Consider shifting PvP to be more of an endgame-focused activity. Currently, low-level players are vulnerable to being repeatedly killed, which can create a frustrating experience for new players and discourage long-term engagement. By making territory control and raids primarily endgame features, the game could provide a more balanced experience for newcomers.
#Endgame
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I think the total opposite: PvP is the best part of this game, and I like that you can start participating on it as soon as you hit lvl 10.
I think the main problem is high level players being able to attack lvl 10~20 people.
I know each village handles it when it happens, BUT, for a new player, it doesn't matter if after they get killed, someone kills their killer... They're already dead.
So instead of removing PvP from early game, maybe there should be a system that prevent/heavily disincentivizes killing low level people, as a high level.
Idk the perfect answer to this but that's my view.
I've been fighting people from Leaf since I was lvl 13, won some battles, lost others. The only times I got really frustrated was when a lvl 40+ passed by oneshoting me for no reason.
Fighting people my level was tons of fun
While I understand the intention behind the current PvP implementation, in its current form it poses significant challenges for new or lower-level players. One of the core issues is that many key leveling areas are frequently camped, discouraging progression and often leading players to simply log off and "wait it out." This approach is not sustainable—especially as the game grows—since high-traffic zones will likely remain contested.
To improve the overall experience, I recommend implementing some form of disincentive for repeatedly targeting low-level players or introducing a level-bracketed PvP system to reduce imbalance. Another option might be a temporary, opt-in PvP immunity buff—for example, a 1-hour PvP-free status that becomes available after being killed, which could be automatically disabled once a player reaches endgame content.
Overall, I believe PvP should be positioned more as an endgame activity. The current structure seems to cater more toward high-level, competitive play, and adjusting the PvP system accordingly could help protect new players while still preserving meaningful PvP engagement for veterans.
Perhaps something that could help with easing in PVP at the current implementation would be a shift in focus from the community to encourage new/low players to spar with eachother. Maybe we could tie it into the suggested Sensei system as well? There are plenty of ways to skin this cat but I think a neat way to do that is as part of us actually training our Genin instead of subscribing to every other MMO's "here is your kill 50 wolves mission have fun only coming back to town to sell skins and buy potions" loop.
Just to be clear, I totally agree that there's a problem. I just do not agree that the solution is moving PvP to the end game.
PvP at lvl 15 is a lot of fun already, and in my opinion, it's not a good idea to ask for someone to grind PvE for like 100h just for the game to stop being a PvE game and suddenly they're playing a PvP game.
Like in Albion, you can play for a thousand hours without ever PvPing, but if you want to make a new character and imediatelly PvP, you can.
I would love to see more missions for lvl 15 to go fight other lvl 15. You know?
Like I said, idk the solution, I'm just giving my 2 cents that removing PvP from lower levels is not something I would like to see
Not gonna lie, I think the solution to this is not even changing how PvP works at all.
It's mostly fixing early game progression so it's not s bad.
If the game had more quests inside protected areas for low level players to do, it would be a lot better already
Asking lvl 10 players to run around the world, invading enemy villages, just to make a quest, makes zero sense.
As does having the lvl 10 questline at a random missing ninja village.