this post was submitted on 12 Oct 2025
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My first experience with open pvp was darkfall, and the imbalance between pvers and pvpers broke the game the first go round. It was ridiculous how poorly anything pve was rewarded, so it would take hours to accomplish anything, while a single 10 minute pvp excursion would net you (potentially) all those hours of others' work. Eventually people realized it wasn't even worth trying to pve, resources quit coming in, and the game died. They had to reboot and ramp up pve rewards just to get people out in the world instead of hiding in their clan forts.
I feel like elden ring, even more so than dark souls, punished the players who were having fun exploring with their friends. It wasn't balanced for jolly cooperation fun. It felt like that first darkfall experience where everyone just got grumpy. Souls was much more focused on the bosses with what felt like little exploration, so a pvp incursion wasn't a big setback, but elden ring could just draaaag if you wanted to find a new secret and a little red guy popped up. Plus elden ring had a lot of late game meta items that could ruin a newbie's day with little recourse.
I didn't play Darkfall but I know people who did, and I was completely unsurprised when it failed the first time because it had the same problem as Ultima Online but much worse: the people engaging in PVE are the only ones actually taking any risks.
EVE has the same problem if you're running high end gear or implants (people will always kill your escape pod in the hope of causing you this pain). The factors that are supposed to discourage random killing are easily subverted with only minor investment, and there is a culture of "milking tears" that has persisted even into what passes for adulthood for many of these people.