SnuggleSnail wrote:VDZ wrote:Even if you made the most convincing escape possible, it could still be attributed to my incompetence in the attacking role. (And yes, I should've gone to sleep earlier.)
Maybe if you recognize you're shit at something you shouldn't try to act like an authority figure on that something. I'm not sending Tiger Woods 3,000 word emails about how his opinions on golf are wrong.
This is more like burglary victims complaining to police that not enough is done to keep burglars from breaking into their homes while the burglars argue 'dude, do you know how difficult it is to get away with breaking into your home?'. I'm sure the system is fine for people who enjoy chasing people for half an hour straight with the prospective reward of getting to loot them dry. That does not mean the system is also fun for the people who have to run away for half an hour for no reward whatsoever. You don't need to be a mugger to complain about an area being unsafe and you don't need to be a driver to complain about the lack of bicycle lanes on busy roads. The aggressor opts in to PvP, the victim is forced into it. It being fun for the aggressor does not necessarily make it fun for the victim. I have to engage with the system even if I am not the aggressor.
Sevenless wrote:I'm gonna put forward kind of a weird game design point on this: What purpose do PvPers serve to the rest of the playerbase? It's obvious that PvPers gain content from attacking non-PvPers (and from fighting between each other), but what is the rest of the playerbase gaining from PvP?
In haven's case, PvPers serve as the persistent threat that makes the world feel dangerous, and by extension "real".
In game design, challenges are coupled with rewards. Even in games where e.g. killing/avoiding enemies does not yield an explicit reward, they are part of a larger challenge (e.g. making it to the end of the level) which does provide a reward. Even in games about pure survival, your survival time (or things done during the survival challenge) is your score. Challenges without a reward are only issued as a punishment (e.g. invincible ghosts appearing if you take too long during arcade platformers). Getting chased by a PvPer, however, yields no reward. In all cases, you would have been better off never getting attacked. It cannot be considered a punishment (unless 'going outside of your pali' is intended to be punished by the game design) and there is no indirect reward in escaping them. (In many games enemies wander a certain area, and escaping them provides access to the area beyond it, but in Haven the PvPers wander everywhere and you can also reach the area beyond by just going there at any other time and not having the bad luck to run into PvPers. The one exception is when you actually trespass into the vicinity of a large village (which has a huge, area-bound risk), but that's totally fine and not the issue being talked about here.)
So the only part of that argument that makes sense is that it helps 'immersion'. I find that gankers help immersion in much the same way midge swarms do; technically you are correct in that it makes it more realistic, but more realistic is not always more fun. Sometimes you want to move away from realism to make things more fun.
Sevenless wrote:what is the rest of the playerbase gaining from PvP?
PvP is above all a method of conflict resolution. That is the reason PvP exists in this game. Ganking-style PvP and 'proper' competitive PvP are merely side effects of it, the latter inarguably a good thing and the former arguably being a bad thing. I think there is great value in being able to draw my sword to tell someone to fuck off, and I similarly think it's a good thing large villages can attack you if you get to close to their territory. But I don't think wandering griefers benefit anyone other than the griefers themselves and possibly viewers/readers if they're streaming/retelling their hunts.
Sevenless wrote:There's a fine balance to be maintained though between PvPers and non-PvPers in games that try to have diverse communities. Too many killers will kill out the normal playerbase, and eventually get bored without prey and quit.
The population already collapses over time. Some argue ganking-style PvP is (part) of the reason for that, which I doubt, but the problem is definitely not the lack of ganking-style PvP.
Sevenless wrote:Long term, AI and hazards eventually either get beaten thoroughly or are impossible to beat in a way that feels "real". Trolls are an example of this. Some players cheese them into non-existence, the rest of the playerbase just considers that location lost until they can find a troll slayer.
How is that different with players for non-PvPers? People who either massively outstat you or have superiority in numbers run onto your screen and the only thing you can do is run away.
Sevenless wrote:Not enough PvPers and they don't serve their purpose as a challenge to the non-PvPer playerbase.
There are various reasons why players quit, but I've never heard of 'lack of risk when just walking around' being one such reason.
Sevenless wrote:Since most of the PvP oriented players seem to be happy with the PvP system, I think we should respect their wishes. By haven's nature, many players who come into the game will never enjoy any form of PvP anyway.
That reminds me of the crude joke, 'most people involved enjoy gang rape'. There are various degrees of 'not enjoying' something, and the degree of enjoyment by one party should be balanced with the degree of dislike by the other party.
I'm not saying action should be taken to prevent ganking-style PvP as that's pretty hard to do without compromising legitimate uses of PvP, but if it could be made to suck less. But again, that's only if a good opportunity arises. Proactively trying to address the issue is likely to backfire, so there shouldn't be any drastic changes.