My friends don't want to play anymore (griefing)

  • I am confused by this post. Galleon roles up which means you were at the outpost a while and could most likely see them coming. This has happened to me maybe 2 times in the whole game with about 500 hours logged. One time we pulled away from an outpost and then a new ship spawned but that was once. Also, it doesn't take very long to get the supplies from an outpost... unless you are just hanging out there for a while, this just doesn't make any sense from what I have seen in the game. Many issues in the game, but spawning at an outpost next to a ship is not one of them.

  • @arecbalrin Interesting question. When or what defines PvP. Well, Player vs Player is what PvP is. The act of chasing in hopes of catching is you, the player, chasing them, another player. Therefore, that act, while not combat, is in fact PvP. You are trying to best them at sailing. So PvP most definitely happens once you start to chase another player. Once that chase starts, you are trying to best them. You are not trying to best anything else in the game, just trying to catch them. You vs them.

  • Ahoy @ttv-1njectionz,

    As per the Forum Rules we all must remain respectful towards all other community members when posting on the forums. I have moderated your post as it was not in accordance with these rules, failure to remain respectful of all community members will result in a temporary ban from the forums.

    Please read and abide by the forum rules going forward.

    Thanks!

  • @acebead40319154 You need to actually read to understand that the galleon was watching the outpost for people one square away, then read and understand the reason they had spare time was because I was in the inn (can't remember the outpost name but the one where the inn is all the way at the top of the island) buying a dubloon voyage and grabbing those barrels. Hence when my freshly-spawned self walked out, they were already so close that I had no hope of evading them by the time I reached my ship.

    I'm glad no one has decided to do that to you, but it has happened to myself and people besides myself, so congrats on being lucky.

  • @nofears-fun said in My friends don't want to play anymore (griefing):

    @arecbalrin Interesting question. When or what defines PvP. Well, Player vs Player is what PvP is. The act of chasing in hopes of catching is you, the player, chasing them, another player. Therefore, that act, while not combat, is in fact PvP. You are trying to best them at sailing. So PvP most definitely happens once you start to chase another player. Once that chase starts, you are trying to best them. You are not trying to best anything else in the game, just trying to catch them. You vs them.

    I will warn you now: do not do things in bad-faith. The question was not an invitation for justifying whatever fits the conclusion you want. I don't know if that's what you were doing, but your argument misses out on inferential points that would be critical to arguing in good-faith. Namely, the reason why you choose to draw the line there, is not given.

    If I were to use the same reasoning, I could argue PvP begins the moment a person looking for PvP loads into the game with a person looking to just do their voyages and hand-in whilst avoiding any confrontation. Now we've gone from PvP as a fox-and-hound chase to it being hide and seek. There was no reasoned point added for why if PvP without a fight can be PvP, then PvP without a chase can also be PvP. Further still, that reasoned point telling us where the line between PvP and not-PvP should be drawn still hasn't made itself, so we can keep going.

    PvP can occur when someone who is not looking for PvP loads into a game session with at least one person that definitely wants no confrontation, but there is still the possibility of one because they are not as adverse to it as the other guy. This is starting to look ridiculous; we need to draw a line somewhere. Well seeing as we've already moved what PvP is from being a confrontation into being a dialectical pursuit/avoidance of confrontation and then the extreme of seeking/hiding from it- it all seems to revolve around the confrontation itself. So that's where it is.

    Once we start coming up with reasons why the confrontation is not the beginning and the end of PvP in an open-world with other activities going on and uncontrolled encounters, what limits we choose to put on those reasons says what we really believe. In another version of this post where I chose to believe your absence of such reasoning demonstrated bad-faith on your part, I would have argued that 'basically, PvP is whatever someone who hates PvP says it is'.

    I would have argued that point by taking the moving-line of what PvP is supposed to be and highlighting that in the absence of a reason for where that line should come to rest, we can argue the fact that PvPers even exist is PvP. We're doing PvP on the forum right now and the anti-PvPers are ironically winning, because the devs are on their side. If in admission of the ridiculousness of this(a convenient time for such a realisation), we agree PvP has to at least only be possible in-game, we're still left with the most permissive and all-encompassing definition of PvP: the mere possibility of PvP is what PvP is.

