you might in a high player count system meet enough players to work that, but it simply isn't practical to PvP even with those stats, heck not even if it was 30:1 with PvP, it would be significantly easier to find 30 and more npc's then several players to repetitively kill, and would take longer and be more troublesome.
I'm guessing you posted that before I edited my post to reply to the second comment but yes, I agree that it's not practical. Like I said, the combination of P2P and instancing is a killer. I would say though that you're looking at the game as it is now; whereas the whole point I was making is that if there was a greater incentive to participate in open, the chances are that the numbers of players doing so would increase, albeit probably not by enough.
As someone who participates in powerplay frequently, I do think it would be better as an open only thing, but I think the entire PP system would need an overhaul as well as many aspects of PVP in order for it to work as an open only thing.
You'll be way more clued up on PP than me as a regular participant but yep, it's obvious even to me that it wouldn't be as simple as just tweaking a few things, that's why I said the chance to change it from what it is now (which has always looked like a missed opportunity to me) into something more meaningful is probably gone already just because of the amount of dev time that would be needed for what is currently at least a minority interest. Shame because it's only ever going to remain a minority interest as it is now.
I've often thought I'd probably enjoy either a board game or a pen and paper roleplaying game designed by the team who put much of the basic systems for the game in place because they seem to be fairly good at creating those kind of mechanics. Those systems can work well in computer games, not just in RPGs (where two of the best I've ever played, Baldur's Gate I & II pretty much directly ported the AD&D 2nd edition rules) but for the underlying mechanics of many other genres too.
In this one though, I think they were employed a bit too heavily and the focus is too often on pushing counters around a board when some aspects of the game would benefit from the primary mechanic being kicking the board over and shoving it down someone's throat.
We're back to problems with the sheer size of the game and the P2P architecture there though. I mean you could deal with some of the problems by making PP activity focused much more tightly on just a few systems each cycle, which would remove some of the issues around it being difficult to even find and engage with other players to begin with but really the whole thing would need a rewrite from the ground up and even then I'm not convinced that you'd have a viable end product. I think it's probably going to remain something that a majority of players just sign up to for a few weeks to pick up the special modules and then move on from.
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