Dygz wrote: » Nope. Revenge does not interest me at all.
Dygz wrote: » I dunno what would be enticing me to give chase.
Dygz wrote: » People cheering me on in chat would be irrelevant.
Dygz wrote: » None of what you described appeals to my playstyle.
Kubitz2 wrote: » I'm not vengeful either, but I would feel satisfied. There's a criminal (griefer), who stole something from a neighbor/fellow citizen of my node (profited from harming someone elses game). I support game mechanics that enable me to discourage that playstyle. Call it community service/positive social interaction/discouraging toxic gameplay or whatever. You can call it roleplay, since you call yourself a RPer.
Kubitz2 wrote: » To establish law and order in your nodes ZoI? To help someone get back his resources, which where non-consensually taken from him? Strengthening your nodes community/guild community? Getting paid for doing it? Roleplaying? Or maybe just making griefing less profitable and getting toxic game destroyers to chose another game, where that is easier.
Kubitz2 wrote: » Well, I like positive social interaction in an mmo. But that's just me.
Kubitz2 wrote: » If anyone says, that killing someone, who just killed one of mine, or cheering someone on doing that, is griefing, then i beg to differ.
Kubitz2 wrote: » Your answer feels really dismissive. Like a lot of things AoC related you commented lately. I really thought, it would be a narrative you could get behind.
Kubitz2 wrote: » Isn't defending the area and the gatherers that collect resources (contribute to growing the city) part of that. I'd say killing/chasing PKers, so that the gatherers feel safer is.
Kubitz2 wrote: » Your race xy guild gatherer got killed. You can actually influence the building style by defending a certain race, that collects experience for your node.
Kubitz2 wrote: » You'd probably mostly be gathering yourself and you wouldn't be auto-flagged in your nodes ZoI.
Kubitz2 wrote: » It's kind of confusing to me, when you say those things (2-3 days ago on his podcast/free add yw) and then state none of what I said appeals to your playstyle. The only difference I see, is that all you mentioned could be done as a solo player, or as a solo player with other humans around you, but no real interaction except throwing spells at each other. I'm starting to think, that it's not really the PvP you're on about, but the slim chance, that anyone affects your game in any way, but the way you want/allow them to and benefits you.
worddog wrote: » This is a general question on both how players interpret Intrepid Studio's vision, as well as what players actually desire. I seem to see a general consensus that PvP is the main focus. But I'm wondering is PvE really even a big part of the game? Sure there are NPC mobs and bosses but their importance seems to be dwarfed by the ability to PvP around them. Most people seem to only want their PvE if it also has PvP. Rust is a PvP game, just because PvE elements exist in Rust doesn't mean people call it a PvX game. So is this game PvX? Or is it just a PvP game?
Dygz wrote: » None of what you suggested is a form of PvP that enjoy.
Dygz wrote: » Protecting a gatherer from getting killed really has nothing to do with that.(cultural buildings)
Dygz wrote: » It's common for PvPers to not understand the needs of non-PvPers and for non-PvPers to not understand the needs of PvPers.
Dygz wrote: » PvEers are more likely to continue playing Throne and Liberty than Ashes of Creation. Based on the current game designs.
Dygz wrote: » Or a temporary scenario, like a Siege, rather than a permanent scenario, like the Open Seas....Definitely has nothing to do with auto-flagging in the Open Seas....The issue is that players will be auto-flagged in the Open Seas...That is a deal-breaker for me...