Please note that I'm not a very strong PVPer. I do have a good understanding the mechanics of Minecraft battles, and I have spent some time leveling my combat skills. Generally, if and when I enter a PVP situation, I do so with the full expectation that someone will destroy me and get all my items.
I am of the opinion that too many people are trying to adjust the PVP aspect of the server to be more balanced for new players who have spent no time working on their skills. Just as with any roleplaying or adventure game, you cannot expect to start the game off with the skills required to kill the strongest enemies. When I first began playing Massivecraft I ran to the edge of the world, dug a base out of the rock, and spent weeks building up my skills as a part of "Wilderness" before I even engaged with anyone.
It's easy to get frustrated because some players are stronger than you, but, please keep in mind this is a roleplay server and, as with the real world, there are going to be people who have supernatural strengths and skills. No one should be under the impression that impressive strength takes away from roleplay, because in truth, it makes it more honest to the true nature of life.
PVP is fun because:
- It is realistic. Players who spend months building their strength up can slaughter players who don't. Not every player is going to be King Arthur. Of a community of thousands of players there are less than 100 people who have these extremely powerful stats, and they have them because they've earned them. Names like Genghis Khan and Alexander the Great are immortalized in human memory because they were skilled warriors. It only adds to the roleplay aspect of things that there are some great warriors scattered throughout the lands.
- You get what you deserve. Whether it be through building your MCMMO or through the purchase of premium--all players in Aloria receive their just desserts. Attempting to adjust the scale in favor of new players removes the balance between hard work and apathy.
- It is tense. There is a chance at any moment that you could be massacred. Just as it is in real life. If you're in a fight or flight battle for your life, you should have the fear that a stronger, better equipped opponent might be intending to murder you. The rush players feel when experiencing PVP in terms of realistic roleplay, is perfect. The glory they feel when they win or the disappointment they feel when they lose both add excellent immersion to their characters.
PVP is boring because:
- At any point in time, your mortal enemy can offer to pay you a measly amount of Silver and you have to leave them alone for 90 days. In the back of any learned players mind, they know that if the heat gets too hot, they can just pay tribute. Though having the option to surrender is a great aspect of the game, the ease with which players can go about it is unrealistic and removes a lot of fun from the idea of a war.
- The amount of useable weapons is in short supply. As previously suggested in this thread, weapons such as spears or sickles would make an excellent addition to the way in which players roleplay. This has been accelerated by some of the voting bonus' which make these new weapons much more feasible.
- Many people who lose in PVP refuse to take their loss in stride. I am aware that this is because many people are children and they don't yet have the fully formed ability to swallow their pride. Unfortunately, because players such as this are coddled into thinking that their loss was somehow "unfair" because they were killed by a more skilled player, it takes away from the enthusiasm of engaging in a battle with someone.
PVP can be fixed by:
- Altering the manner in which a faction is allowed to surrender. Whether it be an increase in the forced minimum monetary value of surrender, or by enabling some factions to declare themselves as entirely peaceful, there needs to be a greater balance struck. The length of time a peace treaty lasts is literally a lifetime in terms of Minecraft days. Especially as some players "poke the bear" so to speak, and then fall upon the surrender option, rather than upon the sword. If a faction wants peace and only peace, they could perhaps be able to declare themselves "peaceful" upon the creation of their faction. If they change their mind and want to become a warring faction, perhaps 100s or something similar could be the cost to change their status from peaceful to warring.
- Enabling enchantments such as sharpness and unbreaking to be applied to all items in Massivecraft. This way players could choose exactly what weapons they want to equip themselves with. Whether it be a staff (stick), a spear (arrow), a sickle (hoe), or even a sturdy rock to bash over someones head. This would expand greatly on the roleplay aspect of a PVP based character.
- Continue with the plans for expanded race and character traits. This concept is an excellent one and will add many new options to the battle aspects of the server.
- Stopping the coddling of weak players who won't train to defend themselves. Unfortunately many of the players who complain frequently about being PVP'd against are treated as if they're more important than the ones who are killing them. Although relentlessly killing the same player repeatedly should continue to be outlawed, less stock should be put into the complaints about PVP. Barbarians and Bandits shouldn't have to hold back out of fear that they will be punished for harassment.
Overall, I think the server is very close to striking the perfect balance between Survival and PVP in a Roleplay environment. I think the addition of extra health or weakened weapons could be nice for creating larger and longer battles, but, going to the extremes of removing MCMMO or weakening the benefits of Premium are unnecessary.
I, as I'm sure do many others, have unwavering faith that the staff team will scrutinize and perfect the PVP aspect of Massivecraft, just as they've done with everything else. We're all in good hands here, and, I hope that this post has in someway helped. There are a lot of solid ideas in this thread, so, good work everyone.