    Only when removing the possibility of PvP, as is the net-effect of suggestions such as 'PvE servers', is there an absence of PvP. Funny enough, this means seeking and chasing other ships is no longer PvP in such circumstances because the resulting confrontation is no longer mechanically possible or severely discouraged: almost as if that confrontation is actually what defines PvP. So for this whole argument to stand-up, PvP must be defined from the viewpoint of someone who does not want PvP in this game.

    And if you want to do so without letting on as such; argue that the line can be pushed back but don't say where it should stop.

  • @x-crowheart-x

    I like it when we suspect illegal cargo and go take a close look at the pirate but then we try to talk first or even when we board and see its just a solo player or there is no illegal activities we change our mind and choose to let them play on. Im sure we never want to sink a kid sailing with his mom that was a mistake we try to avoid :") thats why i love sailing with you guys we try to have fun and excitement but we have these unwritten rules of honour and goodness we try to uphold thats just really nice and mostly your achievement captn crowheart!

  • @arecbalrin No need for a warning mate, I never comment or say things in bad-faith. Wasn't even arguing actually. Just offering one possible explanation of what is PvP.

    Whether I want to fight, run or hide, if they have had an impact that changes my game play, to me, then that is PvP. Not all PvP is in fact combat. If I sneak onto a ship, and steal their loot, without firing a shot, and without being noticed until it is too late, is that PvP?

    You mention me as if I have posted before in this thread. Other than asking someone how to change some settings on my XBox, I have not in fact commented before. You specifically say that you chose to believe my absence of such reasoning demonstrated bad faith on my part. Again, double check that mate. I have not commented before now. Was merely offering my definition of PvP.

    And as I said, to me, PvP is simply trying to beat another player. Whether my actions are combat related or not. PvP is player vs player. We could go out and have a competition to collect the most chests in an hour period of time. And limit ourselves to no combat. Lets just see who is faster. And guess what, that is PvP. We are competing against each other. We might be using the elements or tools we have in game to do so, but our purpose is to compete against each other.

  • @nofears-fun I specifically do not say that I assumed bad faith on your part. I did not assume bad-faith because this was my first interaction with you here. I brought it up because if what you had posted was posted by certain other people, it would indisputably be in bad-faith for the reasons I've already outlined. There are problems with the suggestion you offered and your statements in support of it. I don't think you realised the subtlety of what you were suggesting and the brevity with which you expressed it resembled a way some people tend to sneak their condensed simplifications past scrutiny.

    Your revised suggestion has a similar problem: where do you draw the line on what constitutes someone else affecting your gameplay? As you didn't define it, then even someone who isn't looking for a fight coming towards you is PvP if you decide it's not worth the risk to find out.

  • @arecbalrin I think I clarify that though mate, when I say, if we are competing. You need the versus part too. If I play a sports game, and we are on opposite teams, playing to win, then we are in fact in PvP. The definition is rather simple. I am playing directly against someone else in the same game, therefore we are in PvP.

  • Are you like me, and skipping 3 out of 5 responses because they seem like bot regurgitated argu-babble? Luckily we pirate better than pontificate! (Not naming names!
    But just sayyin.. if we had to name our pet snake, it would be 'Ouroubourus'.)

  • @arecbalrin said in My friends don't want to play anymore (griefing):

    @khompewtur said in My friends don't want to play anymore (griefing):

    The acts of chasing/fleeing fall totally within the categorization of PvP.

    It may not be SATISFYING PvP for the aggressor. But it is most definitely PvP.

    Well let us know what your standard for determining this is and we can discuss it.

    If a player is motivated to change their originally intended course of action, or has their experience altered by another player, that is PvP.

    If one ship makes a move to approach another, the approached ship must make a PvP decision. Flee/Fight/Parley.

    (if the approached ship had been left alone in a vacuum, they would've continued along their PvE arc, which is continue on their voyage progress)

    Most PvP players of a particular lethality, enjoy when the approached ship chooses the 'Fight' journey.

    Also, 'paragraphs'. Have some of younz guys heard of em? they're all the modern rage, organizin our text and whatnot, giving it readability.

  • @lobane said in My friends don't want to play anymore (griefing):

    @khompewtur said in My friends don't want to play anymore (griefing):

    The acts of chasing/fleeing fall totally within the categorization of PvP.

    It may not be SATISFYING PvP for the aggressor. But it is most definitely PvP.

