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Which brings us even further down the rabbit hole to:
What do we know about Steven's PvP vision?
My perspective is that most of the things people seem to assume Steven wants are not guaranteed interpretations of things he's said. In fact, most of what Steven has said about it is so vague that I can apply multiple models of PvP to it and they all 'work'. They don't 'conflict with what he said'. If anything, there are literal design decisions that people (rightly) think seem to contrast
more
with things Steven has implied wanting, than there are design decisions that we can point to and say 'yes, this here is explicitly in support of the concept of Ashes' as it seems to be.
Point is, it's very abstract from the start, so we end up discussing things from the perspectives we know. Mainly 'don't do this, it's not fun', and 'don't do this, people will leave the game in droves and you could do it differently'.
So back to a less abstract perspective.
MOBAs work because they have systems in place to prevent a specific emotional reaction from the bulk of their players, and even then they struggle compared to Team Deathmatch/Battle Arena games. My understanding is that this has nothing to do with the quality of the PvP, only how the PvP makes a given player feel (I won't bring 1v1 games into this part).
PvP MMOs often don't implement these systems and struggle even more, sometimes because of the reaction of a certain subset of PvP player who doesn't like the systems for one reason or another. By contrast, there is the 'me' in this situation who can enjoy the game, particularly the PvP, with all those systems in place, because they are given in good context.
I've never personally understood the strong drive to 'make sure to have none of these systems', because the moment-to-moment PvP experiences, even the organic ones, are mostly the same if not better for them for me personally.
Ashes has so many aspects that strongly imply to me that the game would be better with such systems than without them. My perspective is that these systems are what you referred to as 'sheltered conditions'.
Why is it
important
for your experience for there to be no 'sheltered conditions' to the point where it causes you to have a
seemingly
lesser opinion of say, WoW PvP-ers? There's no indication that Ashes is a 'no sheltered conditions' game, or needs to be, in fact the recent 'concerns' have been that Steven's wishes for Corruption are creating more of them, and it is upsetting some people who are then blaming 'the carebears' or whoever.
I am carebear enough to not get why this is important. How is the game meaningfully less fun
as a whole across the playerbase
because the 'sheltering' happens? And I'm speaking only in terms of PvP now. MOBA matches are not 'less fun' because of wards, catchup mechanics, etc. So let's please not take it in the 'Well PvE players would definitely have more fun with the shelters.' direction.
I am a PvP player. I spend most of my time playing PvP games. These games have some 'structured'/'sheltered' PvP, and some not. I can give lots and lots of examples if necessary.