art3an wrote:Ghaaaa.... How come I'm always the one to arrive when all action is gone, the music has stopped, the place is gettin cleaned and people are leaving :/
I'm only posting to give you a devil's advocate to play with
I stopped posting once highly pro-PvP people came in agreeing that it made no sense for the Nevrax company. So, I'm ignoring the question 'do we need pvp' and just addressing quotes.
ajsuk wrote:Whats the problem?
This might take up to 30 pages to answer. Luckily you've got those pages in front of you here with the problem explained in several different ways.
art3an wrote:Never been touched by a human mind with the will to "harm" you?
This is the crucial difference between PvE and PvP. After all, they're both PvSomething! The fact that we feel there is a 'will to harm' in one setting, and none in the other, is the very basis upon which the divide lies.
[Real life metaphor: murder v manslaughter (UK legal terms)]
art3an wrote:1. Pvp is fun; manily because it provides a challenge to the game that no scriped npc-character is able to do in the same way. No level of deep thought; it's basically just a matter of taste on what a given person percieves as fun.
PvP is fun must be the
sine qua non of its existence. Personally, when it's done well (a couple of my personal faves and reasons follow), I find it a blast.
My only alteration to the quote would be "...because it
can provide a challenge...". A problem often cited would be the rarity of this level of challenge actually being the case in individual situations. Ryzomified examples would include;
nuking a harvester
team v individual
prepared v unprepared
multi-250 v highest-level-100
Maybe thought could be given to how it could always provide the kind of challenge we want? (Level limits or something?)
art3an wrote: 2. Pvp adds to the realistic feel of the game (every good rpg setting must have some sort of realism to it). In any given conflict, there is the last but possible option of finding a settlement through the swords. In addition, humanity have been practicing this for ages; nothing strange with it.
I have two issues with this section, but none with the "realism".
Firstly, an amicable settlement must be the rarest of beasts. True, you can batter your opposition until she somehow gives up (maybe the end of the conflict is forum flaming or a cancelled account or, at the least, the end of the fun for at least one of the parties). I'd like to think that most of us have outgrown the kiddie notion that might has anything to do with right. Conflict and bad feeling never appear to end just because the fighting stops.
Which brings me to the second issue. Since a few days after 'humanity started practicing this' it tried to find a way to stop it! (
eg homeland defence and United Nations, or police forces in the case of internal affairs.) The methods fall back on appeal to higher powers and acceptance of general 'rights of man'. Our 'higher power' would be Nevrax, and the game system it implements would be one method of enforcing these rights. GMs/CSRs could be seen as the police.
Player police is a nice notion. It's been thought about since the early days of MMORPGs. It has never yet worked, which is not to say it can't, but it has so many things working against it in a game setting that don't apply in the real world.
Some examples include;
The guaranteed right to anonymity of the criminal
The lack of effective sanction
The paucity of resources to man the police
The willingness of possible recruits to indulge in PvP
The unlikelihood of omnipresent, 24/7 policing
Taxes levied by some higher power to reimburse the police for using their time in a way they don't choose to spend their free time
So I agree with half of the view. The 'infringing others rights' is realistic and easy to implement but the 'preventing others rights from being infringed' doesn't seem to be cheap or easy. So an important question is, do we want to implement one without the other?
art3an wrote: There are very few "facts" in this the matter, and, a piori, very little can actually be said.
A priori we can say nothing - we are inventing a world here. However there is a large and growing amount of data we can use to draw
a posteriori facts. Lots of games have tried PvP in lots of forms.
I would say that PvP works very well in Guild Wars and Dark Age of Camelot, which both contain areas of 100% non-consensual PvP. [Vital to the success of both these games seems to be that entering such an area is 100% consensual and that there is such a miniscule benefit to victory there that PvE people lose nothing but the ability to 'have a look around' those environments.]
Consensual PvP worked in Asheron's Call, in as much as there was a PvP-flag. Flagged and non-flagged players couldn't interact in almost any way so the only interfering issue was the spam, lag and kiddie-sp34k.
Where non-consensual PvP has been a dismal failure, for both players and company bank balance, we could take the prime example of UO. (Incidentally, this was where there was the initial brightest hope for some kind pf player police). I'm not sure if anyone who experienced this in any capacity, player/CSR/dev, has any fond memories of it. One of the few good things we can take from this is the warning it gives us when considering PvP in future cases, like this one.
art3an wrote: However, the devs seem to have defined the path of SoR (which, in itself, is a good thing) and, no doubt, large-scale pvp will be introduced to SoR.
In and of itself I don't think having a defined path is a good thing. Like anything else, it is only good in so much as it helps produce good results. Sticking to a design just because 'because it is in the design docs' shows an extremely shallow way of thinking.
Iteration occurs in documentation and design just as it does in development. Our end-product, in game design, is hopefully 'fun for as many as possible' or something along those lines. If following a design is going to result in bad effects then it is the design that should be modified. Shouting, "but it was in the design, darn it!" isn't the way to reach a satisfactory product.
I completely agree that the way we are progressing at the moment it does seem that large-scale PvP will be introduced to SoR.
art3an wrote:Personal opinion: Fun! Let's see how it plays out! Might be good, might be bad; only one thing is true indeed: we will not know untill we have tried.
Well, I agree, it might be good though I fear it might be bad. And another thing that is 'true indeed' is that we have a large and ever-growing amount of experience that should be a very good predictor to how it turns out without us having to risk all on just trying it to see.
[I started posting on this thread because of the financial situation of Nevrax and my love for Atys. I'm not convinced they have the money to allow themselves the luxury of finding the most controversial area in MMORPGdom and just "trying it to see".]
drizzeth wrote:Faith is a nasty thing tho ... Im sure it turns out just fine tho.
Faith can be a nasty thing, it's what you have to fall back on when rationality fails. And I wholeheartedly agree with what you meant to say;
I fervently hope it turns out just fine.