jorb wrote:Our ambition has never been to create a PvP game. Our ambition has always been to create a game with PvP. There's a huge difference.
I have never claimed to be good at PvP, nor even particularly interested in it for its own, competitive, sake, but I love the fact that interacting with other players in game has a real sense of danger and adventure to it. I have had so many memorable moments of playing incognito, meeting other players, and the threat or actuality of violence has been very important to almost all of them.
(The stranger danger I've felt when encountering people while rummaging through old ruins, that time me and another guy stole eachother's boats and fired bows at eachother across a river, or even the hesitancy with which you interact even with the 90% of people who ultimately aren't out to kill you, &c).
That was always the vision, the game has always -- even with dumber rulesets than the ones in place now -- delivered on that, and that's why I have wanted to have a game with PvP. My skillset is not primarily in balancing the exactitudes of how it plays out, and I do indeed lack both the experience to do that properly, the real, burning interest (as I do not use these systems much myself), and, frankly, the time. I do not really want to fight -- I want to play a fairly casual survival/gardening/walking simulator RPG with a touch of poetry -- but the potential for fighting is important to me, as it relates to the game having real, tangible consequences.
jorb wrote:(The stranger danger I've felt when encountering people while rummaging through old ruins, that time me and another guy stole eachother's boats and fired bows at eachother across a river, or even the hesitancy with which you interact even with the 90% of people who ultimately aren't out to kill you, &c).
jorb wrote:but the potential for fighting is important to me, as it relates to the game having real, tangible consequences.
jorb wrote:[*] I do not use the PvP systems often enough to have very informed opinions on the details of them.
jorb wrote:So, idk where I'm going with this,
jorb wrote:good cases for alternative rulesets entirely
ItsFunToLose wrote:unintelligible trolling
You seem like a good person.
Zentetsuken wrote:You were never in danger, this was all in your head.
Zentetsuken wrote:ItsFunToLose wrote:unintelligible trolling
You seem like a good person.
k ty
Clemins wrote:When I started playing Haven in 2013, I started knowing full well that the game was permadeath (it's less so now with the updated numens and such) and I loved the sense of danger. It made having anything feel more valuable knowing that someone else would try to take it from me. I didn't actually learn to fight competitively until last year around this time because I decided that I wanted to be that bandit in the stories I've hear throughout the years, even in some cases, the hero. Haven combat isn't flashy and super deep as many of the current game market offers, but it's unique and has it's charms. BUT, in all honesty, the reason it took me roughly 7 years to delve into PVP combat was because it's not really explained all that well. Luckily, I had someone who took me under his wing and taught me everything I know, but without that, it definitely would have been pretty difficult learning all the little things that go into fighting besides openings/closing (IE: running, drinking, critters, swimming, etc etc.) Perhaps I may be a bit off the mark with this assumption, but I feel like a lot of people who don't like PVP simply don't understand it and are frustrated when it's presented to them against their will. If thats the case, then I understand.
I genuinely like fighting in Haven and really do hope other people who are interested in it give it a try and accept the minor consequences that come with a full-loot pvp sandbox. Besides being a necessary evil in a game like this, I think it truly adds enjoyable gameplay. It's certainly not for everyone, but to all those who are either aware of PVP or became aware when you ran into it, base your decision to play on it instead of trying to neuter it or remove it outright. Constructive criticism is a good thing, but spiteful criticism on systems you don't fully (or at least mostly) understand only serves to promote cascading changes to other elements you might not see as connected.
jorb wrote:Our ambition has never been to create a PvP game. Our ambition has always been to create a game with PvP. There's a huge difference.
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