loftar wrote:Do I really have to spell it out for you? My point is this: What do you do on a non-PvP server when someone:
- Starts building a village idol to claim the land around you;
- Takes ten alts to block the exit of your palisade gate;
- Builds a palisade around your claim;
- Plants a tight forest all around you, or conversely, cuts down all the trees around you;
- Simply stands in your way;
- Runs away with the carcass of the animal you just killed; or
- Just decides to settle down next to you while you don't like him?
These, and many other conceivable actions, are far
easier ways to grief people than is PvP, and PvP is the only thing that keeps them somewhat in check. Therefore, removing PvP results not in less griefing, but in more.
In case it's not obvious, I'm not denying that some people just want to live in peace, and I don't think it would be a bad thing if they could do that. But removing PvP does not result in that.
I’m sorry, that isn’t a good reasoning, there are better arguments in favor of pvp. In the scenarios you describe a possible solution would be to only allow pvp against characters who have commited a crime. This would mean reworking of the scent system to make all criminal taints last much longer, but it solves the griefing issue.
That's because, technically, you only own what is under your and your village's claims, everything else is just personal morals and that varies from player to player. There is nothing fundamentally wrong with planting or chopping forests all around someone's camp, and there are ways to avoid it such as extending your own claim to a river. The same with building a palisade around my claim. If someone enters my claim to block the gate with alts, it means trespassing and therefore I would be able to kill them. In any case, those are unlikely to be a common issue because they involve so much effort, and only a few psychos and dedicated griefers have the motivation and the subscribed accounts needed to do it.
I don't think PvP should be removed or restricted in any way though. In my opinion a better solution is to work on its consequences instead, in order to make them less trivial for the aggressor: they should be harsher, hhp damage should be reimplemented, debuffs reworked and made proportional to the crime, and stuff of this sort.