Azherae wrote: » People misunderstand forced-PvP-averse vs owPvP-enjoyer in MMORPGs because of some stuff. Here's some of that stuff. If you poke me, I'll add more stuff or expand on this stuff. 1. A PvE-enjoyer (let's use a fisher), enters the game with the idea of getting good at fishing, building up knowledge, skill level, understanding of systems (plz donot assume they 'don't care about PvP'). That person is in micro-competition with every other fisher. When another person shows up at their fishing spot in a game with no forced PvP, their 'competition' is in 'who understands the fishing mechanics better and who honed their skills more'. In a game with forced PvP, their 'competition' can instantly become 'who is better at PvP'. 2. A PvP-enjoyer (let's say me, a 'fishing rights enforcer') enters the game with the idea of getting good at controlling an economic space. That person is in micro-competition with the PvP skill or the organizational ability (or zerg factor) of anyone who wants control of that economic space. But there's one catch to consider. In this case, the PvP-enjoyer has a vastly diminished incentive to cooperate compared to even a Survival game (but let's look at games where some attempt at simulating a world is happening, instead). The 'flaw' in forced-PvP MMOs is contained in those two things above and all the fundamental issues relative to them that these games nearly never address, or cannot address because it would drastically warp gameplay. The result is, that all the 'real world equivalent' outcomes that 'would need to happen in the game, for it to make sense as a proper macro-competition', end up happening in terms of 'players existing in the world'. Basically, characters 'die' when their players leave the game due to the 'flaws', which are really just 'the equivalent of what would happen irl if too many immortal people with low incentives for cooperation entered an area'. For a game to be enjoyable for most PvE-focused players, something must enforce the micro-competition within their skillsets. Otherwise, the only micro-competition they can be assured of getting to experience is PvP. This was the original failpoint of New World. If I can 'help my friend win a fishing contest' by killing you, it is no longer a fishing contest. If you take nothing else from this post, let it be that. No matter how much someone likes PvP competition, if they also want to have 'fishing skill competitions' and the game allows another player to 'win the fishing skill competition by using PvP skill', it is a 'PvP game'.
NiKr wrote: » Say, smth like "if you do a certain action while fishing, you can pull out a strong mob that aggroes onto anyone but you". The mob would have no loot, so there'd be no point in doing this certain action while fishing, but it's a tool to remove a player from fishing competition in the same way as a pvper would, but w/o a direct pvp interaction. Do any mmos/survival games have that kind of thing?
Azherae wrote: » 2. A PvP-enjoyer (let's say me, a 'fishing rights enforcer') enters the game with the idea of getting good at controlling an economic space. That person is in micro-competition with the PvP skill or the organizational ability (or zerg factor) of anyone who wants control of that economic space. But there's one catch to consider. In this case, the PvP-enjoyer has a vastly diminished incentive to cooperate compared to even a Survival game (but let's look at games where some attempt at simulating a world is happening, instead).
Azherae wrote: » If I can 'help my friend win a fishing contest' by killing you, it is no longer a fishing contest. If you take nothing else from this post, let it be that. No matter how much someone likes PvP competition, if they also want to have 'fishing skill competitions' and the game allows another player to 'win the fishing skill competition by using PvP skill', it is a 'PvP game'.
Azherae wrote: » FFXI, cast Sneak on self, pull up Sound Aggro mob, hope it attacks the person next to you (I feel like it generally wasn't aggressive in all areas).
NiKr wrote: » I've been thinking about it and I feel like this ultimately comes down to open worldness of any given game. Afaik majority of successful mmos went away from the "open world" design in favor of instanced stuff. Mainly because you either have pvp that can secure the content or you get complaints if people have no way to access said content if someone has cleared it (or actively clearing it and has the loot rights for it). I guess the second best alternative is "everyone's a winner" and iirc GW2 has that with their events and stuff, but that kinda removes the entire "competition" part of the game, at which point it's simply a cooperative mmo. And this thought process just keeps bringing me back to the idea of "using pve tools to counter pvp aggression". Have there been games where you could use the pve itself to win a competition in a "pvp-like" manner (outside of aggro mechanics, cause those are obvious)? Say, smth like "if you do a certain action while fishing, you can pull out a strong mob that aggroes onto anyone but you". The mob would have no loot, so there'd be no point in doing this certain action while fishing, but it's a tool to remove a player from fishing competition in the same way as a pvper would, but w/o a direct pvp interaction. Do any mmos/survival games have that kind of thing?
