One of the things that got a lot of testing during the most recent beta was the amount of PvP and PvE overlap that people would be experiencing on both PvP and PvE servers. If you played through Scarlet Gorge, you know that's a great place to see how social dynamics play out.
We like the idea of PvE people being able to progress as they expect, and we also like the idea of PvP objectives for those who choose to take part.
Fortunately, both of those activities have a place in Rift.
For PvE content: We'll be implementing some changes to PvE quest areas to lower the likelihood of griefing via blocking the opposing side's PvE progression.
Wardstones in Quest Camps aren't supposed to be attackable targets, or provide rewards for defeating them. The rewards on those were a bug that's been addressed. Those are part of the PvE land control game of rifts and invasions.
Guard AI behavior was a little less smart than it should have been. We're improving it such that guards behave much more like an NPC bearing that name would be expected to.
Guards in PvE areas will prove to be considerably more challenging vs. player targets. They still provide a similar challenge to PvE invasions, but now will be much harder in PvP. We'll be tuning this over time. Expect to see some first balance out during the next beta.
The Porticulum Masters in particular have enlisted the help of the Portal Defense Force. When they're attacked in PvP, you can expect them to put out a call for help over the planar Porticulum network.
For PvP gameplay:
Expect additional PvP takeover areas across Telara. There are differently-themed, cool-looking wardstones clearly displayed as PvP targets, down to the faction inscriptions on the side. You can see examples of these PvP objectives in Scarlet Gorge.
To help out with the spawn camping that was occurring in the shared world, Peace of the Grave (the buff granted when choosing to respawn in a graveyard) will now protect you from PvP attacks for 30 seconds, or until you take your first offensive action.
We do enjoy being able to provide gameplay for people who are fans of both types of activities.
At the places where those interests cross over into griefing in one direction or the other, please do expect us to continue tuning to ensure that the griefing potential is kept to a minimum.
- The RIFT Development Team