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If Not The Most Hazardous Environments

Submitted by Kingang on Sat, 08/22/2020 - 00:13

PvP improved and Ought to Be kept in thy wildy

PVP creates one of those, if not the most hazardous environments in the entire game. That alone is more than sufficient to warrant the removal of it. Jagex has shown time and time again that they're incapable of managing in-game toxicity properly, so why additionally provide a hot-bed for degeneration? In the very least layout Runescape such that we don't encourage an increasing number of toxicity if you are not going to consciously deal with toxicity.

A large amount of the material that is offered in the wild forces you to really go there to be efficient - meaning gamers who do not need to maintain the wild are forced to proceed anyhow. This is a crazy level of anti-fun, also it feels extra bad you know ever time you're attacked it is not because that is how Runescape basically works but instead because the other human being determined that your efficiency was less important than their fun. It's a fundamentally selfish act for them to attack youpersonally, that feeling that you're not important is possibly even more destructive than the loss of efficacy.

Ever since EOC, PVP was exceptionally complex such that it's only ever going to become engaged with by the 1 percent of the 1%. Becoming top 10% of Telos players is great and will benefit you, being high 10 percent PVPers means that the best 9% frees you around with ease due to how immense the difference in efficiency becomes skill increases. At best you reach the level where you stalemate always with the best of gamers. PVP is fundamentally 0-sum, and in fact less than 0-sum due to degradation, items that are lost on passing in weird ways that eliminates value (ie. Augmentation/perks), which means that it's all just a gamble that on average - everyone loses in.

Luring and skull tricking is still another reason to remove the uncontrolled - and all forms of dangerous PVP. Just how many people PVP? Probably less than 1 percent of the populace. But who is at risk for being enticed? Likely more than 1% of the people - Hell, we could get caught up in something on a bad day or can remember a time when we're young and naive. Is less 1% of the community worth luring? How many people have quit because they have enticed?

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