Taking into account subjective wish lists, most of the **** vets **** feel that PVP is pretty balanced atm. Except for the difference in speed compared to CC vs EC.
The keyword is 'vets' and I agree PvP is in a pretty good spot right now and I'm not suggesting anything that will have any impact on veteran players. The fact is a person with 800+ skill points has a significant advantage over a player with 720 skill points. It's not a disputable fact.
Hopefully soon people will realize that there is a problem and solve it. There is no reason why any player should have access to 100+ skill points more then anyone else raising the overall skillcap to 800 and capping skill increases at 820 is a perfectly reasonable solution. But I am open to being enlightened on why items should allow already better players an additional skillpoint advantage over anyone wanting to step into PvP for the first time.
Why are you promoting the concept that new players should be able to step into PVP and be on par with very seasoned and well established players?
Is it because of an inability with the game to attract new players into the PVP base? I can understand why that would be frustrating. Personally, I've tried to get into PVP since August last year and its pretty rough. Initially it turned me off, but then I realized, if I want to get into THIS game's PVP, I'm just going to have to dedicate the time to learn the ropes. And that, in itself, is pretty exciting and fun; having to learn the system and compete. So currently, I'm gathering info and learning the templates. -shrug- If I went to WOW, if I went to any other 10+ year old game, I would experience similar issues.
On the other hand, arguments ask: why can't the new players learn the ropes and learn to gather a suit and weapons and come up to par with seasoned players (vets) rather than just hand power creep to young rookies?
If a person feels they cannot compete in the current PVP climate, have they addressed other issues? Some use third party programs to gain an advantage regular players do not. Get into PVP as a new person and this will frustrate you to no end.
Next, some players are so adept at their hand-eye-coordination and muscle memory with PVP, they are just simply good; because they have played 10+ years. Some players are intimately aware of the nuances of all current templates. In this era, you're basically playing with people who have lots of years of experience. So, I don't see how giving new players a huge boost of power in the form of limiting vets powers is going to make things more effective anyway. Vets have experience. It's just a fact. -shrug- It sounds like a handicap wants to be imposed. That's a poor idea I think. But let's be realistic here: vets, who love CC (classic client) already have a handicap imposed. CC is slower than EC (enhanced client), so players in EC have an advantage of running away and cutting corners that CC players do not. That is a current gripe from CC players. So, take that into consideration.
I don't find an issue with skill points on items.
Besides, those same skill points help you in PVM to be able to accomplish goals outside of PVP. Your suggestion would affect another group of players and that's an imbalance itself. You can't try to balance PVP and then take away the effectiveness of skill points from PVM players to solve your supposed dilemma.
Power creep is a loose term anyway. In this MMO, a lot of players like to solo. Given that many bosses were built around team-play and the fact the player base is smaller now, team-play is not really viable for all players. I'm glad there was some significant change to power to allow people to enjoy boss hunting/farming now without recruiting a team. Even if 4 players gather for something like Melisande, they do tear her apart pretty quickly. Exodus, one of the harder ones, can be handled with about 3-4 players these days. I remember the days when it took an army to take some things down and it was an
EVENT. Does that mean power creep is a problem for 2+ groups of players? Maybe. But who are the majority of players playing in this era? I'll wager its solo play. However, if the player base grows and is solid, I'll also wager adjustments will be made.
Further, every era of UO has had complaints about what template dominates another and the change of Devs has had to solve that issue back and forth. If players who are well seasoned and know the ins-and-outs of pvp say that, atm, the game is balanced, one ought to give that idea a fair shake. You can follow the history of arguments at similar forums dedicated to UO through the player base.
In the end, its all interesting questions and concerns brought forth to keep the conversation going. So that's good.