thought i'd throw one in to get back on topic,
firstly I have no pvp interest, but my 'peaceful playstyle' doesn't 'require' peace, it's just how I choose to play my character, and it is all the more challenging in an open world threating death at any moment, I don't care for PVE without risk of being PK fodder, it just gets boring fast.
The sooner any safe Haven is over with, the sooner a player gets challenged to interact and get involved in the environment more fully.
Having said that, I feel the need for 'instruction' speaks of other issues.
The best possible positive outcome is that it is deleted. Full stop. No tutorial, no yellow flag, no hand holding. Just a solid intuitive UI and initial experience with working mechanics and wysiwyg. Trust players, and gtfo of our way. Many other games demonstrate this.
yes, this seems to be what Henrik's original game vision essence speaks of,
So it seems to me that the concept of Haven tells us that there is a greater need to focus on making gameplay as intuitive and consistent as possible.
@Eldrath's original post suggests that if a consistent and intuitive enough game environment were to be achieved then Haven is redundant by default.
Henrik's MO core design concept really is such a great vision in imitating familiarity in physicality, it reflects what feels natural to do, so this core design vision demands that being Intuitive is absolutely key, therefore consistency is just as key.;
the immersive first person only, learning skills by 'doing' actions, no levelling, reputation, social interactions, community economy and team play, losing everything, risk & reward, etc. etc., all based on familiar physical concepts in reality, yes yes YES i know #magictho - it's still 'familiar' concepts even if fantasy, we are all 'familiar' with the concept and how it might work.
When first playing MO I was absolutely addicted to the idea of learning and discovering through action,
run and you learn sprinting, jump down a hill and you learn landing, jump in ( shallow ) water and learn swimming, then other skills appear at certain stages, just awesome, this is super intuitive design and about as true sand-box as it gets.
But then inconsistencies appear, not all water is water, it's mysterious and shit, so apparently it's ok that sometimes you can just walk through under screaming rapids without even moving and you can breathe like a mermaid and other times you'll drown in 2ft of water.
this is NOT consistent and breaks the familiarity that drives the amazing initial intuitive experience,
yet there was the 'Horse pissing' animation.. hmmm ok, well hopefully I wont drown in that anyway.
it seems like no big deal, you work it out, it ends up like domestic blindness and we soon forget, it's just one example.
(EDIT - maybe this is due to a limitation of UE4 ? I'd be interested to know, this is just an example I remember vividly from first days in game )
If Haven has to happen, then I really hope it isn't as a content band-aid to cover the shortfall in the potential of a consistent and intuitive core product,
to focus on the pros and cons of Haven itself is essentially reductionist and avoids the bigger picture of improving the intuitive sand-box experience.
If the new standing and one character system isn't to be trusted and we need a 'Haven' and in depth tutorials in what should be a super intuitive, yet 'complex back-end' game, then it suggests improvement is needed somewhere.
I would hope the basic game mechanics can be successful enough that this becomes community/player content rather than requiring the equivalent of a mini nanny-state giving a false sense of security.
TLDR;
more consistent and intuitive = more player retention
more consistent and intuitive = less haven/tutorial needed