Everyone has had interesting input so far. Just to explain, though, our diminished healing system works like this:
A player with 'insta-heal' can heal up to, I believe, 4 times per second. If we diminish healing by 50%, that means the maximum one can heal per second is 2 times. It doesn't affect younger players who can't heal that often anyway, it only affects those in the range of 'more than 2 times per second'.
We had another vague thought to do something similar to what we do for events now. Players entering the PvP area would have a choice between using their own gear or using a set of provided, temporary, good-but-not-amazing gear. This would bring everyone somewhat closer to par.
As I mentioned previously, there's no way for us to make a rewards system anytime soon. The problem is that there is no way for us to single out guild kills from actual PvP kills, even inside the PvP area. So, we'd have a bunch of cheating jerks making arrangements with their guildmates to kill one another hundreds of times in order to obtain these rewards from 'kills'. Any reward system would require a lot of scripting, and we have way, way too much we need scripted from Coli before we can even consider opening the facets so this can't take precedent. It can't even take precedent over fixing pets and crafting (those are our next projects after opening our maps).
We could feasibly make areas where there were mobs to kill, rares to steal, etc but again if the PvP isn't balanced enough, then players with full relayers would have it on lockdown.
We could also remove everyone's gear going in, and not provide any new gear. There could be places where it spawned, somewhat similar to the Hunger Games events, but again we get flack for removing another way for vets to utilize their gear.
Even making 2 different PvP areas, one for vets and one for the less-geared wouldn't really work. We have no way to automatically detect which category someone falls into. So, we'd have vets going into the younger player area, and vice versa, with much drama to ensue. Not only that, the shard population is excellent for a free server, but the number of people who want to PvP frequently is a lot lower, and not enough to support interesting and active PvP in two separate areas.
So, you see our problem with deciding what to do
