Seriously? Zero comments!
Am I really the only one who thinks that the death penalty is totally unbalanced and a major barrier for PvE players to join in on open world PvP?
My alternative suggestion is to base the death penalty on a standardized loss of experience points that makes all players equal instead of an unbalanced punishment with indiscriminate loss of skill points regardless of the level they are taken from. PvE players don't PvP because they have far more to lose, so a reasonable solution would be equally measured death punishment for all; not increasing the likelihood that PvE players fall victim to ganking.
If someone with level 97 in Artisan cuts down a tree and uproot it, then the progression is 0.008 skill point. If someone with level 39 cuts down and uproot the same tree, then the progression is 0.5 skill point. This is pretty normal as both players gain, say, 50 experience points, but the progression requirement increases exponentially, so you get a diminishing return on "the grind". In other words, the experience point gain is equal, but the skill gain is not. There is nothing strange in this, as that is how all MMOs work.
I am an old school MMO player and I thrive on "the grind", but while I have played several MMOs where death was penalized, I have never played a game where some players were punished more than 62 times more severely than other players. And that is only comparing level 97 to level 39! For a full skill point, a low level guy has to cut down one or two trees, while the level 97 player has to cut down 125 trees. That is outrageously unbalanced. And, it is just a tier 1 skill that does not require preparation. Regardless of the actual multiplier for PvE player punishment, it is a discriminatory game mechanic and it is not a surprise that there is a very big divide between PvP and PvE players.
The loss of, for example, 200 or 500 random experience points would be a balanced and equal penalty for all players, but a skill level randomly split over several skills regardless of level and tier is definitely not equal. Strictly speaking, this is punishing players harder the more time and effort they have "invested" in the game. As it is now, one player stands to lose maybe 300 experience points while another player stands to lose 18,600. Are you surprised that one of those players will do everything possible to avoid any form of PvP encounter?
It seems to me that the developers are stubbornly trying to force PvE players with no inclination to PvP into PvPing, which is incredibly foolish. PvE players do not refrain from PvPing simply because they are incapable of finding a fight, so when the next major patch opens the flood gates for PvP raiders to roam the green worlds, the green worlds will surely further depopulate as there will be significantly higher risk of getting ganked. It will be ganking and not fair open world PvP fights, because you will have PvP players with "nothing" to lose coming to have fun at the PvE players' expense - even if they meet a green world player who can kick their butt, they just have to go back to their red world where they can skill back up much faster than on the green worlds.
Sex with someone who does not consent is rape and attacking another player without consent to PvP fighting is the basic definition of griefing. If you want more PvE players to PvP, then make the death penalty balanced and ensure consequences are equally measured for all. Providing red world PvP players more sheep to slaughter on green worlds will not stop the depopulation of any of the worlds either.
But, the next major patch is not all bad, because I will be able to try out PvP in the Arena on equal footing with the full-time PvP players. I will probably lose a lot, but at least I don't have to cut down a forest every single time!