting ROFLpwned, more new players will be interested in PvP.
Factions? I play games to get away from those who use flags or religions as an excuse for violence, so why would I do something I'm trying to get away from in-game? If you find fighting for gawd or country fun then you do you, but don't expect me to share your enthusiasm. Maybe if the notion of "faction" were changed to account for the reality of so many alliances crossing traditional lines, I might change my thinking on this one though.
Fun? I'm too goal-oriented to have fun fighting just for the sake of fighting. Again, if you find it entertaining then go ahead and PvP any consenting player you want, but unless I've had a bad day at work and feel the need to stab people in the head repeatedly for purely cathartic reasons, I prefer more concrete rewards.
Speaking of rewards though, that's a bit dicey. Right now the PvP rewards are a skirt, a shield, and some crystals that I can buy with occupation points. There needs to be more incentive than there is. And the point costs are pretty high too, so it feels a bit grindy when you consider how few opportunities there are to earn PvP points without farming your own alts. Mastering a craft seems less tedious by comparison! That said, I concur with Luminatrix' WoW experience. I watched another game I loved die a horrible death from players feeling forced into PvP due to a severe mismatch in the rewards between PvP and PvE. (It didn't help that many PvP players wanted the devs to delete any and all PvE content despite the fact that PvE players were >80% of the server population...) When Luminatrix says, "Don't overdo it.", I can't help but think of what lead to the demise of that other game, and how much I would rather not lose another enjoyable game the same way.
Objectives? Now we're talking! I personally do most of my PvP-ing for a goal, usually a shared goal that involves teaming with at least 4 other players to accomplish; OPs or Sups. So maybe we need more to fight over. And I don't mean artificial measures such as reducing the number of Sups that come up at season change or that bosses drop either. Somehow, I doubt that I am the only "results oriented" player that doesn't fight for greed or glory.
Another thought; between Silan barely mentioning PvP at all and most PvP-ers being multi-masters, new players are not really introduced to PvP, and really have no chance at winning until they've already played long enough to get so comfortable with PvE that they feel no real desire to PvP. Maybe with earlier introductions to PvP and more favorable ones than getting ROFLpwned, more new players will be interested in PvP.
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Do not assume that you speak for all just because you are the loudest voice; there are many who disagree that simply have no desire to waste words on you.