    This is your definition. Hopefully you are in fact a PvP inclined player, because if not I will say it's bad form to define what something means for another group of people.

    As an example, I could say that the simple act of sailing is a PvE activity. And as an extension, if a PvE player spent even a few minutes sailing, then they've had their chance to 'experience' PvE. There is nothing inherent to experiencing PvE, by definition, that says you must A) Acquire loot, or B) successfully turn in quests. As such, and using your own example, I would say that if a PvP player stole your loot, or stopped you from finishing a quest, you still HAD some PvE. It just might not have been SATISFYING PvE, right?

    I mean, since I have been declared officially a whiny PVE player multiple times on this thread, I can weigh in on this for sure.

    Considering sailing, yes, its PVE. Sailing also includes the potential PVE encounters you may have while sailing -- floating barrels, sharks in the water, a skeleton ship, a meg, a kraken, a sudden storm, evading volcanic rocks, an island with a cannon I didn't realize was there... that's all quite literally PVE. All can be satisfying, or frustrating.

    Otherwise, when I am in the mood for PVP, I do consider it to start as soon as I sight my target and start maneuvering towards them. It can also be satisfying (I catch them and we fight), or frustrating (I can't catch up). In this case, sailing is also PVP. shrugs Sailing is the main mode of transport in this game.

    Up next, an argument on whether walking is PVP or PVE, I am sure.

  • If you change your course of action (either offensively, defensively, or trollololy) based on interaction with another human, that is PvP.

    (i.e.)
    I was sailing to Camden Cay to dig up my chests, when a PvP situation caused me to reroute. I fired a single EoR shot from the stern that dropped in the water well before it reached the enemy ship. it was the world's most drawn-out, pointless firefight, but the whole thing constituted a PvP exchange starting from the moment I first altered my course, as if the encounter had never happened, I would've already completed my original PvE objectives and dug up my Camden Castaways.

  • @khompewtur As I suspected, the same argument made by @NoFears-Fun when made by an anti-PvPer is a transparently bad-faith argument.

    If PvP is defined as any action which can affect another player, then PvP is defined as whatever an anti-PvPer thinks PvP is. It's to enclose the entire game with PvPers outside and say to them "This is ours". Reasoning is not required, nor compromise because the playing-field that is set up for only one side.

  • @lobane said in My friends don't want to play anymore (griefing):

    @khompewtur said in My friends don't want to play anymore (griefing):

    If you change your course of action (either offensively, defensively, or trollololy) based on interaction with another human, that is PvP.

    (i.e.)
    I was sailing to Camden Cay to dig up my chests, when a PvP situation caused me to reroute. I fired a single EoR shot from the stern that dropped in the water well before it reached the enemy ship. it was the world's most drawn-out, pointless firefight, but the whole thing constituted a PvP exchange starting from the moment I first altered my course, as if the encounter had never happened, I would've already completed my original PvE objectives and dug up my Camden Castaways.

    I think you need to refine this definition a bit. What if I encounter a friendly pirate, and through conversation we decide to both alter our plans and embark on a new endevour together. Your definition would classify this as PvP, would it not? Where as I would say this is more simply a multiplayer interaction, but devoid of any actual PvP. Your thoughts?

    Yeah.. you could add the "adversarial" qualifier.

    If I was going to get cannon balls, but a crew mate said "dont bother I already did it", and I change my mind and do not get cannonballs, that does not constitute PvP.

    If two ships are approaching each other cautiously, their jockeying for position constitutes PvP. If they parley and strike up an alliance (and stick to it), their PvP has ended when they formed the alliance.

    If one party in an alliance is covertly planning to undermine allies at a later point, neither ship has exited PvP mode, but the betrayed party will not realize that until later events unfold.

    If one party in an alliance is making defensive moves, in anticipation of a betrayal that never materializes, those defensive moves constitute PvP.

  • @nofears-fun said in My friends don't want to play anymore (griefing):

    @arecbalrin I think I clarify that though mate, when I say, if we are competing. You need the versus part too. If I play a sports game, and we are on opposite teams, playing to win, then we are in fact in PvP. The definition is rather simple. I am playing directly against someone else in the same game, therefore we are in PvP.

    That is not simple at all. Well when you are playing directly against someone, you know that you are doing so. The person on the other side doesn't. You don't know their intentions but can only read their behaviour and make a determination. They have to do the same in a PvPvE open-world.

