Gear is a carrot,
One of the core reasons why DAOC and WAR were successful with with their PvP implementations is that "99%" competitive gear was ubiquitous and easily attained through most of the games' lifespans.
A *minor* and inconsequential power increase for gear is a useful 'carrot' if a carrot must exist.
However, any *real* delta just inhibits the PvP game. It is half the reason WAR died the day the expansion was released: no one wanted to deal with more gearflation and "carrots". They just wanted to play the game, and if that meant that every other player in the game had a full set of Invader/Warlord/working-on-Sov, then great, so be it. Everyone can have high end gear, jump into the playground and start beating each other up.
the last thing we want to reward is players that don't even want to work for their gear.
The last thing we want to do is prevent players from competing in a game because of artifice.
By not handing out medallions at locks we assure that any play that seeks to advance without work will not have the gear to go with his RR.
You can tune the quantity of medallions to be whatever you want them to be. One medallion per lock for armor that costs 10,000 medallions, where a PvP kill drops 100.
The core question is whether or not people should accrue bling from playing the macro PvP game
the way it is meant to be played. E.g. taking objectives. The actual numbers can always be tuned. I mean, do you seriously *not* want people to take objectives?
It sounds like you want to micromanage player behavior. That's silly. The analysis is as simple as: "Are players supposed to care about BOs? If yes, then have Bo caps give some degree of individual rewards."
The end.
The rewards don't have to be great, but they should be there. Else people will tend to leave them alone and it will be harder to find fights.
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Once you reach renown rank X You can go to any vendor and buy set X for gold.
This would be ideal, IMO.
If you need to tune RR slightly, so be it. Don't think it's particularly relevant either way. The curve in live was pretty good: you could get RR50 pretty damn quick, but upwards past 60 and 70 became a grind very quickly. If gear is capped at RR50 Conq, then that works out pretty well IMO.
I would also not make any sets stronger in power lvl then t4 sets.
Ambivalent about this. I don't care what the maximum power is as long as 99% of the power is attainable fairly quickly and steadily, without absurd grinding or stat checks (e.g. stat checks against players with significantly more gear).