Re: Potential Suggestion looking for feedback, Resource Island
I feel like I've made most of my thoughts and concerns pretty well understood at this point, but I hope you'll forgive me for repeating some notes one last time in response to your counterpoints:
Babylon System is the Vampire wrote: Mon Jun 19, 2023 12:33 pm1) The overall goal is to give players a venue to pvp as often as possible
This idea doesn't accomplish the stated goal by virtue of the fact that it's designed as a PvE area with a tacit encouragement for group combat due to the fact that it's accessible by all players, Surface and UD alike. It's no different from any other dungeon in this sense, except that it's intended to be even more resource rich and apparently more difficult. How can you PvP as much as you want when timezones are a limiting factor for how many other players might be present at a given time? How is PvP actually inventivised when the true underlying objective for people going to the island, IC and OOC, will be to plunder its wealth?
while still maintaining a connection to the rest of the server.
Again I call back to the fact that this only means killing people on the island is no different from killing anyone anywhere else. People sent back to the mainland via Charon's ferry will carry their grudges with them - and, conversely, people will carry their IC biases and alliances just the same, refusing to attack certain people they may come across
It's also designed to make said pvp as fair as possible, by limiting team sizes to a set number so no one is ever outnumbered simply because one side had more of their friends on at that time or whatever.
This fails to take into account the fact that two different parties from the same faction or network of allies could theoretically just use two different entry points and coordinate with each other while they're on the island to kill anyone they come across who's less prepared or less connected. Two parties of five working together is no different from one party of ten. Not only that, but consider the crippling disadvantage any UD party might have if they were encountered in any surface segment during the daytime (assuming there are any surface segments to begin with, I suppose). The possibility would disincentivize any UD participation during daylight hours, which means the area is going to be free-farmed by surfacers during the day and only ever contested at night.
2) It was never meant to exile people who like to pvp to pvp island. This isn't a punishment, it's a gift, and assuming its done right a player who likes pvp can get into that once a week, 3 times a week, or even once per day.
This isn't a concern of mine because even if this was the intention, I don't imagine it could even successfully accomplish such a thing. Again, it's moreso that I don't see how this hypothetical demographic isn't served by the way the server is set up already. If "PvP Island" is functionally no different from RDI, why would someone who wants to PvP and get rich in the process not simply go to RDI and get the same experience. It's actually even more likely that they'll run into people to PvP in the non-PvP zone, because if the PvP zone is designed to be intentionally challenging, it's more efficient to simply avoid it if you're looking for loot. Players are always going to seek efficiency.
I think the general idea needs to stew a bit more in folks minds before they decide if its good or not, but at least you should have a sense of what I see as the idea's intention.
The intention, as stated by you, is "to give players a venue to pvp as often as possible [and as fairly as possible], while still maintaining a connection to the rest of the server." That concept, detached from the the proposal you presented alongside it, is one I can actually agree with. I think the server could really use something like that, and it could be very fun if it's done right! However, the reason why I believe it's a good idea seems entirely different from why you believe it's a good idea, which is what leads to our different interpretations for how to achieve this. You've cited its merits as being that it might "slow down pvp in other areas" and that it "gives folks who really just play the game for the pvp an outlet to do their thing." I see its merits in that it can serve a means of exposure to uncomfortable situations in a safe environment to build an understanding and appreciation for the one aspect of the server that is so broadly disliked by the playerbase. The intention is shared, but the underlying goals that inform the intention are different, and that shows in how you present the idea.
This is why the nuts and bolts are important to discuss and debate. Because intentions only really exist on one side of the equation. The consequences of an idea's implementation are equally important - arguably more important - than the intentions that inspired it. In understanding what you want to accomplish, we can see how and where we each fall into alignment, and contribute accordingly. You don't want PvP to be segregated to one area of the server, yet it seems likely through the proposed design that this is likely how the playerbase would to want to push such a concept. You want PvP to be fair and balanced, but rewarding the victors with rare resources will only serve to make them more and more powerful, which their opponents will find increasingly difficult to compete with. You want to make PvP easy to find, but by putting this arena in a large zone with multiple areas, you doom its participants to aimless meandering as they search for opponents that may not even exist due to time zones and other factors. You want PvP to be the objective, yet you have necessarily obfuscated it within a PvE shell that any participants would have to crack through. You want to improve the quality of PvP and roleplay on the server, yet you fail to account for how roleplay would affect the way people approach PvP within the arena. These are pretty damning failures that I'm not sure can be detached from the premise of "PvP Island." But that's not a condemnation of the intention - again, I think the general intention behind it is a good foundation to build from - it's just a matter of the fact that this iteration of the concept simply doesn't work with the server. It's an unambiguously bad idea. Still, if we're oriented towards the right goals, keeping true to the best intentions, bearing in mind the consequences of our ideas, better ideas can still be inspired by these kinds of conversations. I kinda wish this thread wasn't made to discuss the "PvP Island" idea and instead was more about its underlying intention, so the conversation could be more about how best to accomplish it.
Now that I've taken up all the oxygen of this thread, I'm just going to do everyone a favor and stop talking for a while. Babylon, I appreciate your grace and civility with me, and feel compelled to apologize one last time for the distinct lack of grace in how I opened things up. Hopefully somewhere in all this I've redeemed myself by accidentally saying something that positively contributes to the conversation.