Talk:Player Interests (Design)
As cool as this is
I take issue with the end section. Specifically, the line:
- Safe common areas such as AP
I don't think that more of these will help the game in any way as they will provide the socializers with a haven of absolute safety in which to congregate, shifting the balance of the moo to favor them more and in turn driving away the PvPers (because there are less people to kill) and the crafters (because there are less people to use their items and provide materials for them). -Vayra 11:44, 6 March 2010 (UTC)
As it is though, this game already massively caters towards PvPers, being open pvp, the drama of which cuts heavily into achievers and socializers, what with the drama and the text items. While areas like AP might be a little heavy handed the key is we could always use areas that have a good amount of deterrents to causing trouble, not as serious as Care Dog but at least something strong enough to where the common newbie or midlevel player can cause constant issues, but a player with enough experience can practically ignore it. The fact that the Go parlor has no cameras doesn't really help matters. Zaylin 16:33, 6 March 2010 (UTC)
I wasn't saying in this section that these features necessarily help the game in any way. I meant that they appeal to those specific player types. Whether we need more of that player type is a separate question. Jswhitten 20:54, 6 March 2010 (UTC)