SongRune wrote: » This is one difference between PvP and PvX to me. If PvP is "the win button", then all contests become pure-PvP. If you're good, you can design bosses where PvE skill matters equally and at the same time, but in fishing land? (and a lot of other places like it) Once PvP starts (and I have no say in this), only PvP matters.
JustVine wrote: » I highly encourage IS look at the design of those and see what they can do to carry some of the things working in that system over to similar systems in Ashes to help 'keep players on track in their personal play loops'.
NiKr wrote: » Azherae wrote: » FFXI, cast Sneak on self, pull up Sound Aggro mob, hope it attacks the person next to you (I feel like it generally wasn't aggressive in all areas). FF11 strikes yet again Was pulling that mob difficult or could it be done by just using a skill/combo? In other words, was this a tool or just a consequence of aggro mechanics? This would obviously be a good start, especially if we get profession-related item buffs that could make this interaction even more favorable for the pver (say, a fish oil that repels mobs and you can only get the oil if you get the correct fish, which is itself a difficult fishing task). And I feel like adding this kind of "tools" wouldn't even be that difficult, as long as the base design of the game supports the mechanic of "the mob ignores a target", and I sure as fuck hope we have that kind of mechanic because it has a ton of fun gameplay implications.
Otr wrote: » Azherae wrote: » 2. A PvP-enjoyer (let's say me, a 'fishing rights enforcer') enters the game with the idea of getting good at controlling an economic space. That person is in micro-competition with the PvP skill or the organizational ability (or zerg factor) of anyone who wants control of that economic space. But there's one catch to consider. In this case, the PvP-enjoyer has a vastly diminished incentive to cooperate compared to even a Survival game (but let's look at games where some attempt at simulating a world is happening, instead). I do not understand this sentence: "That person is in micro-competition with the PvP skill or the organizational ability (or zerg factor) of anyone who wants control of that economic space." - micro-competition with the PvP skill - micro-competition with the organizational ability - micro-competition with the zerg factor? Also "macro competition" is new to me. I know a PvP player who likes fishing and he was sharing the fishing spot with another player in our guild. Then he noticed a fisher being attacked by a creature. The player was from an enemy guild. We would kill each-other always on sight. Yet in that moment he rushed to save him. Just because in all the chaos of a full loot PvP world they shared the passion for fishing. Fishing can bring people together. But maybe works only for PvP players because PvE players are greedy selfish jerks.
NiKr wrote: » SongRune wrote: » This is one difference between PvP and PvX to me. If PvP is "the win button", then all contests become pure-PvP. If you're good, you can design bosses where PvE skill matters equally and at the same time, but in fishing land? (and a lot of other places like it) Once PvP starts (and I have no say in this), only PvP matters. If there was a fishing-based solution to address this encounter and it ends in the other player dying - would you consider that a pvp situation of a pve one (or mayhaps pvx )?
Azherae wrote: » I'll simplify. I have 8 people in my group. You don't get to fish by yourself in my area without one of them killing you. Ever. What competition are we having?
blat wrote: » Azherae wrote: » I'll simplify. I have 8 people in my group. You don't get to fish by yourself in my area without one of them killing you. Ever. What competition are we having? And we don't think corruption alleviates this? If a guy turns up, whips out his rod *ahem*, for a bit of fishing... would your group really want the corruption, when there are plenty other combatants around to kill?
Otr wrote: » Fishing can bring people together. But maybe works only for PvP players because PvE players are greedy selfish jerks.
SongRune wrote: » Which part of 'control the resource' are you not understanding? If we were interested in pure PvP for PvP's sake, we'd go find an arena. More willing participants for even fights. You are takin. Mah fish. You die now.
blat wrote: » SongRune wrote: » Which part of 'control the resource' are you not understanding? If we were interested in pure PvP for PvP's sake, we'd go find an arena. More willing participants for even fights. You are takin. Mah fish. You die now. Yeah what I'm not understanding is the need for a dickish tone. I'm asking a question is all. I understand the broader point, but either a) don't understand how corruption doesn't make a significant difference to the scenario, or b) just disagree. Either way I'm having them fish.