@i-am-lost-77 said in Reputation - loss, risk and negativity.:
Think for a moment. 2 players go out sailing for an hr.
I have thought about it.
The one on the hunt is doing a voyage if there is no one to attack.
The one that is doing the voyage is on the defensive.
In the end, they are both doing voyages until they see someone, make a decision to attack/engage/run away.
OR
This unicorn of a player that is just circling the waters looking for another player to fight. Spends an equal amount of time searching for the ship that has voyage booty. They have both just sunk an equal amount of time into the game for what is now, contested rewards. The player doing the voyages has the upper hand, not only do they have the loot initially but being on the defensive is easier in this game. The pirate player with equal time invested is limited to 66% of the value on the ship... if he succeeds.
There is no PvE vs PvP for the vast majority of players. It's voyaging and player interaction. The example you gave both players spent an hour playing for a single set of rewards. The voyager player is not entitled to the value of the loot yet. That's the major point of PvP in this game. All the value is contested until it's brought to an outpost.
@i-am-lost-77 said in Reputation - loss, risk and negativity.:
The PvP player has just gotten 66% of the rep and 100% of the gold. How does this make the game PvE oriented?
You've literally just diminished rewards you get from PvP making PvE straight up better for the hour spent. There is now a limitation on loot in the game creating a disincentive from doing PvP since voyages are objectively more valuable and easier