*Note: This article is writen by dengar in ArcheAge Forum
There are some topics on various forums commenting on CB3 and the pvp system currently in place. Most of the threads are concerned with the fact that pvp currently has large risks but little rewards. People are asking for complete overhauls, looking for increased punishment or increased rewards, but perhaps most of these people are missing a few things.
As the title of the first link notes, the system in place mainly addresses what I'll call the "WoW continents", since, much like Kalimodor and the Eastern Kingdoms, they are controlled by NPC factions. Despite the title, people are forgetting that the punishments in place for the jail system address same-faction slaying for the dominant faction. Using WoW terms, this is when orcs kill orcs at Crossroads, not orcs killing humans, humans killing orcs, or humans killing humans. The jail system is in place to keep the controlling faction "safe" from traitors. The reward should be little to nothing, unless you want to join the pirate faction (which, from my understanding, same-faction killing is the way to go). This issue constantly comes up in other PvP games, and it's my assumption that those complaining the loudest about this have either forgotten about factions, that these rules are applied to the "WoW continents," or that they apply to same-faction killing. Most of this, to me, implies that the people posting this are used to hardcore pvp sandbox games, which may actually hinder their perspective.
Sandbox games tend to be run by indie companies, and are niche games, which is probably why sandboxers are looking at ArcheAge more than, say, the WoW crowd. However, the sandbox crowd needs to remember that AA is aiming for the WoWheads as well. This is not supposed to be the new Ultima Online, Darktide, Darkfall, EVE, etc. AA is a compromise between the two genres. If you cannot get that into your head, you are in for a lot of disappointment. If pvp's death penalties are brutal, then the WoWheads won't play; it's that simple. This isn't EVE where we'll all be on one server, and servers that have fastly different rule sets aren't common. As much as I love looting Axe of Awesomeness from my opponents, I've come to peace with the idea that it probably won't happen in AA.
Finally, recognize that the pvp discussed so far is not end game and not in the designated pvp continent. Nub pvp rarely matters. The risk vs. reward is probably more tuned for the WoWheads since it gets them hooked to AA early on before giving them the chance to get at the hard stuff. Since we have someone from Lineage leading this, I'm going to guess that the risk vs. reward is better tuned for the pvp continent: better mobs, better resource access, few spawn points, etc. No, we probably won't have full item drops or xp loss since the game is trying to cater to those theme-park players as well, but from my understanding, they won't have jail to police for them, and few npc towns to hide out in (from what I recall reading, there's one or two outposts on the outskirts to help people get their feet wet).
Sandboxers are going to be at the mercy of the theme-parkers, but this will work both ways. The "WoW continents," due to safety, will probably be more crowded with houses, and may have less options (I can't see castles being possible since sieges are supposed to be only on the pvp continent). Theme-parkers will have to play against sandboxers for their castles, and... well, WoW's arenas aren't real pvp, so theme-parkers probably are at a disadvantage when it comes to things like alliances, maintaining server image (since theme-parks have gotten fairly instanced and personal/guild reputation is largely judged on raid progress rather than social skills and alliance clout), meta-gaming, etc. The advantage of the AA model is that it lures a larger pool of players to a game that offers sandbox play, allowing those of us with softcore friends to finally have a game where we can play with our friends without being stuck with "raid grinding" as our content.