Originally Posted by Larsa
With all my respect, Xsyon. A balanced world, a good goal - and a goal difficult to achieve.
I know it's difficult, but it can be done! If I wanted easy I'd be working for a big company right now and thinking of what fun things I can do this weekend.
I'm skimmed through the discussion and I don't see the sides as wanting too different of a game. It's in the details. The main questions seems to be about balance and risk and rewards.
For me, balance means enough choices so that both PvPers and non PvPers can enjoy the game, but without forcing players to play a certain way.
It's clear there are some players that would like to force PvP only on the non PvP crowd. That doesn't make for a viable game.
For those that want to fight each other, as I've stated before, we will allow tribes to set themselves as warring tribes as soon as we can, and this will have inherent risks and rewards for those who participate.
PvP in itself already comes with its rewards (you get to loot things rather than make, pay or trade for them). Yes, I realize players can lock packs to prevent looting right now. This will change. Not looting in water is a bug and will be fixed. There will also be death penalties (both PvP and PvE).
The redistribution of resources that I'm working on should automatically add rewards for risk. Tribal land won't yield the resources that open and expansion land does and a tribe won't be able to claim land near all valuable resources as they will be spread out. Travel will be necessary and travel through open lands is inherently risky.
I need to get back to work, but I have gleaned some good feedback from this discussion and I think a redistribution of resources and crafting improvements will go a long way. There are many things that clearly both sides of this discussion seek so we'll focus on those first.