"Large clans can arrange wars against each other, but without smaller clans to fight for profit, they are losing a lot of members – enough for some clans even to have to close down. The smaller clans aren’t present in the wilderness, because there’s no one they can fight, such as smaller groups or solo PKers."
So in other words, the whole purpose of the Grieferness is to, well, grief. Gang up on single players, gang up on smaller gangs. Frak that whole "honour" stuff as long as you can find a significantly weaker victim to take down without any risk at all.
I'll leave it as an exercise to the reader what that means about the typical "PKer"'s mindset.
Well, in a way, yes. That's how the wilderness works. It's all about never knowing where the next attack might come from, if someone might betray you, etc. The thrill of ruthlessness. It's not my type of thing, and looks like it isn't yours either, but is it so bad? If the wilderness only has players in there who are happy with the way things work, instead of being forced to go there to do some activity they can't do anywhere else, what does it matter? They won't be bothering you. Each to their own I say, as long as they're not bothering others.
RE: Dead Land, Dead Content Article: I honestly don't know what world you are playing on, but there are people in the Wilderness at much higher levels than 5. I run into them all the time while hunting penguins and almost always get killed by someone who likes to kill unarmed people for fun. I hate the wilderness being back and hate penguin hunting or star hunting even more if I have to go into the wilderness at all. I disagree that the area is dead with no content, it has plenty of places to explore but the darn PKers won't let anyone explore anything, they're always in the way, killing everyone in sight. I want nothing more that pk free worlds again! Not everyone pks so not everyone shoudl be subjected to those hateful people who do nothing but pk.
Trust me, I've been killed often enough on World 60, on all wilderness levels. But it's rather the rare exception, even if an annoying one. Apart from that, there is few to make people go there, even if there were no PKers - and, you should keep in mind that the wilderness is, after all, designed to be a pvp area. And your arguments are exactly why I've said the wilderness shouldn't feature unique content. You can either make PK free worlds and have the normal worlds offer the big incentives (There are some issues with that though, such as a lot of work going into maintaining those worlds, plus some design issues). Or, as would probably be the easier way, just don't have unique content in the wilderness, so anyone who doesn't like PvP doesn't have to go there, but at the same time offer big incentives for those who *are* willing to go.
Dead Land Dead Content:
The general concept is the right one. Resources have to be added to revitalize the wilderness. But this mustn’t be done thoughtlessly, for other problems will arise if done so. The correct balance has to be found, or other groups of players will find themselves to be annoyed at these changes. Non-PvP content should never be exclusive to PvP or it will exclude those players not interested in PvP, as they will be disadvantaged either way.
Never say never... (Isn't that the point here?)
If they put stuff in both Pvp and non-Pvp, -> now. That's how it is now. If coal was only available in the wilderness, people would mine coal in the wilderness. But they don't. If you put something both places, people won't go to the wilderness one. Unless you make it really really really really really rare outside of the wilderness and/or with like a 70 hour respawn, people will just ignore the wilderness one(s) for obtainment purposes and use the other one(s). There needs to be some element of pure exclusivity that draws people there, or people simply won't go.
For instance, if there was a boss monster out there that required like 15 people wearing top end gear to kill that dropped something extraordinarily rare, some people would go out there to kill it, and other people would go out there to kill them.
Or like, multi-log trees or something. A store that sold really good exclusive stuff. Stores that bought what would otherwise be useless junk for ridiculous prices. Or a store that stocked something super awesome only available once per 5 wilderness agility laps. Stuff that makes it worth going out there. People will go out there if properly incentivised. As they used to when there was incentive out there. Putting stuff somewhere else takes away this incentive. If you want the rare thing they put out there, go get it. If you aren't willing to risk going out to get it, then don't. Just don't come whining that you couldn't get the rare thing because it was too dangerous to get. If you don't want to have the risk, you shouldn't get the reward. Ultra high risk needs an ultra high reward. The ultra high rewards should also have a corresponding ultra high risk.
I don't think it needs pure exclusivity. Simply higher, worthwhile rewards are enough. You are right if you say that if you put something in both places, that people won't go - if it's not worth it. If the wilderness resource is the one that yields more profit, of course people will go there. It's enough of an incentive.
Having a bunch of exclusive stuff would surely work better as an incentive. But then you have the problem that you're forcing players into pvp who don't really want that. This might not be a problem for you personally, if you don't have any qualms about PvP, but it is for others.