First off, this was the most appropriate spot to ask this question I could find. If maybe I should have post it somewhere else so be it.
This is mostly a question for Jooky, one a little lengthy to put into a faq. It really is to clarify things, and you will forgive me if I draw this out to make it as specific as possible, even though I am sure it will not satisfy everyone.
Basically, the way I see it, and Jooky can correct me if I am wrong, the way I notice things from what I read this game is Jooky's baby. A lot of his heart and soul is in it, and this is much more than just another project. He is making sure things are handled his way, without any pressure from external sources. Release dates, methods of handling advertising, hype, etc. All seem to be done in a way that is not influenced by the industry norm or external pressure from the public.
Also I notice that there is a lot of mystery about the game on purpose, and an air of discovery. Many things planned are not revealed yet by design as it is supposed to be pleasant surprises that are unfolded as the game progresses.
Basically what this all means is that Jooky has a plan and a vision. A vision of what the game will be like when it progresses, and how it plays. He will mold and sculpt the game to fit that vision and make it the game he wants.
Enter the public (players, forum goers etc). The public with the limited information they have from the feature list, FAQ, and posts from those associated with the game have their imagination run wild. They envision things how they will be, and many times this causes an eager anticipation of a game that is close to their dreams. Now the reality is that it is incredibly unlikely this will match Jooky's dream and the game end up how they want. It is also unlikely they it will match what others have in mind either. And what they have in common is everyone thinks that their idea is the best way it should be handled, and would be the most popular way.
This brings me to another point. Most of the public have no idea what it entails to actually design (not develop or implement, just design) a large ambitious game such as Xsyon. They aren't anywhere near the ball park. It is like arm chair coaches who simply do not understand the level of ability a really bad NFL coach has and how they are still the cream of the crop and are extremely talented. It's the same, they really don't know what it is like, so they always think they know better than developers.
This results in numerous posts from arm chair developers going in to great detail of different systems to handle this or that. Without knowing all the features the game will have in the future or the plan for how things will be held with some mystery/evolution features.
Right now the hot topic has been essentially the flavor of the pvp. It was a long long way to go to get to my point and question(s), but here it comes. There are many different people interested in this game and many different things people want from it, in terms of pvp. Some want very light restrictions on the open pvp, and the ability to ambush people and murder them dead. They want to be able to hide and ambush anyone anywhere, in addition to straight up fighting in the field. Some people want tribal warfare and the uneasiness of frequent pvp encounters. Some people like the edginess of being jumped while minding their own business, but don't want it to be that frequent. The list goes on and on with the different people and what they are looking for.
I have searched long and hard on this subject and found many quotes, which I could compile and make a list. It wouldn't matter because many quotes can be interpreted multiple ways. So I was trying to think of breaking it down to rather simplistic terms to get an idea of what Jooky was looking for out of the game.
There is a thread where DDT asked us to post what we want in this form, but I am more curious to what Jooky has in mind. I think if people can get a better idea of this they won't be as disappointed when they get in the game and it doesn't match what they were thinking it would be like.
First question, is the frequency of evil players. People will have a choice of being part of a good, neutral, or evil tribe. What percentage of people join and stay each will be determined mostly by how appealing that alignment is. In other words if it was built so it was "fair" that for every disadvantage evil had, good had a disadvantage, and for every advantage good has, evil has an advantage, then the numbers would roughly equal out. If one side faces a stiffer challenge, and makes it harder then the human nature of finding the path of least resistance would make the side with more benefits have a larger population than the side with more drawbacks.
I think it is safe to say that part of balancing for Jooky will be that if the numbers don't match his vision to adjust the benefits and drawbacks of each alignment until the population was more in line with what he had in mind. So, question #1 would be:
1) What population % are you striving for for good, evil and neutral?
My next questions are in regards to pvp encounters out of tribal warfare. Assuming there is currently no warfare going on, what are you looking for in terms of flavor of pvp?
How easy do you want it to be for a player to avoid pvp? How easy do you want it for them to avoid hostile situations by either having no problem running away from a fight, or having consequences deter people from randomly jumping him, or being able to find a safer location? I think we could break this down to frequency a non combatant character would be attacked, and how easy it would be to flee.
2) How frequent do you expect it to be, when balanced, for a player to be attacked out of tribal warfare and without provocation (stealing resources, running your mouth etc)?
a) very frequently. Never go afk and always watch your back. every 10 mins. deathmatch mode.
b) frequently. A couple times an hour, no where feels safe, never go afk.
c) somewhat frequent: go afk only if you are somewhere safe with people you trust around, maybe once an hour.
d) only so often: maybe once every couple hours, pretty safe to go get a drink when standing next to a work bench. consequences deter many in village ambushes
e) not so often: watch where you go, if you wander somewhere you cold get jumped. Stay in town if you don't want to be jumped
f) rare: outside of warfare the consequences are strong enough that most will not jump you without provocation.
g) extremely rare: almost all fights outside of tribal war will be training duals and sparring except that very rare player who will jump someone despite all consequences.
3) and how easy would it be for someone to run away from a pvp ambush?
a) nearly impossible: if you get hit in combat you are locked in, you better see them coming and run right away and have a better running skill
b) hard: must have some high skills to get away, and even then can be countered by your opponent's high skills
c) somewhat hard: if you get hit a couple times you won't get away, but it is easy to run right away when you get tagged
d) not hard: even down to half health, it will be pretty easy to disengage and get away
e) easy: you can retreat from a fight even after you see things are going bad.
f) very easy: you can get away even at very low health, and if you want to you can avoid all combat situations by fleeing.
The term "Open RvR" is used in the FAQ, but added to it is the qualifier "with consequences". This has caused some confusion that the above questions may answer. I know things are not finalized yet, but it seems to me you, Jooky, have a plan and an idea of what you want the game to be like. As a final question:
4) How much of a part of the game is pvp out of tribal warfare intended to be?
a) A main feature: The world is dangerous, and as such players will be fighting constantly.
b) a large part: there will be more pvp kills outside of tribal wars than inside. The rest is important, but this is the feature most should be here for.
c) on par with other portions of the game such as tribal warfare, crafting, rebuilding, and constructing/research
d) a lesser part of the game, but still something you see on a regular basis: not really designed to be on par with, say, crafting, but still about 1/3rd of all pvp kills will be out of tribal warfare, and it will still be a major concern for players.
e) a small part of the game: look out for highway robbers and the occasional ambush in the wilds, but it's not something you see that often when sticking to home base
f) very small part of the gamenly the rare player who wants the challenge of the consequences will engage with this on any regularity, and it is something that will happen from time to time, but makes noteworthy news to players due to it's rareness
g) almost non existant: Only those who are unaware of the consequences engage in this or those who do not care or make an emotional rash decision.
Now as I post this, I know Jooky is probably hard at work on the latest patch so that he can send out a wave of invites. He probably will be working on that another 5 hours from what I read, and then he should hit the sack because I bet he hasn't slept in over a day from the post timing on the forums (or at least not more than a couple hours). But whenever Jooky gets time if he could answer these questions it would be great. I know a ton of people will have an opinion on how these things should be, but it only really matter what his opinion is and what he is striving for. It will help people to readjust their expectations as well, and not have so much trepidation of what the final product will be like (On both extreme sides of this fence people are saying "it's a deal breaker if it ends up like x") and people can be prepared to appreciate the game for what it is designed to be rather than what they think it should be.
Very curious to hear Jooky's thoughts. Not interested in speculation or quotes from what he has said in the past.