Dulrik wrote:
This is a common example of the two circles of the venn diagram that is the SK population (PK, RP) not intersecting. My preferred method for solving this is to develop lots of ways for people to PK each other outside of the cities, and let the cities be where people who aren't so excited about PK can hang out in relative safety.
This.
This is what I've been trying to convey with the idea of beefing up city security and creating incentives to attack other locations. You don't need an OOC solution like a toggle. People expect, quite reasonably I think, the centers of civilization to benefit from high security and this is where people, especially new players, who are disinclined to fight naturally congregate. It is counter-intuitive that the safest place in the world is some rundown cottage in the middle of nowhere. Real-life experience and plenty of other games have taught us that cities are reasonably safe.
Not attack-proof. Just extremely difficult to attack.
Go attack something else. If the defenders don't meet you there... How is that different than the current situation where defenders don't meet you in the city? Not everyone who PKs wants to do it every single time they log in. Also, if you put something of value in those other locations you create more of a reason for them to come fight you because not defending the location has a penalty.