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originally posted in: The "Lawless Zone" Theory
3/2/2013 9:26:05 PM
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Open World PVP has unfortunately had a bad track record. It violates the cardinal rule of making a MMO/Shared-world: [b]PROTECT THE CAREBEARS![/b] Back in my early MMO career I played an excellent game by the name of Shadowbane, an open-world MMO based entirely around griefing and killing your fellow characters. For a hardcore like me, it was a paradise of death, suspicion, deceit, and backstabbing politics. You never knew if that player on the horizon was going to faceroll you or help you kill the mob you were so desperating try to farm. HOWEVER, there's a reason not many people have ever heard of Shadowbane. It [i]died[/i]. And quickly too. People do not like to be ganked. The majority of a playerbase is ALWAYS casual, and casual players don't enjoy the bloody interactions of free and open PVP. Now, in regards to your post, even having set areas of open PVP violate the cardinal principle put forth for Destiny: Creating a grand, spontaneous adventure with your friends. I'm not sure if including open-world PVP is compatible with the Unity of Vision put forth in the preview video by Jason Jones.
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  • I played Shadowbane. Problem with Shadowbane is it was ridiculously easy to build a gimped character, it took forever to grind, and a low level couldn't stand a chance against a well built high level character. It was the perfect storm of unfriendliness to newcomers. Have you played Red Dead Redemption? I assume the open PVP would be more like that. Yes, new players are at a disadvantage compared to players with all the guns unlocked, but if you have a good core of weapons, you don't need all of the guns in the game.

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  • Edited by Makeshyft: 3/2/2013 11:53:32 PM
    Red Dead always turned into a cluster-Blam!- around the starting city. It was pretty chaotic. I usually got killed more by the wildlife than the players though.

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  • The good thing about RDR is that you could pick a higher level gun on the map somewhere.

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  • ^ this

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