I used to play an MMO years ago that for the first year had no PvP, the community was a good helpful community. When PvP was added the community became toxic which resulted in a lot of PvE players leaving. Pvp players said that’s ok PvP players will join. Some PvP players did join but they didn’t stay as they didn’t consider it their kind of PvP (talking about just combat here).
Part of the problem is that PvE players are happy doing their own thing or in groups. Whereas PvP players tend to insist everyone PvP’s.
In essence PvE and PvP players don’t mix very well as they require different things.
Scoots, when it started at the end of 2004 it was called Saga of Ryzom on the EU server. It kind of exists now although went into receivership twice, but it’s now called Ryzom used to be a good sandbox but has changed somewhat. Also servers were combined at some point.
Edit: Worth noting that PvP was supposed to have been in the game at the start. used to have a box which stated it was present. But it wasn’t ready at release.
From what I’m seeing, it looks like PvP zones were introduced, and the general information I can find suggests that PvP is normally not allowed unless you’re in those PvP zones (outside of an invited duel). So you have 1) a duel, 2) arenas, 3) pvp designated zones, and 4) something that appears to be similar to the concept of Faction Warfare(?).
So I’m unsure what the issue here is. Were the PvE players willingly entering these PvP zones and then getting killed and leaving? Or was there something else? It seems like all of the PvP engagement had to be undertaken willingly and by choice of the players.
Unlike EVE, where you consent to being an engageable target by just undocking.
The problem is we are dealing with two types of players that require different things.
In the case of Saga of Ryzom the community had got used to it being a PvE game so PvP wasn’t accepted that well by a lot of the original players.
Saga of Ryzom even as a PvE game wasn’t risk free characters tended to die a lot in harder zones due to the mobs and you received a death penalty which stopped character progression until it had been cleared and they could stack.
But in these forums I see the same old arguments between some in the different groups.
I’m not so certain they “require” different things. Mind explaining this in the context of EVE?
Anyhow, unlike that game, EVE has always put PvP up front and forward when it comes to game play. From actual fighting in ships to scamming and even 0.01isking on the markets and contracts, PvP is effectively everywhere in EVE.
It’s only really the entitled care bears who feel as if they should be able to play against the core design of the game and play it their way that seem to be having issues.
PvE and PvP can be almost entirely seperated in EvE. If you mine veldspar in a 1.0 system with a skiff fit with shield extenders/resists in the rigs and mids, and a dcu + bulkheads in the lows, I can almost guarantee you that no ganker will ever bother killing your skiff. It simply isn’t worth their time. However, if you fly a maxgreed fit hulk in a 0.5 to mine better ore with shinies people will definitely try to kill you. Of course, the maxgreed hulk will make much more money than the skiff, but if you want higher isk/hour the tradeoff is safety.
Even stuff like hauling is the same, if you use an obelisk with 3 bulkheads and haul 10m at a time, at your computer and staying in space 0.8 or above very few people will try to murderize your ship. However, if you haul a couple billion in a triple cargo expander charon to try to get more isk/hour through 0.5 space then in exchange for the extra isk/hour you’re giving up safety
The beauty of eve is that you can choose either. Almost guaranteed safe PvE with little profit or dangerous PvE with much higher rewards
Its like ninjalooting, I get grief from people because I do what I want, but the greed stops them from either doing anything about it, or offering me a contract.
Greed is good for business but not when greed turns to anger because someone took 25m of “their” haul.