I mostly just troll and usually dont engage in attemps to derail SV from their ideas. I do not have vast knowledge of other mmo mechanics or any psychological insight in their players reasons for playing them. But I know that MO is the only mmorpg I ever truly enjoyed. I know that after MO1 TC the game started to become less fun. I always played with the safe fallback of npc towns. With free wall placement safe fallbacks became one player farming stations, the landscape became horribly scarred with ugly walls, traffic decreased and so did pvp and the exciting danger of travelling. Make shit too safe and you kill the game for everyone casual or random pvp oriented. If "safezones"(who was safe in tindrem? no one, it was the most exciting town to live in cause of all the thieves and murderers) are only at keeps and npc towns I think balance between playstyles are kept. If safezones are avaivable to anyone who farm enough, it will kill the fun for a large part of the players.
It's interesting that houses always existed but it never felt too safe, or as though pvp was being choked. People could always retreat to homes, lock the door and be safe. But a key always existed. Some risk that they might get caught and it was great. It was only when the -walls- of the "home" were extended hundreds of meters, at the same time keys were removed and autogates added, that the game felt domestic and boring. I really like the insight of this OP, I think a lack of keys was a subtle but very important flaw in the TC implementation.
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