Worlds Adrift explains why it can’t disable PvP

Worlds Adrift has updated its website with a new design-focused blog that sheds quite a bit of light on how the game will play. The dev team envisions a “vast, dangerous world” where “the systems have as few rules as possible to really push a more open sandbox environment.”

Since the entire game is built around physics, it’s impossible for the devs to disable PvP interactions and have the world function as intended. “When a player gets hit by a cannonball he isn’t killed because cannonballs do X amount of damage to players, but because a cannonball weighs 20kgs and hit the player at 30 m/s,” the post explains. “A cannonball hit kills a player the same way a rock falling on her head kills her, the same way a tree trunk rolling onto her kills her, and the same way a ship crushing her kills her. So while we could turn off cannonball damage, we’d also need to try and determine if it was a player who caused the rock or tree to kill another player, when it could have happened due to a creature – or herself!”

That said, the devs “want player encounters to be relatively rare,” and they will be “working very hard” to prevent the game from devolving into a typical griefbox.

[Source: Freeform multiplayer; thanks Dengar!]
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15 Comments on "Worlds Adrift explains why it can’t disable PvP"

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MewmewGirl
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MewmewGirl

And how many grief filled open PvP games thought that they wouldn’t be grief filled when they were creating them?  Every one of them pretty much I’d guess.

I was reading how when Ultima Online was being created, they thought people wouldn’t attack others much and thought when problems did arise that the community would just handle it by themselves.  While I didn’t experience the original UO, I did read a lot about how that turned off an entire generation of gamers from PvP for most of their gaming future and have experienced griefing on every other game in every way possible where and when the Devs were too lazy, incompetent, or optimistic to put in systems to stop it.

“A cannonball hit kills a player the same way a rock falling on her head kills her, the same way a tree trunk rolling onto her kills her, and the same way a ship crushing her kills her. So while we could turn off cannonball damage, we’d also need to try and determine if it was a player who caused the rock or tree to kill another player, when it could have happened due to a creature – or herself!”

They very much could too follow the chain reactions to see who triggered what and know if it was another player.  If the game really has so little ability to track what causes what, I imagine the hackers are going to have a field day with it.

Also if this is supposed to be an MMORPG, what’s the deal with them saying they want player encounters to be rare?  You rarely will encounter other people?  Or did they word that wrong?

AdsFi
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AdsFi

morganfeldon That would be too easy. :)

Blackomen
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Blackomen

TronSheridan Just because your a sociopath, doesn’t mean you’ll do any of that. It just means we’re more likely to do it. But I admit I did spend an awful lot of time doing just that in past sandboxes. Including figuring out how to heal and buff npcs to kill players when you couldn’t hurt players directly in a zone, or how to circumvent the rules altogether. I did however report all these things to the developers directly after having fun with them for a few hours. So they did get fixed.

karmamule
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karmamule

The first step is to acknowledge the problem, rather than try to sweep it under the rug or say “Well that’s PVP for ya!!!”, so at least they’ve done that.  If nothing else that generates goodwill from me for the devs.  It will indeed be a challenge to deal with that, but at least they’ll be trying!

Polyanna
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Polyanna

That said, the devs “want player encounters to be relatively rare,” and they will be “working very hard” to prevent the game from devolving into a typical griefbox.

If they put as much “hard work” into this as they have into figuring out the basic mechanics, then I predict they will fail.

Polyanna
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Polyanna

The dev team envisions a “vast, dangerous world” where “the systems have as few rules as possible to really push a more open sandbox environment.”  While we could turn off cannonball damage, we’d also need to try and determine if it was a player who caused the rock or tree to kill another player, when it could have happened due to a creature – or herself!”

“Making a game is a whole lot more work than we thought it would be. Could you give us some money now?”

FineFineValentine
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FineFineValentine

They’re journeying into uncharted territory here, but I wish them the best of luck. It’s exciting, both to see how ass-players try to break things and what they’re going to do about it. There’s no other MMO like this out there, so hopefully it works out. You never know – maybe the mobility afforded to your typical platformer hero and a grapple hook is all you’ve needed to keep away from griefing buttholes, and all other MMO’s were getting it wrong :)

Glad they’re putting this out there to so early though. It’s something that definitely should be part of the design and discussion nice and early.

Golden_Girl
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Golden_Girl

#hardcore

Valcan321
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Valcan321

WildarX Valcan321 Oh dear god.

WildarX
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WildarX

Valcan321 And they post one liners on http://mylifeisbro.com