How PvP should function, is a topic of much debate. Personally, I've always been an advocate of minimalist PvP. No enchants, no potions, and no gapples; only plain armor and a weapon. However, very few share those ideals and I have grown to like the traits system. The traits system is unique to massive and has a lot of potential. It's one of the reasons that I've stuck around despite the formerly aristocratic PvP system. However, it had its flaws and obviously needs rework. So here's my suggestions for a new and improved system.
I'm going to divide traits up into two categories, PvP and PvE. Furthermore, I'm going to characterize PvP traits as "Classes" and PvE traits as "Races". Players can then choose from a preset roster of Class and Races. These Classes and Races would be balanced and tweaked by staff, then tested by players. That way things will remain relatively balanced.
Here's an example:
Player 1 is an Orc Berserker and Player 2 is a Qadir Archer.
Race: Orc
Traits: Carnivore, Poison Immune etc
Class: Berserker
Traits: Axe Expert, Speed 1, Archery Vulnerable,
Race: Qadir
Traits: Healsunlight, nightvision
Class: Archer
Traits: Archery Expert, Sword Vulnerable, PoisonStrike
(These traits assigned to each race and class is just hypothetical and serve as placeholders for the example). In this match up, The archer has the advantage, as the berserker is weak to archery. For the orc to gain an advantage it would have to switch to another hypothetical class such as "knight", whom would use sword to exploit the weakness of the archer. This would also add some strategy into raiding, as factions would have to balance their invading force to cover all weakness or exploit weakness of a target. Much like how traits are now, the Race traits could be canceled in PvP, to avoid any additional advantages and maintain a completely PvE exclusive presence. I think it would be better to keep Race traits in PvP, to give back the freedom of choice that removing the traits feature would present. As in the example, the archer has poison strike, but the Orc race prevents that trait from being effective. A side note I'd like to add, is that a significant cool down should be placed on switching races/classes to prevent people from over exploiting a weakness. If a raid team doesn't do significant scouting and raids with a bad composition, they shouldn't be able to immediately change class/race and rush back in and overwhelm defenders. Likewise for defenders, if their defending composition isn't great then they shouldn't be able to teleport back in and wipe the raiders after witnessing their composition.
The main idea here, is to create a class and race system that balances pvp and creates additional variability (Breaks the meta of having a raid full of potted up axe wielders or bow spam flywater archers). I think that some collaboration between staff and players in designing these classes/races would produce a system that everyone could be happy with.
I'm going to divide traits up into two categories, PvP and PvE. Furthermore, I'm going to characterize PvP traits as "Classes" and PvE traits as "Races". Players can then choose from a preset roster of Class and Races. These Classes and Races would be balanced and tweaked by staff, then tested by players. That way things will remain relatively balanced.
Here's an example:
Player 1 is an Orc Berserker and Player 2 is a Qadir Archer.
Race: Orc
Traits: Carnivore, Poison Immune etc
Class: Berserker
Traits: Axe Expert, Speed 1, Archery Vulnerable,
Race: Qadir
Traits: Healsunlight, nightvision
Class: Archer
Traits: Archery Expert, Sword Vulnerable, PoisonStrike
(These traits assigned to each race and class is just hypothetical and serve as placeholders for the example). In this match up, The archer has the advantage, as the berserker is weak to archery. For the orc to gain an advantage it would have to switch to another hypothetical class such as "knight", whom would use sword to exploit the weakness of the archer. This would also add some strategy into raiding, as factions would have to balance their invading force to cover all weakness or exploit weakness of a target. Much like how traits are now, the Race traits could be canceled in PvP, to avoid any additional advantages and maintain a completely PvE exclusive presence. I think it would be better to keep Race traits in PvP, to give back the freedom of choice that removing the traits feature would present. As in the example, the archer has poison strike, but the Orc race prevents that trait from being effective. A side note I'd like to add, is that a significant cool down should be placed on switching races/classes to prevent people from over exploiting a weakness. If a raid team doesn't do significant scouting and raids with a bad composition, they shouldn't be able to immediately change class/race and rush back in and overwhelm defenders. Likewise for defenders, if their defending composition isn't great then they shouldn't be able to teleport back in and wipe the raiders after witnessing their composition.
The main idea here, is to create a class and race system that balances pvp and creates additional variability (Breaks the meta of having a raid full of potted up axe wielders or bow spam flywater archers). I think that some collaboration between staff and players in designing these classes/races would produce a system that everyone could be happy with.