Today’s been a bit… eventful on the forums. Couple of posts cropped up, tempers were flared, arguments flung around, and it’s gotten me to thinking about the real core of why there is such a radical divide in the community. And spoiler alert- it’s probably not something we can fix.
We can put Band-Aids on it, mess with it a bit, but without considering both sides of the community, certain changes that seem good to one side can be disasterous for the other.
For example; love potions. A PVE players DREAM. Telling pvp players to fuck off- but, however, in the same consideration, these were a PVP players nightmare. And not just for pvp players who want to jump innocent timmylovesroblox2014 or something. Any pvp player could use love gels to essentially ‘escape’ failed ganks, and it led to a pretty vocal crowd calling for love potions removal. After all, having someone attack you, only to lose and get a free escape can only be incredibly frustrating. Yet love potions were quintessential for a pve player who wants to remain unbothered.
This parts a bit of an essay, sorry.
Essay Part 1
So the point I’m really getting at is this, we have a community full of people who have these vastly differing ideas of what is ‘fun’. For me, Dark sea is the endgoal. I want to explore it, see all there is to see, I want to go nuts, get a buncha chests, come back, die because I tabbed out, whatever. For other people, leaderboards, or just dueling is the endgoal. PVP is infinitely replayable after all. Even two players with similar builds will rarely have the same gear stats or playstyle. Ao’s greatest strength is the collassal build variety at the players fingertips.
But World PVP matters a lot to certain people too, and therein lies the Major Dissonance. World PVP. Most MMOS strictly set limits on where you can PVP. In fact, there is one MMO we can draw comparison to: Shadowbane
I researched this MMO before really trying to draw this conclusion. Has this worked before? An MMO that doesn’t let you truly be safe anywhere? Well, Shadowbane isn’t a really proper 1:1, it was after all, more focused on its PVP, but that even lead to more casual pvpers feeling frustrated . There was nowhere safe in the game, just like AO. Once you got past the starter areas, that’s it. you can be ganked any time. Now it’s an old game, but some of these articles and complaints are more recent from rebooted servers by old fans.
So this makes me question, ‘what would AO be like with Safe zones?’ Thinking on it, there are only a few places that could ever really qualify for that. Now, I will give this advice to anyone who wants to do game design, or general ideacrafting. Think of what could go wrong first, what you might lose. Safezones in AO are basically guaranteed to kill ganking. If they are true safezones in any way, then you cannot be under threat there. (Not even hunter tag)
And that’s why we can’t ever have them. PVE players, though a majority, are not the whole of the community. And safe zones would kill world pvp stone dead, and all the hours of balancing & changes that went into it would be moot. There would be no point in grabbing a players poster with the knowledge that if they step foot in a certain area you will never be able to claim it.
So you have to think of outside the box fixes, tiny, ducktape solutions that won’t inconvenience PVP players but can try to save PVE players, and the in the end these will never be true solutions that PVE players are looking for.
Essay Part 2
I’ve oft’ compared PVP and PVE players to kids in a sandbox. PVE players get the sand castle building tools, and PVP players get the kickball. Now PVP players don’t have to knock over the sand castle, but there’s nothing stopping them from doing it, and the PVE players aren’t going to be able to do anything about it. This is how I consider the life of PVE players. In a game with world pvp, its just a sad fact that you can be bullied out of the game for no reason other then someones entertainment.
And we can raise our pitchforks and call these people assholes and demand retribution all we want, but at the end of the day, they are just playing the game in the means they were allowed to. If there were punishments in place for bullying players on repeat, that could act as a proper deterrent- but how can you really enforce that through game mechanics?
You could make someones boat immune to damage a short while after respawning it when it was sunk. Prevents people from camping it, but what about if that person tries to abuse that invulnerability to clap back? You could despawn all of a ships sealed chests and cargo when it sunk, so there is no point in stealing from other players! Yet if someones boat sinks, hours of work is gone in an instant with no chance to recollect it. You could introduce diminishing returns for repeatedly hunting one person, but then it would be more efficient to leave so they can’t reclaim what they lost whilst you would gain less.
There are a lot of holes in many of the potential solutions, and I want to my damndest to plug these holes, but at the end of the day they are all popsicles on gaping wounds- its not gonna solve the problem. More likely, kick the stone down the road.
I’ve rarely been in a community with such a large divide between the different types of players, and every bit we can bring these two halves closer is something worth celebrating. I love AO’s community, and don’t like seeing it boiling over in violent arguments, with people slinging swears and personal insults left and right. I get, I shouldn’t fully expect maturity from a roblox community of all things, but I want to do all I can to try and bridge the gaps between this divide.
So what’s the point of this big ass post? It’s mostly to try and create a space for civil discussion (Pipe dream, I know), regarding the games state for both PVE and PVP players, and how concession made by either side affect the fun of the game. As well, potentially brainstorming together ways to make sure everyone can have their fun.