Kilgore - I posted ealier, I liked this change as a fun and experimental part of the game. I, for one, enjoyed all tests. For longer run I find it no good. Why?
Some people use game mechanics and its world just to make other people raging. Well, Fallout Online is that type of game, where you can not save, and you could not make mistake, becuase you would suffer losses. I loved this.
And no loot mechanics, imo, will never prevent newcomers, newbies from losing or even not make their progress better. Why? Because there would be need to make almost every zone Non-PvP, because its easy to just protect those places in order to STOP newcomers and blusits to get any adventage, for example: GR quest, Advanced Workbech - so, if there is no loss in wasteland, those players - who actually do RPG by killing newcomers - will transfer their actions in places they will DO HARM to player, and prohibniting acces for caravans (which is easy to block with current laws), GR quest, Advanced Workbench ect is just next step in terms of Westland World in FOnline.
Triqua pointed it well, I mean I think the same - looting system is rewardous for me. It's a fact i lose 70% gear then I get from players, but I am into PvP like 3 weeks now.
Lets see some facts:
This my WH tent, which I use in order to do intense pvp fights. I share this tent with 2 players. If we have heavy fights, we lose around 30-40* CA sets each evening, and around 100-150 SS and some ammo. Now, players who win versous me, have a gain - I accept that, because I am getting involved into most dangerous place up there - with best possible reward (if lucky). I still can use 1-2 sets for few weeks doing Caravans and other PVM activities. Now, tell me, Celis Langmaid, how newcomers are suppose to even try this Top Tier PvP/PVE area? They just don't so losing equippement doesn't bother them as much. I never had problems, since start with equippement in PVM, however, PvP (I got killed manyyyy times in few first day by player hunters), I lost all I had many times - which, turns out, was rather my fault then game mechanics - I just should not try so hard to "get things done".
Secondly, losse all-gain all feature of Fallout World, including FOnline: Reloaded, it very unique system that attracts most players (95%) but many of them just fail on the second part of this system and don't like this, and they quit. Now, whos fault is this?
*- if we meet some heavy PvP players.