@cotu42 said in Pvp is ruining SOT:
The design requirements... you mean the Game Design of the game. Why people like playing it, yes it meets those requirements. I have also never stated that the Game Design as it is now is perfect either or not up for discussion on how to improve.
Ok so we agree that if the game meets some requirements doesn't mean its good. Or that the requirements make any real sense. So we can also come to an agreement that using "it meets requirements" to counter an argument is pretty meaningless?
What matters is describing the requirements and the benefits of having them.
If you make claims, back them up. As we do not see eye to eye on what you are claiming.
I did back them up. You didn't counter it with anything meaningful... your own perspective on the community or the issues they are having. The usage of claiming someone's opinion and perception is anecdotal without providing hard facts to prove them wrong. This is a forum and the conversion heavily revolves around perception and opinion... so we shouldn't be mistaking statements as facts, and calling something anecdotal again is another pretty meaningless argument. Because that would suggest playing the game and interacting with the community produces unreliable information...
Concede? We were battling? I thought we were having a reasonable conversation about the game, but clearly you are only interested in winning.
How is conceding "losing"? That's what happens in a conversation if you argue against something that you might be wrong about..
Btw. I am not conceding as there are always design flaws in every single game in the world. Video Games and especially multiplayer games are always able to improve.
World of Warcraft, which was an amazing game when it was released but had so many flaws within its game design. Though still millions of players played the game and it has dominated an entire genre for a very long time. Extremely flawed and shattered records. Having flaws in a game is not the same as: All the veterans are leaving, All the good PvPers are leaving, etc. Games and especially like how this game is setup are a never ending cycle of change, with the goal to improve.
Like I have stated, I do not have the same point of view as yours.
Wow! way to concede while also trying to walk it back... Unlike WoW rare stopped reporting their numbers. All games have flaws but let's not pretend WoW and SoT flaws are even remotely in the same league. One game went to crush records... the other game is a massive deflation of player engagement and discontent. Community engagement, widespread and reoccurring complaints... are all evidence to suggest the reality is closer to the way I describe it. There is some real potential with this game, but the only people who are finding it are the ones that really are forgiving and willing to slog through the game's flaws to find the masterpiece underneath.
Well, we disagree on this as I believe that Athena voyages actually fit the bill from a design perspective.
This is pretty much the PvP scenario, which I try to illustrate in my story that you so kindly called dumb.
- People starting an Athena's claim themselves the Defenders and holders of the loot
- People can analyze your movement and realize you are doing an Athena's
- People can decide that they want to be the Attackers and are after the loot
- Engagement happens one side loses the other wins
4.1) Defender is victorious and keeps all the loot.
4.2) Attacker is victorious and grabs the loot
4.2.1) Cages are left behind as they have no value
4.2.2) They took the cages
- Attackers/Defenders rush back
5.1) If Attackers decided to come back go back to 4.
5.2.1) Defenders rushed back and engage Attackers - head back to 4. If 4.2.1 - Cages were lost and Athená's quest failed.
5.2.2) Defenders rushed back and head to where they sunk. If 4.2.1 Cages are recovered and they continue on their way, else they might still try 5.2.1 or Athena's quest failed.
This is a way to look at it as a design centered around contested loot. If you do not agree that this is contested loot our definitions clearly differ, as for me contested means out on the open waters and can already be in the hands of other pirates or only obtainable by them (requiring one to analyze the ships movements before striking). There is just one major problem with this design as this is one of the scenario's where the engagement actually took place at a right time in the voyage. Be too early and the attackers get nothing and might even ruin the fun for the defenders (loss of crates). Same thing goes with being too late. There usually 3 sweet spots timing wise: before they head to one of the three outposts stops most groups have: Merchant 1, Merchant 2, Athena delivery.
Ok... just because it's in the open sea doesn't mean it's contested. It can be.. but that's not the same thing. To be contested requires 2 people fighting over it to make it. That's why you can do a fort uncontested... because no one showed up to stop you. It doesn't become contested until someone decides to do point number 4 and that means departing from what your doing now, to get take their loot.
said:
- A struggle for superiority or victory between rivals: England's contest with Spain for domination of the seas.
- A competition, especially one in which entrants perform separately and are rated by judges: a spelling contest.
Now let's take a look at Athena's... if 2 people are doing an Athena... the prize is at the end of the voyage. No one has any strong feelings over the loot half the time, many players just leave it on the island because of the time investment... If the loot is unimportant to both of them until the end... what is the point of contesting someone elses? Its mostly just because its boring and people dislike athenas...
Whats the result of this? Well if someone acquired the athena crates than someone else lost something of significantly more value. The value of the crate as part of an objective for someone else and had absolutely next to no value for the thief.
The game in its current form is being able to contest everything, including someone's ability to finish a timed event or finish a long voyage. It completely relies on players to contest loot though... and when thats not a FUN experience they just kill everything. It has nothing to do about rewards really.
This causes a big risk that even in victory the attackers receive nothing and if victorious as a defender you currently just get to keep what you already had... A bounty system is something that would be something to reward the victor.
And it's still a band-aid for building an incentive to get to 4. In order for the PvP to be fun and not a gank fest, you have to build some structure in for contesting loot without relying on players to do it.
A bounty system.. will create a gank on-site mentality. You're still trying to fix a lopsided opportunity cost of going out of your way to kill someone... because they might be doing an Athena's and leaving everything behind or doing some commendation event... they might not have loot because its unimportant. Your not solving the problem of unimportant loot, your not creating incentive to contest loot, or build a scenario/voyage that constructs contested loot... What you're doing with bounties, is skipping any important loot had as an incentive for PvP and rewarding ganking.
I know! The solution to ships either not having loot because its unimportant or someone just hasn't picked it up yet... is to not need it!
Jimmy - So what will we be pirating?
Salt and tears my boy!
The fact that you called my experience dumb, while I was using it as an illustration. Came over as disrespectful to me. Especially 'cause you base your words on your own experience. Therefore this will be my last response and is the reason I did not engage on all the talking points. Hope you enjoy the seas and may the wind be firmly in your back.
The "fact" that I called your experience dumb? Care to substantiate that claim?