karabamov wrote:"It's just a game, not real life"
It's a game played by real life people who experience real life feelings of pain, fear and loss when someone attacks and destroys the character/village they spent hundreds of real life hours building.
Let's be honest, pvpers wouldnt be going through 5% of this trouble raiding and griefing people if they were game-generated NPCs instead of real life human players. The whole appeal for pvpers is that they're violating and terrorizing real life people.
It's pretty obvious pvpers dont really have any moral qualms about hurting real people, in fact they actively get off on it. They're just too chicken to do it when they're not protected by a computer screen.
Which explains why they go nuts any time someone even remotely suggests limiting pvp. This game is probably the only place in their life where they can feel big and tough and in control.
This is known. Of course it feels better to beat a human than an NPC. One of the fundamental concepts of game design is called 'Bartle's Taxonomy' that assets there are 4 main 'categories' of player. Achiever, Explorer, Socializer and Killer.
This game is clearly meant to appeal to killers and explorers. The weakest killers need someone below them on the PvP food chain. The strongest explorers need there to still be danger after they've conquered all the wilderness has to offer.
What's more, griefing can be fun. I used to be part of a Minecraft greifing team. I look back on it and cringe but I'd be lying if I said it wasn't fun in the moment. Glitches or exploits should obviously be punished but if you were beaten with intended, in-game mechanics we'll that's just what the game is.
Now you could argue a certain mechanic is overturned but thays a whole septate never ending looping argument.