but it isn't because, as in real life, there aren't police (guards) everywhere. Notice how the trade brokers and crafting stations have guards - were these locations Not posted with protection, there would be hardly any trade at all, and Myrland would be entirely a 'Mad Max' scenario, not just the wilds.
I find it bitterly shameful that it takes a game like this to illustrate the horrible nature of Humankind - a Machiavellian realization, if you will - to prove that "we can't have nice things". And why not? - because some little shit will find it find it enjoyable to destroy or grief, rather than work towards building and creating. And when I say "little shits", I mean nearly half of the population, in my experience, of Mortal Online 2.
Yes, Nave, like Earth, requires invincible guards (police/military) to keep decency and flourishment to health and trade. What fitting art-imitating-life this game is. And, in my limited knowledge of gamers, developers, etc., I see that the answer to many of their own economic flourishments aka player retention and attrition is to, in fact, add More guards, else the PvPers would simply grief everyone away until the game was barren, desolate, and shut down ~ and this is in a game advertised as full loot!
Myrland could be a nice place with unprecedented social interactions in between towns, healthy trade, and friendly, bustling villages - I just finished reading of the adventures of a beer brewer, some Bartfast fellow ~ that's incredible and immersive, truly; in my opinion, an epic of what this game has to offer. We all know the graphics are unreal, the servers holding nearly 2,000, and the game map extensive.
Unfortunately, as in nearly every other online game I've witnessed my son play (and he's played them all it seems), I see the stark contrast of toxic behavior against the stream of respect manifest itself more and more. There simply are little to no ramifications to shitty behavior (banning I have seen across the spectrum, akin to jailtime in rea life). In fact, it's not just games - it's all of online interaction, and, again, it's due to there not being enough "guards".
Humans have incredible minds - they create life-like fantasy simulations of the most amazing kind, technology allowing us to interact from one side of the planet to another - and y'all use it to trash talk and button smash like little sweats and kill, destroy, and cause others to rage quit because that's the type of behavior that's been done to you yourself; an endless cycle of toxic regurgitation given an environment to thrive because it's not illegal to be a jerk, or because it's somehow imprinted within us that it's a dog-eat-dog world.
The redeeming factor for Myrland, is that there Are some out there that honor the ideals of respect and growth. Perhaps in a world where 'the guards' aren't everywhere, its inhabitants could unite under the banner of these ideals and prove Machiavelli wrong, that it is not fear that must command Man, but love - though this is unlikely given the nature of real life/real life player's avatar being an extension of themselves.
Yes, Myrland could be a Haven, and, perhaps interestingly, could actually set a precedent on how to live for the rest of the real world, if lines were drawn and Guilds fought to protect the essence of decency, as opposed to territory or castles. In this case, the territory would be goodness itself, and fighting would not be relegated to mere decapitation, but also, and more preferably, through teaching other gamers how to actually enjoy a game by focusing on encouragement and positives.
The Gods only know just how amazing a place Myrland could really be..
I find it bitterly shameful that it takes a game like this to illustrate the horrible nature of Humankind - a Machiavellian realization, if you will - to prove that "we can't have nice things". And why not? - because some little shit will find it find it enjoyable to destroy or grief, rather than work towards building and creating. And when I say "little shits", I mean nearly half of the population, in my experience, of Mortal Online 2.
Yes, Nave, like Earth, requires invincible guards (police/military) to keep decency and flourishment to health and trade. What fitting art-imitating-life this game is. And, in my limited knowledge of gamers, developers, etc., I see that the answer to many of their own economic flourishments aka player retention and attrition is to, in fact, add More guards, else the PvPers would simply grief everyone away until the game was barren, desolate, and shut down ~ and this is in a game advertised as full loot!
Myrland could be a nice place with unprecedented social interactions in between towns, healthy trade, and friendly, bustling villages - I just finished reading of the adventures of a beer brewer, some Bartfast fellow ~ that's incredible and immersive, truly; in my opinion, an epic of what this game has to offer. We all know the graphics are unreal, the servers holding nearly 2,000, and the game map extensive.
Unfortunately, as in nearly every other online game I've witnessed my son play (and he's played them all it seems), I see the stark contrast of toxic behavior against the stream of respect manifest itself more and more. There simply are little to no ramifications to shitty behavior (banning I have seen across the spectrum, akin to jailtime in rea life). In fact, it's not just games - it's all of online interaction, and, again, it's due to there not being enough "guards".
Humans have incredible minds - they create life-like fantasy simulations of the most amazing kind, technology allowing us to interact from one side of the planet to another - and y'all use it to trash talk and button smash like little sweats and kill, destroy, and cause others to rage quit because that's the type of behavior that's been done to you yourself; an endless cycle of toxic regurgitation given an environment to thrive because it's not illegal to be a jerk, or because it's somehow imprinted within us that it's a dog-eat-dog world.
The redeeming factor for Myrland, is that there Are some out there that honor the ideals of respect and growth. Perhaps in a world where 'the guards' aren't everywhere, its inhabitants could unite under the banner of these ideals and prove Machiavelli wrong, that it is not fear that must command Man, but love - though this is unlikely given the nature of real life/real life player's avatar being an extension of themselves.
Yes, Myrland could be a Haven, and, perhaps interestingly, could actually set a precedent on how to live for the rest of the real world, if lines were drawn and Guilds fought to protect the essence of decency, as opposed to territory or castles. In this case, the territory would be goodness itself, and fighting would not be relegated to mere decapitation, but also, and more preferably, through teaching other gamers how to actually enjoy a game by focusing on encouragement and positives.
The Gods only know just how amazing a place Myrland could really be..