nyaanyaa wrote:I'm also someone that plays each world until I or my friend(s) get ganked. It sucks and I hate it, but it simply means I'm done playing for the world when it happens. Earlier this year I talked about it, but a talk is useless since the general consensus is "u mad bro?" and the pages of faction talk in this thread shows you what an enjoyable group it is to talk to.
To me Haven PvP is extremely flawed and un-fun for many reasons, primarily which is the goal is to find people that can't fight back to minimize your own personal risk. Ideally the other guy doesn't even have a weapon and no allies to call upon. I can't really see that as being fun, but I've only ever been on the receiving end and don't plan to join the other. PvP itself isn't the goal, it's the results that people value, I.E strengthening yourself with new loot or just being an asshole because your mom isn't watching. No one will convince me that chugging buckets and chasing a guy through trees for an hour is comparable to other types of multiplayer games. You want what comes after it.
Earlier in the thread 'carebear' was used somewhere inside the masturbatory PvP spiels, which I found interesting because its origin is in Ultima Online, which was a very cutthroat world that I enjoyed despite getting ganked and my house stolen multiple times and lots of other terrible stuff that people can't really appreciate without context. I played a thief sometimes so I wasn't fully innocent myself, although I justified morally with my combat weakness, choice of targets, and the thrill of the escape/chase that seemed fun for everyone involved (and my many many failures and deaths). UO was a world that continuously beat you down, but you could easily get back up. The goal of PvP in Haven is for the target to never get back up.
Lots of game theory and such had been learned from UO, especially since the developers themselves considered it to be a design failure. Not because Everquest and the like dethroned it, but because Ultima was a series where people were meant to live true to the virtues of the world. Even though you have the freedom to be bad, you should instead be good.
Unfortunately, like UO that came before it evil always wins in Haven. Kill everyone you see, bash their boats, kill their livestock, etc. Repercussion is theoretical.
But, like UO, Haven does have a lot of people that do want to get along and be friendly to people even if it's disadvantageous and risky to do so. The two areas I've lived in had people mark quest givers and the trees/rocks were never destroyed in the time that I was playing and I had nice conversations with people while exploring. Last world we even did some trading, although we got knocked out/looted and our boat bashed and quit before we could do much of it.
Haven actively punishes it with its game mechanics, but there are good people in it. Haven really does have some strong similarities to Ultima Online; people can live a virtuous life and resist the temptation to do bad, but you know that you'll never have the tangible rewards of a malicious actor. It's kind of realistic I guess. I don't like realism.
Anyway, if you're bored, you can read the "UO Postmortem of sorts" from Raph Koster, one of its lead designers. The words written there back in 2000 are quite relevant to Haven in 2023.
https://www.raphkoster.com/games/snippe ... -of-sorts/Looking forward to this world, I hope I and some friends can last a few weeks again. Thanks for reading my story; remember to like and subscribe. I don't think I'll have another conversation again in these forums, though.