If you summarize the points made in the thread so poorly, there's not much more to discuss.Is dev time your only argument? If they finish Haven for release, and never revisit it, what then would be the detriment?
If you summarize the points made in the thread so poorly, there's not much more to discuss.Is dev time your only argument? If they finish Haven for release, and never revisit it, what then would be the detriment?
If you summarize the points made in the thread so poorly, there's not much more to discuss.
While I completely agree that Trammel/Felucca helped to killed UO, lets not forget that the launch of EQ1 also had a significant impact on the UO population decline because it offered an alternative to what was then the only game in town.
That said, lets go back and examine why Trammel/Felucca even came to be - a broken Risk vs Reward. Many RPKs would rather fight players they can easily win against and acquire 'phat-loot' then risk fighting more competent players and getting killed. There's nothing wrong with that, but players play games to have fun and constantly being a target and losing your stuff is not fun. That's why a majority of the UO population moved to Felucca was because they were tired of getting killed by RPKs. Every time they wanted to adventure there were murderers just waiting to ambush them. So when the opportunity came for them to enjoy aspects of the game they were not able to enjoy because of RPKs, they took it. Thus, the population on Felucca had no reason to ever go to Trammel again. That was the mistake the UO devs made. They swung the hammer at a broken scale in an attempt to fix it, but something had to be done, because they were already losing players who were tired of being victims. The result was PvPers quitting the game because they lived in a mostly empty world, and PvEers quitting the game out of boredom from a world with little risk.
That is what the devs in EvE got right. A well thought out, balanced, Risk vs Reward approach to resources and game play (until super-caps came into play, but that's a different story). Players could live and play at a level of risk of their choosing.
Back to the topic at hand: New players should have a place to play and learn the game. A place safe from those who prey on other players. Skills and resources should be capped. Players who want to increase their risk should be able to move to the larger cities, where their risk is higher but better resources and items are more plentiful. They should probably even be able to higher NPC/Player guards as the move around the area outside of the town. Not immune to danger, but safer than if they ventured out on their own.
The vast majority of the world though should be hostile, with no protections for players other than that which they bring themselves so that players looking for the ultimate excitement and challenges can find it.
Sounds like a good introduction to MO tbh.i would let them start in a slave town protected by guards where they earn their right to leave.
I don't think that every haven player will have quit if they started on myrland instead. I think that's actually unlikely.Is dev time your only argument? If they finish Haven for release, and never revisit it, what then would be the detriment?
I don't think that every haven player will have quit if they started on myrland instead. I think that's actually unlikely.
Can you have a healthy ecosystem without the smallest of creatures, plankton and the like?Agreed, I dont think so either.
If a person never chooses to leave Haven then its clear they don't want to deal with the PvP aspect.
And if thats the case, this isn't somehow taking away from the people playing on myrland. That person would very likely not play MO at all in the first place.
Agreed, I dont think so either.
If a person never chooses to leave the PvE server then its clear they don't want to deal with the PvP aspect.
And if thats the case, this isn't somehow taking away from the people playing on the pvp server. That person would very likely not play on the pvp sever at all in the first place.
Bull sh**tThis is a thoughtful post.
Though some of the points going against a Haven/Seed of Trammel is that it's simply unnecessary and a bit condescending, you hit on an important point that SV has softened on in their desperation.
An absolute safe zone is not supposed to exist in MO. . We are already going to be asked to pay a full sub for a game that contains areas we can never access after leaving once, thus creating two separate game worlds. They have already caved, we can look at where it leads.
MO in the past did have areas of relative safety with corresponding risk v reward. The highest value areas were much more dangerous than the lowest value areas. There were vast areas of the map that had almost no population. The likelihood of being murdered was effectively zero. These were not guarded towns; people intent on harassing people always stick to guarded towns and high population areas. These were areas for mining or fishing or adventuring that were too remote and unpopulated for PK players to visit often. Players could choose to go to a dungeon or high value area and would of course, encounter risk. So, MO accomplished a similar dynamic to eve without an absolute no kill zone.
The issue is not that the game is not safe enough for those that truly want to avoid the carnage, it's that some players always want more safety, and more of the game available to them without risks. They want to leave their isolated safe area and go to the dungeon with the same low risk they find in the desert or jungle areas with low value. They will not be upfront about their desire to undermine the nature of the game. It would be too easy to laugh at them and shut down their idea. So they will manipulate and hide behind "new players" to force a change in the game that restricts pvp.
It's up to the devs to hold the line and not cave to their demands, and players that want to see the vision implemented correctly to call out bullshit and unnecessary compromise.
haven is not only the newbie island but also, with multiple instances, it is the buffer for the initial flood of players any mmo receives upon launch day. it could possibly be the f2p or 'trial' island in the future, allowing players to see the game without affecting myrland.
honestly i feel haven is too large, too spread out, and allows for materials greater than it should. I dont have any issue with haven as a concept but i feel the implementation needs some major rework.
-barcode
Can you have a healthy ecosystem without the smallest of creatures, plankton and the like?
If they are not in the game with us it is indeed taking something away.
Would the game have lost something if you found out running your business on Haven was more profitable? I think it would.
Yeah, while I could admit I'm somewhat torn on the idea.
I'm going to remain in the side that is pro-haven because it does more good then bad.
But I again think this island needs a hard capped time in which players can stay alike to the help channel where you only have so much time within it / on it.
Sure. I started the game when the tutorial was garbage and had to basically teach myself. Did this give me a unique experience? Yes, but do I literally remember it piece by piece? No.
I played through haven and it was actually memorable and enjoyable. I liked how it allowed vets to take advantage of progressing their characters more quickly because they knew which npcs to talk to and what places to be at to do things. It allowed me to make characters much, much faster then before.
Could this be a potential down side? Yeah. I dislike how character development was always so grindy, I never felt like making a character naturally where you just level your skills through doing things was very productive as opposed to just macros.
But haven made me feel less guilty about macroing because I could do less of it while doing other things that still benefitted me and were faster.
Haven also introduced a lot of systems that I believe players need to be told about. I don't care what anyone says but the original tutorial honestly fucked new players skills up 90% of the time because it injected random amounts of skill points into different areas that players no idea understood why or how. You could say it was on them to learn but how are you supposed to know when all that would happen was some dialog in the chat box that was easily ignored.
Again. I liked Haven. It was unique, it provided things noobs could take in bite sized chunks rather then just fucking their build from the very beginning, it also provided a race reroll token when they left meaning any mistakes they made on their characters race, age, height, etc. Could be fixed. So thats another perk of haven.
There are some games I continued playing because of good, interesting tutorials. I don't think it'll detract from the hard-core experience if people are time locked in the amount of time they spend on haven.
They should include a section in the tutorial somehow, where you do die and you lose your stuff and it teaches you about loss. They do need to add areas where you can be attacked, but other places should just follow the fledgling flag status like the last game (or something along those lines).
Now I'm not taking a dig at Godkin, but I will strongly oppose his view on this because I believe Haven helps more then it hurts. It also helps people find guilds.
Godkin will probably die on this hill, as he is someone who believed the old way characters work skill wise (as in, having multiple characters fill very specific niche roles rather than being all around useful characters) was a good idea which I also disagree with. As opposed to what we're getting now which is characters that can fight and craft.