dbltnk wrote:Yes, that's a part of it. but I also want to encourage "unstructured" or "creative" PvP such as "lets raid someone who's currently farming " or let's try to sneak in clan X's settlement". How do I reward/encourage this explicitly without destroying the experience by making it farmable?
Ah, to do that you'd have to make it so that the person dieing in PvP looses something of equal or greater value than the Exp the killer gains. It would probably be best as an Exp for Exp thing.
For instance, maybe when someone gains Exp from certain sources, it takes a while to become 'permanent'. During this time, if you are killed, you loose some of that Exp, and your killers gain the same (or a lesser) amount.
Alternatively, you could make PvP a decent way of getting the Exp 'trinkets' from people. Maybe the trinkets take an hour to 'ripen' before they can be used, so you can't just use them as the drop, and people can steal them from you. If there's some incentive to stockpile trinkets in a settlement, then there could be a method of stealing them when raiding that settlement.
The difficulty with both of these options is that it is already fairly punishing to be killed/robbed. If it's balanced incorrectly, either of these methods could cause a spiral of 'Exp stolen' -> 'Falls behind in levels' -> 'Can't protect Exp' -> 'More Exp stolen'. But something similar could probably be made to work.