Apr 10th 2024, 22:24:04
I could provide a similar but opposite anecdote from Asheron's Call (similar to Ultima but less popular) where they had the Darktide server that was for always-on PvP versus the 6 other servers that you had to go on a quest to enable it. The PvP server was horrible - new players would get ganked right out of training. People would offer "help" and then take new players far away, suggest they make a new save zone there, then kill them so that they'd spawn in that death trap forever. There were a number of players who pushed through and enjoyed it, but the numbers were always small and the cruelty ran most players off. The servers where the players had the choice had the most players and the most dynamics (market prices, alliances, raid quests, and community).
All that to say, there's a balance, and one experience in another scenario doesn't always match the goals here. We had some of this struggle in the original game - so there's a historical precedent for it, but there's a reason that the game died out from it's peak of thousands and thousands of players. We all agree netters shouldn't be covered in bubble wrap, never to be harmed, but that doesn't mean making it easy for a small group of griefers to ruin the experience of dozens of other players (look at Josey Wales this set, they have no real politics or communication, they've hit a variety of random players, and they're focused on ruining the netting experience moving forward). Luckily, you are a champion of the server and ready to meet them in battle, BH! =Þ