I've enjoyed reading through these posts about PvP discussions, and as with any healthy community, there are very deep feelings on both sides. I am new to LoTC and can not feign to know the efforts of grinding in this system over the long haul. But it is easy to see that the grind requirements are themselves an inhibitor to people engaging mechanical PvP et al. PvPers will be less likely to gear up trainees to really train them thoroughly. new/non PvP-ers can be intimidated by the sheer cost and effort required only for them to be bad at it. The lack of training and experience, have those pulled into warclaims and large rallies, because body count matters more in lag fights, finding themselves in a whirlwind of confusion, adrenaline and odd-feelings, only to click in a general direction for 20-30 seconds and respawn. Sure you're joined by many others who met the same fate, but it would be difficult to call this whole loop 'fun'.
I was spoiled personally as someone who joined during the last few months of an ending map, with a populous who already knew of the end approaching. So everyone was throwing gear at everything, because it could be spared now. I know the grind life and quite honestly, have no issue with it personally. But I also know that this creates a barrier in an environment where the goal IS to RP and not grind. I see benefit in those being able to grind and improve their odds, but I do not think that reward should be gear vs no gear. We have blacksmiths... why not have a blacksmith be able to improve armor and weapons? This adds lore color to the blacksmith as a profession, as well as adding a new avenue for 'advantage'. You could make starting armor values worse, but easier to obtain. Add variety in armor sets that themselves could be used to cater builds or classes. Leather armor set that grants bonus damage to archery, but increased incoming sword damage. Heavy netherrite armor that further reduces incoming damage, but prevents the use of shields/bucklers. These aren't novel examples, nor would I claim good ones, but providing armor/build variety could go a long way into removing the 'its either calvary build, or infantry build', and create a more strategic unit uniqueness without a complete Minecraft PvP system rewrite. This also adds more lore-bound reasons to the strengths and weaknesses of the different class builds. Shoot, maybe even race specific smithing/armoring? This still adds a time and grind component to top tier armor, but would add variety and gamify the process instead of balancing a 'few-step' process by just making certain legs of the process 'longer'. Not to mention, armor-based conditions would be easy from a technical/implementation perspective.
There were many mentions/calls to rewrite from the ground up. In a place where the mechanical systems do not necessarily align with the lore expectations, then that is probably needed, but the difficulty to implement a comprehensive system may not just provide more lore appropriate interactions, but it will also create a steady need for balance testing, and adjustments, not to mention the absolute unit of an undertaking such a rework would require (rework doing a lot of lifting for something that would essentially be built from scratch). Implementing something like magic and other lore benefits would be a long term effort and would require relentless balancing to get even close to a system that everyone enjoys, but it could be worthwhile one in the end.
I have not read every post here, but it seems a large divide is caused by martial experts in lore not necessarily echoing that in PvP skill, or the system not engaging lore/rp stats, skills and benefits. This is a fair complaint, but i would say there are as many 'Top PvPers' that dominate that scene as there are CRPers who will powergame you into submission over the course of hours while the system is locked to honor. I'm a big fan of rolls, but i'm also of the rare ilk that losing and negative consequences are some of my favorite things in the RP space. The problem with dice, I imagine, is that many people will feel like luck cheated them out of a win they deserved, or could have had. I have no solution to this or further comment, but CRP is far from flawless, and I'd say more deflating to 'almost win' or 'almost get away' for 3 hours only to get hit by some spinning blade that circumvents every block and dodge because honor, than just a few seconds of clicking then losing.
My voice means little in this. But for me RP has some simple rules for things like this that help drive me to have fun. You can't and shouldn't always win. Everyone shouldn't be good at something, and everyone DEFINITELY can't be the best at something. I dont PvP to win. I PvP because my character would be on that battlefield. If I can't click, well then.. .my guy is a bad fighter. With this note, I would never play a character that's 'the greatest brawling knight seen in all of Descendant kind', even if that was a desire of mine, I'm just not the guy for that role. This isn't forcing, or limiting. No different than actors/actresses being passed on their dream roles because they are not good fits. Jason Statham would be an odd selection for leading a class of middle-school students to (nearly) win a Battle-of-the-Bands competition, as equally would Jack Black be off putting telling us he never checks the cargo. I could still attempt to play such a Knight, but I would do so knowing that, ultimately, I will have to fight, and then I'll be playing a dead version of that knight. This wouldn't upset me, as I would understand what I would be signing up for in that scenario. If I wanted to be that guy, then I'd find a way to practice and get at least 'better' so I can attempt it more whole heartedly, but I have not plans for that currently!
All this to really say, maybe part of the friction is that people want PvP/CRP to be winnable for everyone. That those that sweat on it are not the ones predestined to win. I think this one trait is what allows this whole experiment to function in a more realistic way. That varying skillsets exist, and MOST of those shouldn't be 'good at pvp'. Those that do practice should be rewarded. 1.8 combat is definitely more approachable to new/non-pvpers, but is not as diverse as 1.9 combat on strategy, lowering the skill cap considerably, and I think 1.9 lends itself more to the 'practice to get good' efforts. 1.9 is more heavily impacted by lag/ping. This is not an advocation for either but definitely solid reasons both mechanically and rply to use/not use.
i'm sorry for the book. Especially from someone with much less in the game than others. For those that read, thanks for your time.
tldr - my opinion means nothing but I shared it anyways :)