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PvP Realm Incentives (Please Read)

Posted: Sat Jun 27, 2026 6:56 pm
by Lightforged
A new PvP realm is the perfect opportunity to attract both existing players and newcomers. But it comes with the challenge of convincing people to try the server out, as well as retaining those players. I want to see this realm thrive and not die out long-term like Tel'Abim did back on Turtle WoW. Since we know that pvp realms tend to not be as popular as pve realms in the private server scene, I would like to suggest a couple incentives.

1) Exp. Rates
Similar to what Turtle WoW did, I think increasing the experience rate would go a long way toward making the server more appealing. I would suggest starting with 1.5x XP rates. It's a modest increase that reduces the grind without undermining the Vanilla leveling experience, making it easier for players to jump in and stay engaged.

2) Player Protections (Griefing)
I also think the server should include some protection against PvP abuse and repeated griefing. World PvP is one of the biggest draws of a PvP server, but repeatedly being killed by players who vastly outlevel you isn't meaningful PvP—it's simply frustrating and often drives players away.

My suggestion is:

If you're killed by a player who is more than 5 to 10 levels higher than you, you receive a 30-minute buff that prevents players who are more than 5 to 10 levels above your level from attacking or damaging you.
The buff would immediately disappear if you initiate combat against a player who is more than 5+ levels higher than you, preventing it from being abused while still allowing players to opt back into the risk if they choose.

This wouldn't interfere with fair world PvP between similarly leveled players, nor would it eliminate the danger of leveling on a PvP server. It would simply discourage repeated corpse camping and low-level griefing while preserving the excitement and unpredictability that make PvP servers fun.

I think these two changes together—a modest 1.5x XP rate and a sensible anti-griefing protection system—would make the new PvP server much more inviting without compromising the spirit of Vanilla.

Re: PvP Realm Incentives (Please Read)

Posted: Sat Jun 27, 2026 7:01 pm
by Darktifa
Tel'Abim didnt die
The last year, it had constant 1500 to 2k+ pop
Before Ambershit launched, it had 3k+ pop
All that with zero help from Turtle devs

repeated corpse camping = griefing = punishable

xp = 1x + tents
it's already too ez

and what TA taught us is
the faster you level up
the less leveling dungeons groups - wpwp you find

Re: PvP Realm Incentives (Please Read)

Posted: Sat Jun 27, 2026 8:09 pm
by Pawlicaforum
1. instead of increasing flat exp which already is not bad x1 + rested exp + tents + warmode flat bonus
increase exp gains via pvp means, as it was countless times already suggested on this forum, pvp player kills out in world exp, bg exp, bg objectives, repeatable open world kill X players quests giving exp/honor
etc etc, increase incetives and rewards, more fun gameplay = you play more = you exp more
noone wants to grind mobs and do pve quests for 295584th times

2. This is bs lmao, open world pvp as a main draw ? thats the best part of classic wow, open world pvp, thats the main reason, we are all here, and it should be expanded, reworked, it should take a step forward to match the "plus" meaning of classic/vanilla+ title
And there are already anti grief mechanics in place

The only thing i could say is indeed = slaying enemy 5lvls lower than you, should you give you absolutely 0 rewards, 0 exp,0 honor etc

Re: PvP Realm Incentives (Please Read)

Posted: Sat Jun 27, 2026 9:09 pm
by Lightforged
Pawlicaforum wrote: Sat Jun 27, 2026 8:09 pm 1. instead of increasing flat exp which already is not bad x1 + rested exp + tents + warmode flat bonus
increase exp gains via pvp means, as it was countless times already suggested on this forum, pvp player kills out in world exp, bg exp, bg objectives, repeatable open world kill X players quests giving exp/honor
etc etc, increase incetives and rewards, more fun gameplay = you play more = you exp more
noone wants to grind mobs and do pve quests for 295584th times

2. This is bs lmao, open world pvp as a main draw ? thats the best part of classic wow, open world pvp, thats the main reason, we are all here, and it should be expanded, reworked, it should take a step forward to match the "plus" meaning of classic/vanilla+ title
And there are already anti grief mechanics in place

The only thing i could say is indeed = slaying enemy 5lvls lower than you, should you give you absolutely 0 rewards, 0 exp,0 honor etc
Draw meaning attraction. I feel like you agreed with my comment but maybe misinterpreted it's meaning