troll16 wrote:No where to go = no other server which Ryzom has which would suit there needs better (now if there is a system intergrated that has no effect on them then this point would not be an issue).
What drives people not consent with pvp into pvp-areas?
I take it you mean non-PvP players going into PvP areas. From my understanding of what I have read in these forums, the obvious reason would be to get the best materials to craft with (feel free to correct me if this is wrong).
Do they have a choice? Do they feel that choice is a realistic one?
If I'm right about the materials then I would say they probably feel they have no choice, they either go into PvP areas to get materials or go without.
What can be done to make that choice feel more realistic?
The only way I see that a PvE player can fully play Ryzom in a PvE style is by having all areas as PvE or PvP (players choice) but that throws up alot more issues.
One part of Ryzom is exploration and if lands are PvP only, then PvE players who really feel that they do not want to engage in PvP may feel they are not able to explore these regions.
Aye i think one of the limits in choices we have is how the game is designed and planned features, as we are talking about a promised and planned feature.
This just to establish that it will be nigh impossible to impose full pvp or full pve upon any group of the community.
So we gotta work with what weve got here, and those are the non pvp areas. Changing them into a viable option.
I agree that there will aways be parts of content that will be missed by either players that never go into PVE areas and players that never go into PVP areas. Such as fame with certain tribes and indeed the exploration part. I think we can do our best to think what can be done within the options we have while realising it is impossible to please every single person about every single content/gameplay detail.
Also to solve problems with a divide upon opinions as large as this discussion means that neither group can have it 100% their way. Another reason why nor full PVE nor full PVP would ever work as sollution.
EDIT:For example people that are completely content with how things are and are planned a large compromise would be if in fact non-pvp area would be toned down to make it more realistic to people that think its not a viable option. It would mean a large impact upon obsoletion of their hard work for their earned knowledge about the KP routes.
I think one thing is for certain and that is non-pvp areas fail in their function of catering for non-pvp consent people. That the way is see it is a broken game mechanism, so it should be fixed. No matter what my personal opinion is about the ability of those areas to cater for the non-pvp consentual people. If the majority of the target audience feels it fails in catering for them, i think that its an important thing to establish and indication to it needing changes.
Then again, as Pete mentioned, i think Nevrax expected to be pvp areas at least the same level of danger as the non pvp areas, as it turned out however use of pvp in the therefore designed areas is so little that the level of danger is not comparable. In the intention of the design that would mean the broken mechanism is the use of pvp being too little to balance the areas to the same level of danger involved.