MO w/o danger is lol. There was grief they should have removed, but they got too zealous. Spend 3 days in haven, quit after first PK... leaves steam review, sv listens! I think it was downright evil the way they had stuff set up before w/ grinders etc. That timer is too much. Get ganked ALL THE TIME. No combat skills aiye. How do we rationalize the difference between MO1 and MO2 and the jump... what was gained, what was lost, let's ruminate!
So, just to start, we agree that MO needs danger. I am not saying MO2 should have no RPK, I literally directly say MO2 needs to retain its sense of danger. Of course that's important.
What I am saying is that the system that facilitates RPK, ie. local-grey/grey/MC/rep-grind/blue-blocking is broken and makes the experience worse for everyone involved. But worse than that, it doesn't offer any meaningful alternative to RPKing for PvP content. There is literally nothing. So the result is new players that want to play 'lawful' 'ARPK' just end up having no initiative in PvP because they have to worry about the terrible convoluted RPK/pvp mechanics, if they even understand them, arbitrary as they are. Not only are they weaker on paper and less skilled in terms of actual experience, but they literally are put in a position where they will almost always begin any engagement at the extreme strategic disadvantage of taking the first blow.
You might say, 'well the playerbase should be the law'... But it's
NOT. That's not how the game is designed. We
do have mechanics for crime and punishment, but they are broken to the point that all they do is take away from the PvP experience and promote grief/ganking over all else.
Emdash said:
I'm gonna talk about BLACK DESERT for a sec. Don't play black desert unless you want to make some widgets for luls. Anyway, BDO is a game about buffing yourself basically then farming the same 'rotation' of mobs for about an hour. Counting your silver per hour, etc. Someone proposed it in a way that made it seem like they felt it was THEIR RIGHT to hold that rotation once they buffed up (spent resources...) but wait... that's trash. That's the sort of entitlement that ruins games. There are DEF toxic people in games like this, but it's true that the entitlement is also an issue. You aren't entitled to be protected by the game. It's a sandbox. Guards are def wonky still... been wonky, but the main 'protection' came from systems. Maybe MO1 system was a bit weak, but it was still better than this.
BDO is a trash game that is basically everything I hate about where the MMORPG genre has been going in the last 15 or so years.
Now, with that aside, you say 'you're not entitled to protection'. Of course not. My point has never been about making the game 'safe'. My point has been about giving everyone equal incentive and opportunity to PvP. My point is that, with this current broken RPK system, the only PvP content in the game revolves around ganking. ARPK is a joke. You have mechanics that promote RPK, but the playerbase is just supposed to get together and start a grassroots 'ARPK' system, even though there are no mechanics that would make this worthwhile? It's extremely wishful thinking at best, and obviously not a sustainable solution, because that's not how game design works. There
are mechanics, but none of them are designed to promote the kind of criminal/lawful back and forth PvP, or really any type of PvP other than RPKing. The only PvP is going out and RPK ganking. This favours grief, and ultimately the neckbeard who can spend countless hours running deliveries to maximize their grief with no drawbacks.
Emdash said:
I still think in the end the reward of getting griefer dudes out of your GY/town should be given by the players of the town... thank yous, etc. That's the idea of sandbox, push the least amount you can outside of what is a direct reaction to created content. Clearing out your town of undesirables is like step 1 to making a comfy spot. You gotta let people do their thing. And in the wild PKing is content. GET OVER IT. Dying to mobs, dying to people, o well.
You say, 'oh well the players will create the content', but that's a huge cop out. The point is that the actual mechanics are designed to direct the content, and they are designed, at the moment, in such a way that encourages people to either grief or get no PvP action. That's a bad system, man, and it needs to be addressed badly. There are huge incentives to grief: 1) you get to PvP which is unlikely to happen otherwise 2) you can loot people 3) it's exciting/thrilling/fun... Yet the mechanics we get to counteract it just serve as a timer & delivery quest grind...? Why isn't there actual mechanics to incentivize retaliation? Why is bounty hunting such a joke, and why did they not create something more catch-all? The Rep/MC/flag dynamic are bad mechanics because they don't create content, they just try to contain pvp without providing alternative venues.
