I would suggest that in any form of PvP, quite often players take things far
too personally.
There's no doubt whatsoever that players get immersed in their online personas, thus by extension, when someone assaults their persona, they feel assaulted themselves.
Unfortunately there's no way to cure this problem. Perhaps at on one occasion or another, we're all guilty of taking what is essentially a "game" too seriously, otherwise, why would we debate things so much in these very forums?
The hardest balance to strike, without any shadow of a doubt, is to please everyone and for everyone to find enjoyment at all times. Different people have different reasons and motivations for playing, so any gaming environment which permits an openness to do almost anything and potentially, to anyone, is always likely to suffer in one form or another.
The key problem though, if you try to deminish the impact of certain courses of player actions, without upsetting those that enjoy them, or without causing a domino effect on other aspects of gameplay.
Unfortunately, though a sandbox environement is fantastic and where players are allowed to feel more in "control", it just doesn't always seem to work out as planned.
With that in mind, I think we have to appreciate that there has to be certain ground rules in place, to curb any issues such as griefing of other players, bleating by players who assume incorrectly that they're being griefed, which are enforceable by integrated game mechanics.
Unfortunately in UO's case, the solution used was one which ultimately divided communities and also deminished the challenges faced by both sets of players.
I will be watching with great interest, how the dev team get on in their efforts to prevent cheating, use of third party progs and scripting. These have always been a blight on the game and if they get anywhere near successful in their efforts, it will no doubt be the greatest change that any development team has been able to implement. It might arguably be the biggest draw to bring players back to the game, in whatever form.
Any classic shard option will benefit greatly from this. The big challenge then, is how to ensure that game mechanics aren't exploited in-game, how to steer players in the right direction when it comes to consensual actions towards one another, how to combat griefing, bleating. Unfortunately, much as we (the players) might try to combat inherent problems in any socially interactive medium such as UO (or any other game for that matter), we are always likely to fail, unless we are supported by in-game mechanics, which help bring communities together, rather than drive them apart.
For me anyhow, it's more about my enjoyment of days before items assumed more importance than skill or gameplay. PvP/PK'ing/Griefing/Bleating... I'll leave in your hands to discuss and resolve, if it's possible
to resolve satisfactorily for the
majority.
Anyhow, I think I've droned on long enough...
(I'm off to put the kettle on
)