Originally Posted by
Mactavendish
I fondly remember playing a game called Horizons.
It was a PVE game, fantasy setting, where all players could master all skills and crafts.
You may think this would get boring fast, but in actuality it lead to very creative ways of doing PvP even though the game did not allow players to even bump into eachother much less strike them with a weapon.
There was the typical train mobs onto your enemy, and the ever popular steal a mobs or steal a resources a player was gathering. But that is mere childsplay.
Where you could do real player vs. player was in competing to finish a world building project before another team could, to add to your personal fame. Since the projects would stay in the world from that time on it was a long term monument to actions YOU took.
There was also the aspect of cornering a market in some crafted item. Someone would be seeling easy to make items at an inflated price, You could them work together with others and flood the market with lower priced items and watch as the first seller depleted his funds buying your cheaper items and re-listing them at higher prices, until he just could not do it anymore and you would continue flooding and finally establish a newer more reasonable price that folks woul dbuy and soon all the other high priced items would disappear.
Then there was the truly gratifying times when a group of macroers would be attempting to farm mobs for some special resource or loot, and because you were much more powerful and faster keep them from getting the mobs by just tagging them all first.
These are form of pvp that are as valid as contested totem or sieging a camp to take resources or using logs someone else logged in non-tribal grounds.
Why must pvp be viewed as just combat?