    We know from all these threads that get made demanding more and more restrictions on PvP that people who tend to be on different sides of these engagements have vastly different experiences and opinions about them. We know the anti-PvPers define PvP as whatever they say is PvP, no reasoning needs to be given according to them except that which circles back round and supports their notion that they should be the ones that decide.

    I've not seen any PvPer argue anything equivalent to this, effectively saying that PvPers decide what PvP is, but instead wanting there to be a reasoned standard for it and offering one in arguing why it should be the confrontation itself.

  • @lobane

    So, if you were going to go play say, Overwatch, or Call of Duty, or any other myriad of FPS, strictly-PVP game that exists right now. You log in, you enter a game. You see a target but that target cuts and runs, or quits, you're suddenly not playing a PVP game?

  • @lobane said in My friends don't want to play anymore (griefing):

    @khompewtur said in My friends don't want to play anymore (griefing):

    If you change your course of action (either offensively, defensively, or trollololy) based on interaction with another human, that is PvP.

    (i.e.)
    I was sailing to Camden Cay to dig up my chests, when a PvP situation caused me to reroute. I fired a single EoR shot from the stern that dropped in the water well before it reached the enemy ship. it was the world's most drawn-out, pointless firefight, but the whole thing constituted a PvP exchange starting from the moment I first altered my course, as if the encounter had never happened, I would've already completed my original PvE objectives and dug up my Camden Castaways.

    I think you need to refine this definition a bit. What if I encounter a friendly pirate, and through conversation we decide to both alter our plans and embark on a new endevour together. Your definition would classify this as PvP, would it not? Where as I would say this is more simply a multiplayer interaction, but devoid of any actual PvP. Your thoughts?

    Of course it does, but it doesn't matter. It's not an attempt to construct a reasoned standard based on objective facts relevant to this game specifically, but make a definition so broad that a compromise that works in-game is impossible. Under this definition, the only thing which can happen in SoT which is not PvP is only possible on a PvE-only server.

  • @watcheyewendigo said in My friends don't want to play anymore (griefing):

    @lobane

    So, if you were going to go play say, Overwatch, or Call of Duty, or any other myriad of FPS, strictly-PVP game that exists right now. You log in, you enter a game. You see a target but that target cuts and runs, or quits, you're suddenly not playing a PVP game?

    This is a bad-faith argument. Lobane used the faulty logic they were criticising by showing a scenario where if it applied, the conclusion would be ridiculous as no reasonable person could actually say two players who could fight instead cooperate is still PvP.

    You using that faulty logic that Lobane criticiqued in reverse does nothing to refute the point.

  • I am also going to interject here to say that I find this thread's evolution hilarious.

    It started as me getting called a PVE-er because I view certain forms of PVP as toxic, and it has now become:

    Tom: Its not toxic, git gud, stupid PVE-er.
    Dirk: Well Tom, that's not even PVP, you stupid PVE-er. I am a better PVPer and I define this way and clearly that makes you a filthy PVE.
    Harry: No, Tom and Dirk. THIS is how you PVP, you stupid PVE-ers.

    Next is gonna be the guy who comes in and tells ALL of you that the entire point of PVP is making someone rage-quit the game, and they live on the salty tears of people who scuttle and quit, and calls everyone before him a "stupid PVE-er."

    Now all you PVP players can go back to fighting over the definition of PVP, while calling each other PVE and saying that the PVE players ruin it, when it looks like y'all can't even sort it out and are ruining it for yourselves.

  • @lobane said in My friends don't want to play anymore (griefing):

    However, those games you mentioned, or any PvP game for that matter, would never give a player the option to 'scuttle' or 'server swap', both of which have been specifically designed to let you avoid PvP. Had those games you mention included such an option, you would undoubtedly see enormous backlash about how this game is not 'truly' a PvP game. And rightfully so.

    When I play overwatch I can leave a game any time I want to, go back to the main menu, and find a new game within seconds, without ever actually closing the game out entirely. I can also choose to stick with the people I have been playing with, which might as well be the same as opting to stay on a server.

  • @lobane I did not best define griefer. I figured the stories would be enough, and that the average PVPer (who I am fine with) would be able to see themselves outside of that group.

    I am not complaining about those blokes I come across on the high seas where we spend 10-20 minutes duking it out and go our own way. I crave that in this game, often times.

