To answer your original question, griefing for no reason other than to grief is something that we’re attempting to design the mechanics to actively discourage. It’s interesting that you mention the Division, because that’s actually one of our main inspirations for the Wilds, which are our “max level” zones.
I’m going to go into this in full detail in our next blog post, but here are the bullet points:
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Attacking someone makes you a bandit. This puts a bounty on your head, and there are pretty severe penalties for dying while a bandit. The idea is that if someone is carrying something through the Wilds that might be worth fighting over, it’s worth the risk. But it would be silly (and not very fun) to attack people for no reason just to “grief” them (unless your idea of fun is making a 20 minute trek back to where you just died, and losing a lot of money in repair costs).
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If you are a bandit for long enough, you will eventually build up an “infamy” score that will cause you to become “Wanted.” This will result in a large, permanent bounty being placed on your head, and players can collect that bounty by killing you anywhere in the world, even in “safer” areas.
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Loot upgrades will come from running dungeons, which are instanced and are not PvP areas. You do have to go through a PvP area to get to them, but again our goal here is not “it takes forever to get to someplace and your whole night is ruined by griefers”.
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Currently there are 9 main-world zones in the games (not counting things like dungeons/instances). Of those, the level 1-20 zones are very safe (as in, if someone attacks you there they will die nearly instantly due to a guard attacking them), and the 4 Wilds zones (which are the max-level 20 zones) are less safe (using the bandit system described above). We’re also considering adding controlled/organized PvP areas to the game as well such as arenas or battlegrounds, but those will likely come in a future update. All dungeon instances are no-PvP zones.
There’s a lot more to it than that, including how the loot system works in PvP zones (in short: you never lose anything that is ‘soulbound’ to you (i.e. any of your own stuff), but you can lose stuff that you just acquired if it’s tradable and you don’t equip it because you’re planning to sell it).
If you’re 100% against the entire idea of PvP in general, then I’m not sure if it’s the game for you or not. But if you just don’t want to play a game where PvP happens all over the place in unexpected ways, where there are loads of griefers ruining the game for everyone, etc, then I can strongly say that is not what we’re going for here. You’ll know (and prepare for) times when you are going into PvP zones, dungeons will have instanced wings where you can do your PvE content in peace, etc.