The topic has been brought up more than once. Lore-wise it would conflict as a large theme of the game/world is people working together to recover from the calamity of 7 years ago (and the current PvP model serves as joint military training as well as "sport" to settle land disputes). From a gameplay standpoint, many things would require such a rework that it would be more trouble than its worth to implement (i.e. a WHM uses Assize during a hunt, heals their team, but has now just attacked everyone else). Consider also crafting and gathering, as many nodes exist even in dangerous open world areas. To add the threat of other players to the already present PvE threats might discourage gathering, which would hold dire market reprocussions. Consider also fates, seasonal events, class/job quests, class/job balances, and hunts/treasure hunts.
That's not to say they haven't entertained the idea of PvP servers if there were enough demand, but as many players of this game are not interested in open world PvP, for many of the reasons I listed above, the likelyhood of that in this game is rather slim. Even if they were to implement a system similar to Blade & Soul where wearing PvP/Faction gear allows you to target/be targeted, most would still be turned off, turned away from the game, or just simply never wear it. Consider also exploitation (i.e. I as a MCH could lie in wait for healers, out of sight near their job quest markers, equip my PvP gear, attack, then just unequip it between attacks).
Don't get me wrong, I really enjoy PvP in this game, but as it currently is, open world PvP would be tough to implement, and a possible detriment, and/or an underused resource in the form of a dedicated server. We already have rather small PvE servers as is. I'd rather they work to improve/solidify what we have and build upon it than to try to reinvent the wheel if only to satisfy a (currently) low demand for open world PvP.


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