@mostlyjustokay said in There needs to be a risk attached to PVP'ing:
I didn't buy Second Life I bought Sea of Thieves. I didn't buy it to ask people if I hurt them when I shot cannonballs at them and is it ok if I keep going? If I wanted a game that was about getting to know other people I'd restart WoW or something, I bought a pirate game so I could be a pirate. I didn't buy it so I could be a jerk by accident.
This is incredibly stupid and contradictory. You want to be a pirate but not a jerk? They are basically the same thing. Your supposed to steal from people in this game, which is basically being a jerk. If you feel bad because they aren't putting up a strong fight and don't want to crush their dreams... stop fighting. Its a much more elegant solution than the one you're proposing.
The game should help me do that without requiring that I stop being a pirate if it seems mean. Cause maybe I will, maybe I won't (yes, I know you always do); but we do know that a whole heck of a lot of people won't - and specifically look for opportunities to make other people's lives miserable. A reputation system won't get the worst of the worst, but it will reduce the anonymity (you'll know something about the person you're attacking) that makes it so easy to be a bully.
Why should the game help you? It gives you all the tools you need to investigate other players. Which.. is part of the game mechanics. Adding information about the player so you don't even have to attempt to bother them to figure out if they are worth your time is... removing the risk PvPers take when checking out other players. Because if you want a reward and you have to rub up against other players to see if its worth attacking, they can always preemptively attack and screw you over.
You didn't need it because you knew the players you were playing with already. I really wonder what internet you've been using the past 30 years to think that a "hey, there are no rules here and also you can kill the other people" wonderland would turn into some kind of adventure utopia and not Lord of the Flies. This is 2018 and this is the internet. Welcome, friend.
It turns into that all the time. I'm on a gank on site ship all the time and even we end up letting people go (its more convenient to take all their cannon balls that way), or work with someone to take out another galleon crew we just decided we liked less.
This is 2018 isn't even an argument.
Think of a reputation system like an icebreaker. Oh - that person is a low PvP rep and not likely to attack me, let's go say hello. Oh - that person is the legendary dread pirate whoever, he gets nothing for attacking me, lets go be fangirls. Oh - shoot, that sail means we either need to get moving or get ready. Hey - that person just picked up that treasure and we've got a favorable wind... they're about our level you wanna do this?
Because right now when you see a ship it's either: "RUN!!!!" or "FIGHT!!!!!"
Those are the two same things you'd do even with a rep system.. you just took a bunch of gameplay elements out to be able to make that decision significantly easier. The "logic" you went through would end in the same way. And it takes a bunch of unknowns and trepidation out of the picture. That's a legendary ship and we have f**k all.. let's kill him... or that's not a pvper so let's take his cannonballs... and kill him... or that guy might f**k us up... run away.
And you can.. observe other players and see if they are moving the sails, anchor stopping to try to gauge how hard it will be to take their s**t. Spy glass flashes show if they are looking at you more closely you might know they are interested in what you have or getting ready to run away.
Your information just makes it a lot easier to run or fight faster. And by putting any PvP exclusive reward system in place, there is no chance that the extreme people will stop gank on site tactics.. in fact it will likely pull more people in... because there will always be a benefit to gank on site tactics...
Also your argument here completely ignores your original premise that PvP is a problem because there is no risk and they just want to PvP for the sake of PvPing... this encourages that single minded "lets f**k s**t" up attitude even more.
I don't see how this segregates anybody in the least except that it takes a little bit of heat off of the people who don't enjoy PvP at all. Who will quit the game entirely if nothing happens. In fact it seems like you'd be more likely to have that social interaction and integration if there was some way to justify not shooting first at everybody you saw, which is the general experience for most players.
I have this idea that subtle will refocus PvP in a more closed loop and take some heat off of PvEers... but no no this doesn't work to segragate the experience at all! PvE'ers will just be more likely to get to PvE without any resistance from PvPers... thats all... no segragration... jut not mixing as much.