L2 is
lacking
even the most basic of the things that would make the OWPvP incentives match up with those of Ashes. The comparison to AA is just the bare minimum. I was trying to say 'stop applying any L2 logic whatsoever to Ashes, L2 has no economy of note that is relevant to the discussion types that would come up'.
As you pointed out yourself, L2 had player loot on death in early versions (btw, those are the most beloved amongst the players). Except you could literally drop gear that you were wearing when you died to npcs.
And people did exactly the kind of abuse we're talking about. They'd try and get people who were fighting mobs to die to said mobs, either by stunning them or by hitting them in-between mob attacks (trains were obviously another good way of achieving this).
How is that, in this context, any different from Ashes players trying to achieve the same thing to maximize their own benefit from the green dying?
I agree that Ashes is deeper than L2. And it's apparently deeper than AA (which was already deeper than L2). But I haven't played ED, so I wouldn't be able to draw economic parallels between the two. And you were absent for the majority of this entire discussion, so none of us had your input as someone who has experienced an economic system close to that of Ashes.
I can only speak on what I know, which is why I contextualize things in L2's designs. I'd be glad to see your full explanation on the differences of eceonomic impact of PKing in Ashes as compared to other games that we've discussed or that you have experienced.
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It's about the execution of the activity.
If corruption is punishing enough for people to want to avoid it and if the content quantity is not just "enough for everyone" - people will want to avoid becoming corrupted while trying to remove a contestant for content.
In situations where that activity is happening around mobs, people will try keeping someone at low hp to either make that person die to mobs or just not even attempt fighting them (which secures the content). And keeping a player at low hp is waaaay easier when you can literally see what hp they're at.
So that is the assumed impact. And I believe that we will not have enough content for everyone, considering that Steven keeps mentioning player friction as one of his desires for the game. You can't really create player friction if everyone can just sit in their little corner and get their own rewards.
Obviously this doesn't account for everyone who will simply fight back in the situation above, but at that point it's just pvp, so it's a whole different discussion.