I didn't want to butt in, but this thread is nonsensical and people are not understanding the game's changing dynamics.
Most, if not all, aspects of pvp that we want to have, the devs initially provided for us. We're the one's that wanted them removed.
- Remove stacking
- Remove timed arenas
- Remove bits
Even some aspects of PVE was our doing (indirectly affecting PVP):
- Remove unlimited MOs
- Reduce MOs
- No, raise MOs
- No, reduce it again
Human behavior doesn't change much when it comes to gaming, so regional differences is not really due to cultural differences.
It IS due to population, plain and simple. Our population is smaller, and/or our population is skewed in terms of fully geared players versus lesser geared players.
The fully geared players (in our region) is only a handful, relatively speaking. So any other region that is similar in population but greater activity in PVP is only because their distribution of geared versus un-geared is more spread out / even.
So what does that imply? Even things out by making things cheaper? Yes and no.
Yes, by making things cheaper, we will even things out.
No, because unfortunately, this game was exploited in its early stages, most of the gold in this game is held by a small group of players (not to mention significantly held items). As such, by making things cheaper and/or injecting more "stuff" in greater amounts, the economy will blow up, and who knows what will happen.
This is not to blame those players, because they played within the conditions set by the game. It is a difficult solution to resolve that has to consider the interplay of all (and more) of the aforementioned issues.
Right now, it "feels" sucky, but for those that have been here the longest, you can see the positive changes, albeit incrementally.
Admittedly, it is very very hard for a newbie. I recently started playing on Quill completely fresh, with little AP support, even with my knowledge of the game and how to be efficient, it is excruciating at times. To the point that I just stop, and log back on my main to play. Imagine how a newbie feels?
Personally, I would recommend tons of low level (and non-tradeable) items and consumables as part of the first time spenders package that makes a newbie progress from levels 1-50 comfortably (and be able to +15 at least 1 weapon). Why 50? Because that is when the first yellows are available, and at that point is when a player becomes addicted to the game.
That is the point where you've got a potential long term player that is more valuable for your initial investments. The current first time spender's package(s) are pitiful, especially when a (newbie) player finally realizes the enormity of the costs just to be decently geared at level 50. Give them what they need for minimal costs to trek through to 50 comfortable, and I can confidently suggest that you'll have greater retention.