    I am complaining about people who say in voice, who type in chat, that they will not stop harassing you until you actually stop playing the game. Who have made it clear their sole intention is to stop you from progression of any sort. Who spend hours nonstop hunting and attacking, trashing and soaking, laughing (either for themselves and their friends or for their twitch audience), mocking, and telling you that the only way you will get them to stop is by quitting out of the game so they can drink your salty tears. People who log into the game with the sole intention of making someone upset.

    I get it that some people have never encountered this in the game and that can make me look like I am just targetting random PVPers, which I am not. I have unfortunately encountered it. My friends have unfortunately encountered it. Other people scattered between this community, Reddit's community, and other avenues of this game's discussion have encountered it. You can actually watch some streamers/"content creators" say that is what they are doing, and do it. It exists, and it needs fixed. Because if people are allowed to try to harass people into not playing this game, and those people that get harassed quit forever, it hurts every PVPer and PVEer out there. It hurts Rare. It hurts the numbers necessary to keep this game going, both in terms of existing players and new sales.

  • In a nutshell:

    • You can say PvP doesn't have to mean just the confrontation itself but the chase too because the chase is what leads to the confrontation
    • Without a reason to stop there though and with the movable-line established, this allows for the mere seeking of a target to also constitute PvP
    • As there is still no reason to stop the movable-line then this allows it to move further back
    • The line moves back to encompass the entire game itself, simply because PvP exists at all
    • Now anything that is not PvP is tautologically only possible when PvP is impossible
    • In that counter-factual scenario the only thing that would be actually changed is the player-to-player confrontation
    • Yes the thing which PvPers themselves argue is essentially what defines PvP without the dishonest ducking and diving
  • @lobane said in My friends don't want to play anymore (griefing):

    Two players approaching each other cautiously, for example. I think that such a scenario can end multiple ways, including conversation or cannon fire. It's more a period in time where all options, PvE and PvP are being considered. Put it this way, if this game had no PvP at all, then the same circumstances would be viewed only as a multiplayer PvE encounter. Meaning it's the possibility of PvP that is the only difference in this particular game. So yes, the possibility of PvP is definitely being considered, but doesn't actually officially start until some form of hostile action by one player against the other occurs.

    We agree on the main points. If the ability to attack each other were removed, I agree the encounter between pirates would essentially
    be a free-form NPC encounter. You could approach each other careless & without repercussion.

    I still think the footwork before the punch constitutes PvP (whether the punch is thrown or not) You choose approach angles crossing the 'T' because of the threat of violence, you spun the ship to keep broadside because of the threat of violence. these are PvP decisions/actions.

  • @arecbalrin said in My friends don't want to play anymore (griefing):

    In a nutshell:

    • You can say PvP doesn't have to mean just the confrontation itself but the chase too because the chase is what leads to the confrontation
    • Without a reason to stop there though and with the movable-line established, this allows for the mere seeking of a target to also constitute PvP
    • As there is still no reason to stop the movable-line then this allows it to move further back
    • The line moves back to encompass the entire game itself, simply because PvP exists at all
    • Now anything that is not PvP is tautologically only possible when PvP is impossible
    • In that counter-factual scenario the only thing that would be actually changed is the player-to-player confrontation
    • Yes the thing which PvPers themselves argue is essentially what defines PvP without the dishonest ducking and diving

    If you walk into a cafeteria and pick someone and announce "I'm gonna beat your a**!", and start advancing on them, and they start running away, and you chase them around the cafeteria, that's not a peaceful encounter.

    It doesn't matter whether you caught them or any punches were thrown. You interrupted their lunch and they were forced to defend.

    It's like what Gurney Halleck said "Mood??!?! Not in the Mood?!! Mood is for lovemaking, and music, DEFEND yourself!!"

    (i.e. when you are the defender, you dont get to voluntarily decide to participate, the attacker has already made that decision for you)

  • @lobane said in My friends don't want to play anymore (griefing):

    @khompewtur said in My friends don't want to play anymore (griefing):

    @vorondil1 said in My friends don't want to play anymore (griefing):

    There are people looking only for PvP, and they are disappointed when they can't find people to fight
    There are people looking only for PvE, and they're disappointed when they get attacked
    There are people just setting sail and taking what the ocean offers, and they tend to be pretty happy no matter what

    It is completely fine to be in either of the first two camps, but you have to understand that the game was designed for people in the third camp. You can seek out whichever interaction you prefer, but the game is designed to give you both indiscriminately.

