Dygz wrote: » Also irrelevant to this topic.
Aszkalon wrote: » But Who are we ? To demand that other Players don't have to be a possible Scource of Danger nearby us ?
Dygz wrote: » For Ashes, it's Steven's Pillar to have PvP intrinsicly tied to all Rewards. Typically, when Steven talks about Risk, he really means PvP combat.
Noaani wrote: » Dygz wrote: » For Ashes, it's Steven's Pillar to have PvP intrinsicly tied to all Rewards. Typically, when Steven talks about Risk, he really means PvP combat. Indeed - having money doesn't make one correct on every count. Steven can be objectively wrong sometimes too.
Otr wrote: » Owners of something.
Aszkalon wrote: » Otr wrote: » Owners of something. I read that our Freeholds are like magically untouchable and can not be sacked and/or attacked as long as our Node still stands.
Abarat wrote: » Noaani wrote: » Dygz wrote: » For Ashes, it's Steven's Pillar to have PvP intrinsicly tied to all Rewards. Typically, when Steven talks about Risk, he really means PvP combat. Indeed - having money doesn't make one correct on every count. Steven can be objectively wrong sometimes too. I am not entirely sure you understand the meaning of the word "objectively".
Aika wrote: » I mean one would argue it's also consensual since you have the choice not to engage with that content.
Aika wrote: » Like instead of moving your caravan through the sea to save 30mn travel time, you know you'll be in an unrestricted pvp area and you're risking it.
Aika wrote: » Also there's always the option to hire people to accompany you mitigating the risk.
Noaani wrote: » Abarat wrote: » Noaani wrote: » Dygz wrote: » For Ashes, it's Steven's Pillar to have PvP intrinsicly tied to all Rewards. Typically, when Steven talks about Risk, he really means PvP combat. Indeed - having money doesn't make one correct on every count. Steven can be objectively wrong sometimes too. I am not entirely sure you understand the meaning of the word "objectively". Sure I do. You can have an opinion on some things, and that is subjective. However, if someone tries to tell me that using base10 as a system, 1+1=6, they are objectively wrong. This is the same as someone saying time is not the only risk players have in an MMORPG. Any other 'opinion' that is contrary to that (as opposed to building upon it), is objectively wrong.
Aszkalon wrote: » In Real Life, we are also not entitled to this Privilege of being unassailable.
Aszkalon wrote: » And i think the People who have the biggest Problem with being able to get attacked everywhere in the Open World of Verra are People who think they will be more or less "safe" when that is not the Case. They think (hope?want?) that it will be like in the later World of Warcraft.
Abarat wrote: » Dygz wrote: » For Ashes, it's Steven's Pillar to have PvP intrinsicly tied to all Rewards. Typically, when Steven talks about Risk, he really means PvP combat. "Risk is a healthy thing. Risk makes us value reward. Without risk we would not pursue certain achievements, because anybody could achieve them. Risk makes us have a sense of thrill, or have some sense of anxiety; and those are all emotional responses that get elicited when risk is present. So, risk isn't a bad thing. We like risk, not just in PvP but in PvE as well: when you can't always predict the environment or encounter you are part of, risk is something like 'Ah, I've never seen this boss do that before.' or these adds came at an ill-placed time, there's a trap here that I didn't experience before. There's a lot of elements that risk introduces that keep gameplay less stale; that keep it more dynamic; that introduce environments where the unexpected can occur. That is a good thing.[2"] – Steven Sharif
Myosotys wrote: » It's also like a person who thinks they hold the only truth to such an extent that they think their opinions are objective.
Noaani wrote: » You disagreeing with it is no different to flat earthers that honestly believe they are right.
Noaani wrote: » One could claim it is being dogmatic
Myosotys wrote: » Noaani wrote: » You disagreeing with it is no different to flat earthers that honestly believe they are right. Yes excatly. And you are the flat earthers in this story. Whatever you can tell them, they will still be sure that the earth is flat ). They think it's an "objectve point of view".
Dygz wrote: » With notes prepared with help from Margaret, it is easier for Steven to remember to also discuss risk in relation to PvP.
Dygz wrote: » Aika wrote: » I mean one would argue it's also consensual since you have the choice not to engage with that content. We can’t truly argue it here because the mods would start banning if I gave you concrete examples of consent and non-consent, but… Yes. That’s why Ashes including non-consensual PvP with no Corruption in the Open Seas is a deal breaker for me. Since I don’t consent to non-consensual, I refuse to play on servers that have that mechanic. Since so many people have asked me to play anyway - I simply will ignore all forms of Risk and Reward and Progression while I explore as much of the map as possible while maintaining the lowest Adventurer Level possible.
Azherae wrote: » I define fun in my designs and somewhat in life as time spent freely expressing one's identity in the context of a challenge or social situation. Risk is any scenario in which your ability to achieve fun can be set back considerably, either to a previous state of advancement (relative to the fun specifically) or you can be prevented from being able to experience the same fun for a certain amount of time. Reward is anything where your success at 'fun' leads to a progression in your ability to achieve similar fun. I define it this way mostly because it helps to unite multiple types of gamer personality. People who go red and stay red can be viewed as Risking little if they get to continue to have their expressive fun. People who get ganked and lose stuff are also risking little if they get to continue to have their expressive fun. I don't view time spent as a risk, for this reason, unless we are looking at the really old days of design where one needed to spend long periods not having fun, to advance your ability to occasionally have fun. So tl;dr: Risk is a potential setback to your ability to have more kinds of fun, and Rewards are when you gain more ways to have fun. Fun itself is relative.
Noaani wrote: » Ludullu_(NiKr) wrote: » Time spent vs reward. From an objective standpoint, this is the only correct answer. This is simply because time is the only thing we players put in to an MMORPG other than the subscription that only grants access. Even Azheraes notion above of risk being a setback of your ability to have fun is still a risk of time. That setback simply means you need to spend more time in order to have the fun you want from the game.
Ludullu_(NiKr) wrote: » Time spent vs reward.
Otr wrote: » Fun can stop coming and often even spending more time cannot bring it back. Fun is the reward.