This time I'm going for the Longest Post Ever trophy. Please bear with me, I would very much appreciate it if you (whoever you are, whichever "side" of this discussion you're on) would take the time to read (or at least skim) all of this and tell me what you think. It is a good idea? A bad one? All opinions [at least any that won't get your post deleted ;)] are welcome. In an earlier post I talked about an idea for adding exploration quests with no stealable rewards so that PvE players could have something to do without always risking PvP losses, since PvP player are never required to engage in PvE content in order to start or continue PvPing. I've given the idea some more thought, and a few problems occurred to me. First, adding a whole new faction, and probably having to expand the map significantly in order to include uncharted islands, all sounds like a lot of extra work for the developers. Second, the idea of some kind of "Explorer's Guild" that for some odd reason hires pirates instead of actual explorers doesn't fit especially well into the established lore of the game. So I set about trying to refine the idea. Here's what I've come up with.
Instead of a new faction giving out pure PvE quests, each existing faction will have their own type of "Side Quest" that players can buy. Side quests are not the factions' main interests, they want you doing "Main Quests", so they should probably provide limited Reputation progression, cost more to buy than Main Quests, provide smaller gold payoffs, and maybe even be designed to take longer to complete. A couple ideas for progression limitation could be: players can only ever get to rank 2 via side quests, after that only main quests provide Reputation, or; players can only ever earn a certain percentage of the reputation required for their next rank up (say, 20%?) and the remaining (80%?) must be acquired through Main Quests, but after ranking up they get a new 20% to play with. As for limiting money rewards, perhaps Main Quest rewards could be though of in terms of how much of your profit is required to purchase a new quest from the same tier, and make sure that Side Quests always require a significantly larger percentage of your profit to buy a new one. These limitations should, hopefully, serve to encourage PvE players to take bigger risks by purchasing Main Quests and collecting extra loot on their Side Quest voyages, rather than always sticking to the safest option.
Regarding the quests themselves, each faction could have it's own unique kind of "extra" work for players to do. For example, the Order of Souls wishes to expand their magical influence, and so will pay small amounts of money for players to sail to specific islands and use their sword to carve magical Order symbols into rocks and trees. What do these symbols do? The Order is not saying... Meanwhile, the Merchants could send players on quick messenger quests, giving them one or more short messages (which the player might be required to write down and type back in, or just select from a list of similar messages) along with one or more destinations for delivery. The messages could be in the Merchants' own cryptic code, something like "The King of England has lost all his truffles," the true meaning of which players can only guess at. Finally, it seems like shipwrecks are randomly spawned. If so, they could be the target for Golden Hoarder Side Quests, as they send players out looking for ship salvage to bolster the fleet of Hoarder ships that carry gold and goods back to the banks and wealthy customers of Europe. Players could sail around until they spot a wreck, then sail right up close and mark it on their ship's map table. When they have found the requested number of wrecks, they sail back and deliver their findings.
Of course, these are all very preliminary ideas, but the key features they share are pretty simple. They offer a poorer balance of investment to reward than Main Quests, they don't tie too directly in to, or provide much progress for, the faction or Pirate Legend progressions, and they don't require the player to carry a stealable item. They do, however, still leave the player vulnerable to attack, as well as any incidental goodies the player may have picked up in the course of the quest.
Again, I would very much like to hear what PvE and PvP and PvPvE players alike think about this. Thanks very much for taking all the time to read my postzilla here.