In this post, we want to share our views on the relationship between safe zones and PvP zones. It is particularly addressed at those of you who think that by making certain aspects of the game safer, we are somehow harming the PvP experience. The opposite is true.
How to create active PvP Zones
One of the core design goals for Albion Online Gold
is to provide exciting, full loot PvP and GvG on a constant basis. This will largely happen in the unrestricted red zones of the game.
If you are a hardcore PvP player, you will want those zones to be populated and active - not just at launch, but also years later.
As it stands, there have been many hardcore full loot PvP games that never really got their feet of the ground or stagnate at a very low player population. (such as Mortal Online or Darkfall). Yet, on the other hand, you have a game such as Eve Online that has tens of thousands of active players at any point in time.
So why is that?
Safe zones and PvP zones are synergistic and not contradictory
In order for a full loot PvP game with a player driven economy to work in the long term, you need a large underlying foundation of players that take part in the player driven economy and that provide a constant flow of new players wanting to try PvP.
That underlying foundations of players needs to be able to properly play the game without being forced into PvP and without getting totally bored if they don't. If you try and force players into PvP, they will just quit the game. If however, you provide them with a great experience, allowing them to gradually learn and the game a progress, chance are that a large proportion of them will move to PvP permanently or at least occassionally give it a try. This is exactly why Eve Online is still thriving after 10 years and Mortal Online suffer from extremely low player populations.