Its a difficult one, I'm always reminded of the first major MMO, Ultima Online. It had a gameworld where you could be pvp'ed at any time and the killer would invariably take the stuff off your body , including your gear. It created danger in the world and yet some people were still friendly, still helped others out in PvE etc, so very similar to Arc Raiders....then there was a portion of the player base who didnt like the pvp , on the occassions that it happened, and repeatedly asked for a PvE land (mode), eventually, the devs, believing that so many people wanted it, it must mean it would be good for the game, they put in a PvE land. Now, you had a place where you could do the things that you could in the "normal" game but without the threat of danger or loss from PvP.I think it's because it's mechanically and thematically a decent game regardless of PvP..... and those of us who don't like PvP can't see any reason why having a separate PvP mode would affect PvP players - other than it possibly increasing the quality of the PvP in the game as it will remove the "easy" targets of the players who will never shoot 1st.
if the majority want PvP then it won't harm the PvP modes.
I DO see a huge argument against toggles which makes people in the same instance as PvP players, immune to PvP damage etc as that would be very 4th wall breaking .
but does it really matter to a PvP player if I don't play the game at all OR if I play in a PvE server?
like I said the only thing I can see is in the short term the removal of an easy target, but potentially in the long term the removal of that player from the game full stop meaning no more purchases for the dev.
risk Vs reward can be a think in PvE. games too. for me I just hate the whole "I am friendly ..... shoots you in the back". mainly because I don't want to be that player so it constantly puts me at a disadvantage.
Far from being good for the game, it had the opposite effect. It killed the game. The majority of players went to the PvE mode, where they could do all the things they wanted without any danger or loss to other players. The people who remained on the pvp side of the game, were now so few in number that the gameworld felt empty, action and conflict was few and far between and slowly they filtered away from the game. The people who went to the pve side of things, quickly ate through the game content now that things were easier to achieve without people killing them, and were left with most play sessions being the same as their previous play sessions, just on repeat, with a lack of dynamic unexpected interactions. So they grew bored and slowly filtered away from the game.
The decision, proved not to be something which promoted long term success to the game, quite the opposite, it provided short term success but actually reduced the long term success and removed the very thing which set the game apart from its peers. Much like people and politics in a country, what is good for the man in the street isnt always the best thing for the wider picture of the country they are in.
Now I'm not saying that will necessarily apply in this case but it does show that sometimes such a course of action isnt always the good idea it seems to be to some. Generally I take the view that rather than wanting them to change the new show about FBI agents investigating strange crimes to be more like the X Files, I instead just watch the X Files

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