Jadzia, since you are playing the part of the child with its fingers stuck in its ears, demanding I post with specific reference to the features list and then ignoring the results that show you to be wrong, I'll repeat it all for you and waste my time adding notes for people who don't understand English so well, or don't reach logical conclusions so well.
*The fact that stealth gives a camouflage effect which makes it harder for other players to see immediately demonstrates that it is intended to be used for PVP purposes.
[If stealth weren't intended to be used for PVP purposes, it wouldn't make players hard for other players to see.]
*The existence of safe zones also shows that PVP is intended outside those safe zones.
[This is so obvious no further explanation is needed.]
*Protected player housing and storage imply something to be protected from (and no, I'm not thinking of bears rummaging through baskets and stealing fish).
[Again, too obvious for further explanation.]
Originally Posted by Xsyon Features Page
Jadzia, I'm starting to suspect the reason your posts make so little sense is that you are speaking in a foreign language that you don't properly understand. For example, you quoted the interview comments by Jordi:
And you conclude that this is what it says!Yes, the goal is to create a virtual world that acts much as the NPC world and towns of a themepark MMORPG. Combat should be part of this world, but not the sole focus. We will soon introduce our quest system, which, along with the tribe mechanics, are meant to keep players entertained who are not interested in PvP combat.
Recently there seems to be a bit of a trend toward independently produced open-world games with sandbox elements and a heavy focus on PVP. What sets your game apart from titles like Darkfall or Mortal Online? Do you see PvP conflict as the driving force behind Xsyon?
What sets Xsyon apart is a focus on building and creating a new world and not relying on PvP as the driving force.
In Xsyon, tribe zones are safe zones. While wilderness areas will be mostly anything goes, encumbrance limits will prevent extensive looting and mechanisms are in place to prevent camping spawn locations. The goal is to have open PvP in general but not cater to griefer types.
It doesn't even come close to saying that. It says that PVP is "not the sole focus", it says they want to entertain those players "who are not interested in PVP", it says PVP is "not the driving force"; it says "the goal is to have open PvP in general but not cater to griefer types".And they would find the tribal warfare is not supposed to be in game during Prelude.
NONE OF THAT SAYS OR EVEN IMPLIES THERE WILL BE NO TRIBAL WARFARE IN PRELUDE. It merely says that there won't be ONLY PVP, and that there will be plenty for non-PVPers to do. Nor does it say there isn't supposed to be PVP. It says there will be open PVP in general.
It's not just that this "research" is beyond what a customer is ordinarily expected to do regarding an entertainment product purchase -- on top of that, the interviews, forum posts, and features page all indicate that PVP, including tribal conflict, is a basic feature.