by telum12 » Mon Nov 15, 2021 4:24 am
As Loftar mentioned earlier, this game is meant to be a survival game. In particular, it's a survival game with perma-death and open-world pvp. I personally came into this game knowing this. I knew there were people with stats I could not compete with, I knew there were organized groups of villages I could never catch up to. And there is nothing wrong with that.
I'm going to tell a story of why I love this game, but it is not necessarily important so you can skip it if you just want my point about the redhand et al. discussion.
# === BEGIN STORY ===
I joined a village of a few people a few grids away from Snail's village. I spent a few days there learning the ropes. One day, the leader of the village took my out to teach me how to hunt. We were riding along in a wagon and mate said we should check on the nearby uber-village to see if they wanted to trade bearmeat for water. When we arrived, Garen (I think, not 100% it was him) came running out, screamed something I can't remember, and KO'd the both of us. It was a lot of fun, though my friend malded a bit from losing high-gilded stuff.
Because of this, we moved and lost all of the stuff we'd built. You can say hurrdurr, bad Garen killing nabs and ruining our progress; instead, however, you could just view it as a hilarious encounter in the journey you're partaking in by playing Haven. It's exactly this type of interaction and tension that makes this game so great.
We merged with a village in Whatever realm after that. We spent about 2-3 weeks try-hard grinding—the vigor that Garen's attack brought us was no joke. Then the unthinkable happened. One day, my old village leader moved one of the beehives 3 times to cover a farmplot better. The new village leader's fiance was unhappy, and the village leader logged in for the first time in a week to tell us we (the people from the old village) were all kicked out for being tryhards. We were upset, and began a coup. Most of the village was on our side (largely because the village's fiance was trying to have one of the village members assassinated—she had an alt grinding LP for mrage and had even contacted Garen about doing it for payment), and we ended up killing the village leader by accident (he had woundstacks on him for some reason). We managed to bash their hearthfires, KO and chase out most everyone, and were preparing to bash the vidol. However, then 2 people from Whatever showed up and started sieging us. Ironically, it's Garen that shows up to help protect us, as he was a friend of a friend at this point. Eventually, we negotiated the following terms: Our old village leader would drown himself, and the rest of us (which included everyone in the village, hah) would leave. Garen took us to Arcanum, where we settled next to some friends and began grinding again. This all took place over hours and hours, and was a glorious clusterfuck of a mess, and I enjoyed every minute of it.
# === END STORY ===
Player interaction is beneficial to the game. Player interaction does not have to be positive. More often than not, negative events or close-calls are what define our journey in the game. We don't remember much about the random, dime-a-dozen trade we did, or the neighbour we said hi to. What truly defines the game is moments of strife, loss, and triumph. We should not shy away from those moments, nor should we put arbitrary barriers into the game to avoid those moments.
Redhand is a negative mechanic because it puts an arbitrary negative in the form of time-prison for the perpetrator of a "crime." Although the intent was different, that is what it has become in practice. Instead of spending all this energy arguing for a useless mechanic to prevent or punish people, we should be lowering the barrier of entry to these types of interactions. If people want to group together and fight back against the faux evils of players such as Snail, they should be able to do so. If people want to implement arbitrary mechanics to inconvenience or punish players such as Snail, we should not let them. This will inherently rob us players out of amazing experiences.
Fixing mechanics in the game that require botting (truffles, whales, pepper, etc.), equalizing pvp stats using e.g. diminishing returns (see e.g. AGI, which still scales linearly)—these are the types of changes we need. These are the types of changes that could lead to better, more interesting player interaction. Not some arbitrary time-prisons like redhanded.
Also make PVP mechanics such that you don't need a l33t pvp-er to teach you in order to live more than 10 seconds.
tl;dr: Don't implement mechanics that reduce player interaction (e.g. redhanded). Instead, make things that allow more people to participate: Make combat less aids, lower barrier of entry by e.g. removing bot-only content (truffles, whales, etc.), make AGI not scale linearly, etc.
MagicManICT wrote:To me, being called a pedo is exactly like being called gay.
Jalpha wrote:She must have been in heat bro. She was literally fanging for it. Literally posting repeatedly in chat, in all caps "DO IT! POST YOUR DICK! THERE'S NO WAY IT'S 7 INCHES!"
How could any hot-blooded male deny such a request under the circumstances.