@angrycoconut16 said in Reputation - loss, risk and negativity.:
@lotrmith You don't understand, I am referring to opportunistic PvPvE not PvP by itself. You are still classing PvP as something which only pure PvP players do.
This just simply is not true. PvP is opportunistic as I have said many times before, you just choose to skim over or skip entirely the arguments against your idea.
What is the critical component here? What is it the thing that people really want to be rewarded for, and not lose? TIME
Players who are not actively engaged in PvP are spending their time doing voyages. Deciding to turn aside and do PvP thus takes away time from voyaging.
What is the only (small) carrot on the only (long) stick in this game? Reputation. What is by far and away the best way to gain reputation for your time? VOYAGING
How do the vast majority of players spend the vast majority of their time? VOYAGING
What are the factors that affect reputation gains for time spent doing PvP?
- No guarantee of loot. (Ships may not have any loot on board)
- No definite measure of time required. (Ships may flee)
- Chance of failure. (You may be sunk)
- Have to turn in any loot found.
All of these factors are negative.
What are the factors that affect reputation gains for time spent doing PvE?
- Guarantee of loot. (Your quests tell you exactly how much loot there is to be gained, at minimum, not counting additional loot you may find on the islands you visit)
- Reasonable measure of time required. (You know where the islands are and how far away, and the islands cannot flee)
- Negligible chance of failure. (Islands have a pitiful chance of sinking you)
- Have to turn in any loot found.
All but the last factor (shared with PvP) are positive.
Why don't more players spend more of their time engaging in PvP? Because turning aside from PvE to do PvP comes at the opportunity cost of doing PvE. PvE has many advantages over PvP. You would give them even more. The vast majority of players already spend the vast majority of their time doing not PvP. Your suggestion would exacerbate this issue because it adds to the positive factors of reputation gains via PvE without adding any positive factors to the reputation gains via PvP.
I am saying that while on a voyage people will be more open to consider PvP if they get the opportunity due to the decreased loss. If you see a ship pull up at the same island as you, or if you see a ship heading to an outpost and you can intercept them, the option to attack suddenly seems more feasible if you know you won't lose 100% of the stuff on your ship if it goes badly.
If you sink, you will lose 100% of the stuff on your ship. This has been brought up before by @entspeak : Perception is everything. You yourself have stated that a primary irritant of a PvP loss is the idea that someone else is profiting off of your time by making off with your loot. Your suggestion does not change that. Nothing can change that outside of eliminating PvP altogether.
What I'm saying is, in my mind this is healthier from a game play perspective, and that more people will feel this way, not everyone, naturally, but more people, yes. It is human nature, if you have less to lose, you are more likely to take risks.
Think about it this way, on a game show if you are offered $100,000 and you can gamble for the opportunity to walk away with $0 if you mess up, or $200,000, think how many people would take that offer? Why not just walk away with the $100,000? Most of the time if people do gamble it's purely peer pressure from viewers and audiences who want entertainment.
Then the same gameshow, only this time you have already been paid $50,000 for correctly answering a series of questions earlier, and you are being offered an additional $100,000 but can gamble it, to get $0, or $200,000 extra (thus if you gamble you will walk away with either £50,000 or £250,000). That individual is going to be more willing to gamble (or in the case of SoT, choose the more aggressive and riskier option of engaging in PvP) because even if it goes badly, it hasn't been a complete waste of time. That is the effect I am saying this suggestion would have on the game.
Again, this is a fallacy for several reasons. Your suggestion does nothing to reduce the chance of failure of a player choosing to engage in PvP. IE: You cannot lose the £50,000. It is no longer part of the equation but game shows are hoping you will make that mistake. You can walk away with an extra £100,000 or gamble that to walk away with an extra £200,000. Your odds of winning that bet have not changed. If you were unwilling to take that risk before, meaning you have calculated that the risk is not worth it, that risk has not changed and is still not worth it.
As you have stated, the reason some people continue on in this scenario is because of the peer pressure of the audience and the host. This pressure does not exist in Sea of Thieves.
Nor is the analogy complete, because the game show guarantees you the extra reward. Sea of Thieves PvP has no such guarantee. A more apt analogy would be that you would gamble your £100,000 for an unknown amount of extra money, perhaps even ZERO.
((And just so we're not splitting hairs here, to be blunt:
There are winners and losers in PvP. There has to be. Some people win more than they lose. Some people win about as much as they lose. And some lose more than they win. Nothing can change that, certainly not this suggestion. Players who feel the sting of loss now and choose not to engage in PvP whenever possible will continue to feel the sting of loss and continue to choose not to engage in PvP because they are no more likely to win or lose under your suggestion because the only thing that factors into success or failure in PvP is skill. The odds remain unchanged.))