    The semantic difference is: people in the PvP extremist camp can indulge in as much PvP as they can drum up, with their aggression they can force any other players they encounter to convert to PvP mode. There is no restriction to them subverting the pacifist wishes of a PvE'er. PvP'ers are never denied a PvP setting, when they make an encounter.

    Whereas PvE'ers must always yield their preferences to the most violently inclined party in the confrontation.

    Let's look at the permutes:

    In the following conflicts...

    -When a PvP engages a PvP = result PvP
    -When a PvP engages a PvE = result PvP
    -When a PvE engages a PvE = result PvE

    *(PvPvE player must choose a course of action, either PvP or PvE, and then encounter categorizes as above)

    There can be no compromises between food & poison. mixed together, it's still poison.

    I think you've summarized this incorrectly. If I were to guess, I would say it's because you are viewing this strictly from a PvE players perspective.

    What I'm referring to is your statement that 'PVP players can force any other player into a PvP encounter'. This is not the case. If I want to PvP and a ship decides not to, yes I can chase them. As many have pointed out, I can literally chase them for hours. Note that endlessly chasing another ship is not what many PvP 'extremists' would consider PvP. PvP starts when the other ship stops, turns, and engages. Chasing another ship is an 'attempt' to PvP, but that attempt is being foiled by a PvE players attempt to avoid it.

    Maybe I catch up, and I do 'force' PvP on the other party. Maybe I don't catch them, and I log out after an hour of fruitless chasing, in which case I've had no PvP 'action' despite my efforts. Or in other words, the PvE player has 'forced' me to not to engage in PvP. It's a stalemate, if you will, where potentially neither side is getting what they want.

    Which is, I think, the original posters message. Anyone who approaches this game thinking they can simply focus on one of those activities (PvP or PvE) is welcome to try, but there is far from any guarantee that you'll get what you wish for as the game was intended to be mixed, and generally at the discretion of the other players on the server.

    Note, the example I provided (chasing down another ship) doesn't cover other actions like scuttling your ship, or migrating to another server, both of which also effectively stop a PvP player from being able to simply 'get their way' as you seem to imply.

    Again, I understand if this doesn't entirely make sense to you, if you are not a PvP player at heart. You might think PvP players are getting exactly what they want by chasing you around. I won't speak for anyone else, so I'll let others add their own voices as to whether or not chasing ships that don't result in conflict, having players refuse to fight back, or simply log out or server swap would really be considered a viable or satisfying PvP encounter.

    I'm coming back to this brilliant post now because I want to address it in the other direction. I agree completely with it, with my own point of view as a starting-point, meaning I should also think about is another way too because on first-reading I'm not going to see most of the picture.

    If I had a ship full of loot, I would have a reason to avoid a confrontation with another ship. I would be trying to avoid PvP. Or would I? They want any loot I have, I want to keep it; even if the odds in a fight were 50/50(I'm outnumbered 20 to 1 and playing with a Guitar Hero input as one of the PC Master-Race), I have so much more to lose than they do. The risk is not worth it, so if my initial bluff(I always bluffed..or did I?) of acting aggressively doesn't work, I'm out of there.

    Is it still PvP? One problem with these forum discussions is that they do get framed as tension between PvPers and PvEers, when it's actually people who want open-world PvP specifically to be central to the game and those want it segregated off. Because many of the games that once had it, then had it diluted to the point of making it meaningless and therefore not fun, it's always a shame to see it happen. I've not come back to SoT because I've seen a relentless march in that direction from Rare, egged-on by people who think fighting other players in the game should be subject to a veto by one side.

    When I choose to run from a fight, I am being a PvPvEer. If I just want to PvP I can play games that give me that, same for PvE. Almost none have the meaningful open-world PvP with the environment factor and objectives, there to give overriding purpose to it.

