In Ultima Online (Felucca) - one of the most enticing things that I noticed, which would cause a lot of havoc in the pvp environment was an unlooted corpse. Some players would go nuts! Even 'good' blue players would occasionally take a risk and try looting another blue player's corpse. This may have been a result of greed, a lack of self restraint, momentary lapse of virtue or other reasons but it activated their criminal flag which would create more player conflict in the environment. You would get chased by other players until your criminal flag wore off. This was part of the fun. These players were taking a risk (their inventory of items) by turning grey, in order to get a few items off of another player's corpse. I know it sounds bad, it's profiting off of the misfortune of another player, etc. But don't feel too bad - the majority of players engaging in PvP knew what they were getting into. That's part of the fun imo. There were thieves, who stole things from other players and they were scoundrels. These scumbags were delighted to unload a player's treasure corpse of all it's items! There were also opportunist types of players that would lurk around in the shadows and hope to encounter other players that were engaged in conflict, and wait to cherry pick them as their health got low. Uncouth scum! This created unpredictable elements of player conflict interactivity in the game environment which I think kept things interesting in the PvP world. But in Shroud - we have the Oracle, and in my view, I want to be able to track these types of activities - some of which may have hidden repercussions, but others would have more immediate visibility - such as providing a Death List and Aggression List. (eg: who killed me, and who attacked me.) Once you know the players that are consistently trying to gank you, you can make decisions with this information. A certain amount of discretion can be applied for harmless player conflict occurrences, of course. For repeat offenders of ill intent - Declare war on their guild, or don't buy items from their vendors or towns. I believe "blue griefers" are a thing and the richard craniums of the world will still operate within the rules and still be jerks, so having the information to make informed decisions will empower the players who become victim of wrong doing. Obviously a player's current associations and the in-game reputation of other players comes into play here. The sensible player will have the mind to determine which players are just having fun and which ones are making a regular habit to mess with them. One of these hidden repercussions would be the Oracle keeping track of non-flagged players that are attacking PvP flagged players, and penalizing them for defying the Oracle, who has already told these Avatar's about her protection and how it works. For defying the Oracle, there should be penalties. This penalty might be an incrementally increased cost for maintaining the protection of the Oracle after a certain threshold has been met. (and perhaps the Oracle could use these funds for something...? Contribute to some type of bounty algorithm or w/e, spawn various types of events that are in-line with the Oracle's motives, etc) Perhaps the Oracle's protection can even degrade to a level that it becomes unreliable and deleterious to a player unless quests of atonement occur. (eg: "Your connection to the Oracle wanes..." etc) This will encourage unflagged players to engage in sanctioned forms of combat, such as Guild vs Guild, Factions/Feuds, other instanced PvP activities, etc which would be ignored from the Oracle's eye in this regard. Perhaps POT owners/Stewards could also inform the Oracle of sanctioned events, so that freestyle forms of pvp can occur without any implications. I believe that players who are dedicated to dynamic worlds and dynamic forms of combat must shoulder the burden of unpredictability and help retain the guise of an easy entry into PvP by allowing players that are unflagged to attack flagged PvPers. To simply force players to make a choice (or not give them a choice at all) is against my personal thoughts of a player conflict gradient which bridges the gap in the spectrum of players who adamantly oppose PvP vs those that love to engage in it. Those players who want to be cheap will be able to game the system for awhile, but once the Oracle figures out what type of player you are, there should be consequences.