Board Thread:Suggestions forum/@comment-27699761-20160626090041/@comment-26172435-20160626180615

As such, a good point to bring this up, and I agree that invasions chances should be lower based on your arguments. As you bring up 'ease of grinding' as your main motivation to suggest this, I think the player versus invasion odds should be tweaked by adding some more elements of realism and lore to the mechanics. Consider the following:


 * Which weaponry did you use? Imo mirthil gear should be as rare as Gollem, in agreement with TA lore. Also enchantments should be replaced by experience based trait and/or weapon enhancements with much lower nett effect on player strength.


 * NPCs now blindly charge into certain doom. I'd prefer to have them get some AI boost that enables them to recognize a lost cause and await their chances at safe distance or to heal their wounds, unless they're berserk, beastlike or stupid.


 * Surviving pve is easier with use of 'magical' draughts and maybe even Vanilla potions. Their powers are too strong and make players act less careful. Same holds for the risk of 'death' or rather 'knock-out', which in most cases is merely a brief delay of the mod slaughter. Finally the player can continue to fight with unwhining strength despite hunger and fatigue.

All of the above considerations have been included in proposals you may find on my profile wall and the endorsed suggestions board.

Finally, I do not agree with the notion that invasion rates should go down when your alignment gets worse with a faction. On the contrary, they should go up, and send stronger forces ... and based on some background noise I picked up some time ago, I assume that is actually a planned mechanism.