  • @khompewtur said in My friends don't want to play anymore (griefing):

    @arecbalrin said in My friends don't want to play anymore (griefing):

    In a nutshell:

    • You can say PvP doesn't have to mean just the confrontation itself but the chase too because the chase is what leads to the confrontation
    • Without a reason to stop there though and with the movable-line established, this allows for the mere seeking of a target to also constitute PvP
    • As there is still no reason to stop the movable-line then this allows it to move further back
    • The line moves back to encompass the entire game itself, simply because PvP exists at all
    • Now anything that is not PvP is tautologically only possible when PvP is impossible
    • In that counter-factual scenario the only thing that would be actually changed is the player-to-player confrontation
    • Yes the thing which PvPers themselves argue is essentially what defines PvP without the dishonest ducking and diving

    If you walk into a cafeteria and pick someone and announce "I'm gonna beat your a**!", and start advancing on them, and they start running away, and you chase them around the cafeteria, that's not a peaceful encounter.

    It doesn't matter whether you caught them or any punches were thrown. You interrupted their lunch and they were forced to defend.

    It's like what Gurney Halleck said "Mood??!?! Not in the Mood?!! Mood is for lovemaking, and music, DEFEND yourself!!"

    (i.e. when you are the defender, you dont get to voluntarily decide to participate, the attacker has already made that decision for you)

    All analogies on the internet are stupid. I don't demand that they be 1:1 like-for-like, but they are all just so stupid. Your post hasn't changed that. It's just there to avoid discussing why the line should be movable past the confrontation itself and where it should stop, based on reasoned logic.

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  • @lobane said in My friends don't want to play anymore (griefing):

    @khompewtur

    Yes, I generally agree about the 'footwork' (great analogy), but I do still think it's a bit of a grey area. I mean, scanning the horizon and even docking your ship in a defensive fashion is honestly part of the entire process on some level, but at the same time I'm hesitant to define those actions as PvP. It's certainly interesting, but I'm tapping out so as not to derail the thread any further. Great chatting with you!

    Well this is why I am seeing bad-faith in the other side's arguments: they seem to be intentionally putting in these grey areas. They are obscuring, not clarifying the ins and outs of the topic. They are not pointing out ambiguities which are already there, they are adding them in.

    This is why I ask if the line is movable, then for what reason? Then if the movable-line stops in a specific place, then for what reason? PvP starts in an open-world sandbox environment when the thing(the fight, the confrontation, the PvP) that people are pursuing and avoiding does and it ends when it does. If an argument says that line is to be moved, it should contain reasoning for why, followed by specifying where it stops and the equally-valid reasoning for why.

    Instead we get false equivocations and whataboutery.

  • @watcheyewendigo said in My friends don't want to play anymore (griefing):

    alt text

    Well nothing in your opening post enables me to believe this is genuine.

  • @arecbalrin said in My friends don't want to play anymore (griefing):

    @khompewtur said in My friends don't want to play anymore (griefing):

    @arecbalrin said in My friends don't want to play anymore (griefing):

    In a nutshell:

    • You can say PvP doesn't have to mean just the confrontation itself but the chase too because the chase is what leads to the confrontation
    • Without a reason to stop there though and with the movable-line established, this allows for the mere seeking of a target to also constitute PvP
    • As there is still no reason to stop the movable-line then this allows it to move further back
    • The line moves back to encompass the entire game itself, simply because PvP exists at all
    • Now anything that is not PvP is tautologically only possible when PvP is impossible
    • In that counter-factual scenario the only thing that would be actually changed is the player-to-player confrontation
    • Yes the thing which PvPers themselves argue is essentially what defines PvP without the dishonest ducking and diving

    If you walk into a cafeteria and pick someone and announce "I'm gonna beat your a**!", and start advancing on them, and they start running away, and you chase them around the cafeteria, that's not a peaceful encounter.

    It doesn't matter whether you caught them or any punches were thrown. You interrupted their lunch and they were forced to defend.

    It's like what Gurney Halleck said "Mood??!?! Not in the Mood?!! Mood is for lovemaking, and music, DEFEND yourself!!"

    (i.e. when you are the defender, you dont get to voluntarily decide to participate, the attacker has already made that decision for you)

    All analogies on the internet are stupid. I don't demand that they be 1:1 like-for-like, but they are all just so stupid. Your post hasn't changed that. It's just there to avoid discussing why the line should be movable past the confrontation itself and where it should stop, based on reasoned logic.

    I dunno man. I tend to evaluate skills pretty realistically, and tho I'm pretty much dumpster fire PvP, when it comes to internet arguing I'm Pirate Lord, jollily joshing it up, down in Athena's basement.

