This quote is taken from a discussion on minigame ballance.
I agree with the first statement, your second however requires programming code above what they're willing/able to do. You see, the game can't just look at pvp lvl, there has to be a point value system where each piece of gear is assigned a value based on its stats. The system looks at a player's gear and gives him an overall playerscore, and then tries to equal out the score on both sides while keeping class balance.
why are we having issues in the first place? Why did we have to get rid of teaming with friends? Because the population is too low which gives the illusion of gear spread being too large.
Ways that we can increase pvp interaction with a small population,
-Drastically reduce the amount of tokens needed for minigame gear.
-Remove the pvp quest cooldown timer.
-Change pvp gear to be even less effective at pve.
-Change the token(s) on win system with a participation point(s) system.
-Come out with 3v3 arena style maps and queing system. (Fire whoever came out with sag, people don't want pvp maps that are 40 min long)
-reduce the time of all games from 20 to 10-12 min.
-Make conquest trophies and campaign badges account bound instead of player bound.
-When someone pickes up a box of conquest trophies, those 1-6 tokens should be given to each player in group/raid
-Decrease the exponential curve in the PVP Experience/pvp level curve from pvp 5-10. Getting from pvp 1-4 now I feel is acceptable in terms of time played. (i've already posted the calculations in a different thread, something like 3.3 years to hit pvp 10 through minigames)
Funcom has already announced Unchained Mini-games, where a new lvl 80 character is equipped with the same gear as a veteran player. This can only work as long as
-There are still rewards for pvp, and these rewards DONT TAKE 3 YEARS TO GET
-You can premade
-all classes either get 0 AA's (against this)
-All classes get all AA's (for this)