vatas wrote:Call this 'Devil's Advocate' or whatever, but...
How are PvP players supposed to identify who is just a "PvE player" or a "Hermit"?
Jorb's Treatise
"Developer Thoughts on PvP" is only flawed in the way he applies it. He seems unwilling to accept that lot of people burn loot murder (in-game) mainly for the
intrinsic experience of it, with any
instrumental in-game goal being secondary.
However, several core points remain poignant: there is no clear through-line to be drawn between "peaceful" and "hostile" action in a game complex enough like Haven. Extreme example from Legacy: a Sprucecap is simply fishing and gets murdered. Obviously unfair act of unwarranted aggression? Well, it turns out that because River Peal Mussels were tied to fish nodes, and how quality nodes worked in Legacy, that Sprucecap was effectively vandalizing a valuable resource node (high quality pearls) even if he was completely unaware he was doing any harm. Even simply building a homestead next to a river or lake could negatively impact other players. Because rowboats were the primary mode of travel (no Horses, Carts did not follow when fast traveling) forests along waterway were prime hunting grounds. Allegedly it was common to treat Sprucecaps like pests, other for reasons listed above and probably some others as well.
Murder provides gameplay benefits only at the very beginning of the game (and even then killing is not necessary), in order to quickly set up a level 2 mine and craft leather armor.
Further on, there are two main reasons for this behavior:
Firstly, extortion—morally weak players are forced to buy lives for their pixel pets with real money. These murders can be stopped only by depriving extortionists of monetization methods, such as preventing them from selling tokens back to newbies at discounted prices. The token should cease being an in-game currency and a means for Real Money Trading (RMT).
Secondly, mental trauma—when material gain does not interest someone but causing moral suffering, griefing, vandalism, trolling do. This will stop, just like it always stops in other games, when the suffering caused by murder becomes less severe or equal to inevitable sufferings inflicted upon those committing the act. In other words, if it ceases to be free pleasure, akin to crushing hedgehogs while riding a horse.
Of course, classification isn't perfect, and players who engage in these activities regularly and take pride in doing so cannot be attributed solely to one category—they usually both exploit developers through RMT and are psychopaths who kill beginners to cause emotional harm for personal enjoyment.