    Pretty sure if this were 'Sea of Esquires', or even 'Sea of Minor Adjutants', the buccaneer behind the big wooden table with the fancy rags would be whackin this gavel going "Khomp is the bomb! KHOMP IS THE BOMB!! ALL ARGUMENTS, MOOT!!" and then have to whackel a bunch more times cause erupted cheering

    Do I grant my mental quarry cyber-berth because lack of the Aristoltlean skill-set? It's not MY fault debate falls into 4 cannon v. 1 category. I suppose a taste of recriminatory 'PvP' would be just, I SHOULD keep ash-blasshhting, but... I will belay... mercy.. is granted.

    You may keep your (erroneous) thoughts, though they be the shabby castaways of Fool's Lagoon.

    (p.s. I KNOW it is just 'Alec Baldwin' in pidgin engrish)

  • @arecbalrin Nothing about your avatar makes me think you're genuine but hey, here we are.

    I already admitted I needed to give more info in my opening post, and clarified those things later in the thread. As I have already said, I figured people would be capable of knowing what category they fell in, PVPer or flat-out griefer that plays only to make people quit. I also said I was wrong in that assumption.

  • @watcheyewendigo said in My friends don't want to play anymore (griefing):

    @mc-leggers said in My friends don't want to play anymore (griefing):
    no one bothers the afkers or the people who log in an do nothing, even though it gets on peoples nerves, so except it

    That's absolutely not true.

    Also, @Ghostpaw I AM the OP and I am pretty sure I have said I do not know the best solution, but gave suggestions, like PVE servers for people who are just looking for quick and casual games, or being able to server switch without losing voyage after you've been sunk without having to exit the game.

    PVE servers impact NO ONE in a negative way because people who want PVPVE will go standard, and your solution to getting griefed is already to quit and change servers, so why not remove a step and let someone choose to change server when their ship respawns on an island without having to close out and lose that 5 dubloon voyage? Why do you fight so adamantly against those things?

    This game would literally fall off the planet without pvp, so yeah pve server do impact servers in a negative way

  • @watcheyewendigo said in My friends don't want to play anymore (griefing):

    @arecbalrin Nothing about your avatar makes me think you're genuine but hey, here we are.

    I already admitted I needed to give more info in my opening post, and clarified those things later in the thread. As I have already said, I figured people would be capable of knowing what category they fell in, PVPer or flat-out griefer that plays only to make people quit. I also said I was wrong in that assumption.

    You gave the information you thought was most important in your opening post. That you 'clarified' later simply looks like you trying to salvage. People didn't know you meant something else, because you didn't mean something else. You described behaviour that was almost entirely just normal PvP and called it 'griefing'. You've continued making suggestions that would be completely detrimental to the PvPvE of the game and not listened to those who have explained how it is so.

    I had sympathy for what you said in the later post regarding the 4-man galleon hijacking your sloop. I'm not going to criticise; I've fallen for scams in other games as have many others. Our vast experience of open-world sandbox games informed our suggestions to the devs for how this could be smoothed over without compromising the freedom and thrill of such games. We were utterly ignored. Your situation might have been avoidable if you had some indication of what they were like without taking their word for it. Rare however have not given any indication that they will put something like ship names and wanted posters identifying players with high or recent kills, sinkings and thefts.

    That crew were however only using what the game gives them to their advantage. It doesn't matter what Rare intends: everything they put in the game will potentially be used for something unintended. When they are told by experienced players how each one is likely to play out, they should listen but they don't. Brigs are just like vote-kicking in other games, it's a 'three wolves and one sheep' scenario, implemented because Rare can't look past a lone random person annoying a group.

    People who hate PvP and want to see it gone from SoT have practically been holding the game hostage since release. They are not the people who will provide suggestions in everybody's interests and your thread shows why.

  • @mc-leggers said in My friends don't want to play anymore (griefing):

    This game would literally fall off the planet without pvp, so yeah pve server do impact servers in a negative way

    Agreed, but I don’t share your optimism that they will understand it. This has been covered so many times before and after the game was released. Most players who understand the PvPvE mix also understand the impact PvE only servers would have. I have yet to see anyone, during any of the past megathreads on this topic, grasp how getting their wish would change the player-mix of the game, or how a PvE server would create a griefing haven. Once they get them and realize other crews will creatively use the PvE aspect to their advantage (so many examples have been provided in past threads), that is when they start demanding private servers.

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