The idea of a sandbox game is that the player drives the content within the mechanical framework of the game. There are mechanical systems that allow them to do so. Without these, there would be no sandbox. There is currently a mechanical framework that promotes griefing and offers no alternative playstyle for PvP. So, yeah, the game
does have mechanics surrounding PvP already. The game
already has systems in place that direct players' actions as far as PvP goes. They're not absent, they're just bad. You have a broken flagging system that is at best unfair and at worst easily exploitable, and a flat PvE reputation grind...
Emdash said:
I'm not much for moral relativity, but there is a great black and white in MO. DEAD... NOT DEAD. haha. People can talk all they want about what caused what, but those are the two choices, you either get looted or not. The risk of PK should always be upsetting people more than going RED. The only thing they need to find a way to make work is all the people who are cupped around each other and killing small guilds, etc. Not in total, but just make it so that isn't the general principle of how people avoid repercussions.
See, that's the problem. The only morality that the game allows for, mechanically, is 'dead vs not dead'. So of course you can't be mad at players who see things this way and abuse and exploit the mechanics as much as possible to grief others, rep bomb, blue block, horse kill etc. etc.... You can't blame the players for abusing a bad system, and you can't be surprised when it's mostly just shitters that stick around after a while, but you
can call on the devs to overhaul a system that has a perfidious influence on gameplay and will ultimately kill the game. Expecting some grassroots movement of players to maintain law and order in a game that has broken mechanics that practically disallows for either is insanity.
Even if everyone was just grey out in the world you would at least know where you stand. This rep-grind blue outlaw nonsense ruins the game. You're in a position where someone approaches you and everything is fine until they attack, and then suddenly, great, you can defend yourself, but, guess what, you're already 1/3 dead or your horse is in mercy mode etc... The game is literally setup mechanically so that the only PvP involves griefing/ganking, so of course you can't be surprised that that's more or less the only PvP that occurs. You can't even take an approach of 'if anyone approaches me in the wild I'm going to fire a shot' because of the flag nonsense. You gotta just sit there and hope in one hand and shit in the other.
There is no meaningful venue for someone to have a lawful playstyle, unless they want to do so to their own detriment. If you want to play lawful, you don't get to PvP. Simple as that. It's a bad system and will never appeal to very many people. It feels really bad. The more I learned about the system surrounding RPK the more I was like, "WTF were they thinking...". Basically, if you don't feel like getting the drop on someone and murdering them for no reason, you don't get to participate. That's not 'sandbox', that's very obviously mechanically favouring one playstyle. If that's all they want to offer in terms of mechanics for PvP, fine, but there needs to be a more sensible system under the hood.
It feels like they half implemented the system and then forgot about it. Rep should not work like this. Why does rep work with such small, flat numbers? Why is running errands the main rep gainer? None of it is good mechanically. The grey flagging is even worse. It takes so much away when you have a full loot PvP game but the mechanics surrounding PvP are completely arbitrary and broken. This is literally the 'core' mechanic of the game, to some extent it drives all content, and it doesn't facilitate fun gameplay.
Like, just as an example, drop the blue-flagging bullshit, get rid of the big tedious 'consequences' around being a criminal, add more grey priests, no blue priests in grey towns, some grey brokers, etc., and make it so instead of rep for deliveries, the only way to gain rep is to kill criminals. Put a timer on it so you can't just spam kill your buddy over and over. Boom, there are still consequences for being a criminal, and you can't just grind and pray your sins away; people will be coming for you & you're still locked out of blue towns-- but with brokers, more grey priests etc., these aren't tedious consequences, and from a straight time/gameplay-utility standpoint you're not that disadvantaged. I'm not saying this would just magically fix things, but at least this is an example of a
sandbox mechanic that incentivizes & delineates PvP so that it's not just 'morally grey' grind-and-gank gameplay. How the heck are PvE deliveries & timers/res-walks an example of 'sandbox' mechanics? They're not.