In Murder Hobos Online (PVP Game) a player can find you farming goblins at the rocky outcrop, murder you, and take the 500 gold you've earned in the last 10 minutes. That player can run off and hoot and holler about his latest kill. Total cost to you: 10 minutes of play time. Often times, in Murder Hobos Online the players find you after you've been farming for 45 minutes, costing you upwards of 2,500 gold. It can be damn inconvenient.
In Farmville Online (PVE Game) a no-lifer can produce copious amounts of cotton and flood the market (or corner the market) so that the 35 hours of work you put in gathering this resource - the value of your work plummeted from 100,000 gold to 5,000 gold - costing you 35hrs of time, or 95,000 gold - depending on how you choose to measure it. The no-lifer bought a super sweet mansion in a prime location you wanted, but you just got beat in a PVE game.
When players want a meaningful economy in a game what they're asking for is economic PVP.
I'll grant you there are some important differences between murder hobo PvP and economic PvE, but most of that is psychological.
In the end, they both are capable of costing you a great deal of time and money - unless you also want economic PvE where NPCs ensure the value of labor despite inflation - which is fine, but I think most PvE players would claim to not want that, probably up until they realize that yeah, someone else is actually impacting my profits here.
A more helpful distinction may be between players that want only a cooperative environment (other players don't impact in any way other than in helping me achieve my goals) vs. players who want an environment where there is some competition with other players.
So, for the first group you get things like instanced housing, NPC merchants, instanced dungeons and other design directions that don't appeal to me at all. Don't ask for a real economy if PvP frightens you - nothing wrong with wanted an insulated experience, but just understand that if you don't want other players interfering with your gameplay there are some ugly (what I'd consider ugly) choices that must be made.
Comments
The gankers also camp spawn points for important mobs, and kill anyone trying to get one of the mobs. Any important economic resource spot is also camped, so that if you try to harvest any of it you will be instantly killed.
Some people think this is fun.
(And yes, I have tried to play a real game that had this exact behavior.)
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2024: 47 years on the Net.
If the gankers steal my cotton after killing me, I have nothing.
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2024: 47 years on the Net.
Or have I?
Was I playing the game for the experience or the "win"?
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
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The same with a resource, your goal is to prevent everybody else from harvesting it. You will kill them before they get a chance to harvest it. You don't want the resource for yourself, you only want to kill others.
A similar move is to camp the resource and harvest it every time it spawns, so that nobody else can ever get it.
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2024: 47 years on the Net.
It would be better if gankers are actually risking something. WHen usually they are not.
How about we put harsh penalty for gankers when they get caught? If developer do that, the gankers just whine and threaten to quit the game.
I think many PvE players enjoy PvP - just economic/leaderboard/etc. PvP.
If we include economic PvP in the debate I think it narrows the discussion to core issues (maybe?), those being, how much impact can other players have on my game.
Even in Fractured Online we had a very vocal group of players VERY UPSET that a single player had managed to claim several towns. The player was using alternate accounts to tie up like 5 cities and he had dozens of other players helping him build/maintain the cities.
The people who were complaining were largely PvP players - angry over what was largely PvE activities. Furthermore, we got tons of complaints over PvE folks "making too much money" in PvE zones and impacting market prices. (economic PvP).
The complaints flow both ways.
So if people should like being ganked so much maybe the ganker should felt he is sometimes in danger too.
If ganker felt he is in danger he just log off.
In Cotton Grind Online (PvE) the action "sell cotton at high price" may or may not be available depending on actions of other players. It's a dynamic PvE environment where PvE actions available to me change, not a PvP environment.
I am not sure how many players if any are looking for a meaningful economy in a game. Players seem to want an economy that rewards one of three things. Time spent or money spent or time and money spent. We all find ourselves somewhere on that spectrum.
The effect of PvP on an economy is quite detrimental as far as our PvE players are concerned. But then it is seen as detrimental to their whole experience, so that's hardly surprising. The holy grail of gaming is in my eyes a way of fitting these two disparate groups of players together. Which is best achieved by keeping their "bases" quite separate.
I've a friend who had a great deal of fun cornering markets in games and jacking up the prices to make a killing. So he was costing players more money than most PKs, but the PvE crowd was okay with it.
Then your argument is moot because there is no argument.
I think a lot of PvE types love economic PvP though they may think of it as "getting a bargain" or "making a mint".
Would you rather lose $50 getting mugged or $50 at a game of poker?
For the analogy to work, in either case it is impossible for you to suffer real life harm.
In either case you're losing $50 to another player.
I simply don't have the reflexes to compete in PvP.
That aside, I do wonder about the psychology of panic over losing 1,000 gp to a ganker vs. losing 50,000 gp on the market. I think that difference is a window into the reasons why so many developers fail to actually address the problem in a satisfactory way.
They think the problem is lost funds - it goes well beyond that.
All time classic MY NEW FAVORITE POST! (Keep laying those bricks)
"I should point out that no other company has shipped out a beta on a disc before this." - Official Mortal Online Lead Community Moderator
Proudly wearing the Harbinger badge since Dec 23, 2017.
Coined the phrase "Role-Playing a Development Team" January 2018
"Oddly Slap is the main reason I stay in these forums." - Mystichaze April 9th 2018
People just dont want to be put in that environment at all. When a safer environment comes along like Amazon, they just go there is mass.
It doesnt matter if it only happens 1 in 1000 times, people dont want that stress.
To get people to turn up in that hostile environment, it requires EXTREME incentives to get people to show up, even then most people dont bother if there is another similiar safer option.
https://www.youtube.com/watch?v=71pGdbipU6I