Summary This is an idea that should allow players all the joy\'s of PK\'ing with none of the grief cause by actual PK\'ing.
Philosophy Let me start by saying, the main characters in a movie or book or any story never die. They can be badly beaten, but because they are the main characters, they cannot be killed. In a MMORPG every player is a main character. So every player must survive till the end of the story.
Proposal That being said, I propose that no player character be killed ever. Wait, it\'s not as crazy as it sounds. It can work. Here\'s how...
- In place of death would be being beaten to a bloody pulp. There would be no loss of items, or instant respawn. You would just lay on the ground bleeding.
- At this point you are as good as dead. Herbs and potions will do you no good as they can only heal minor wounds.
- If you have mage friends, a powerful circle magic spell can be used to \"revive\" you. If not, you must crawl or be carried by a friend back to a town where you can be healed.
- In this state, you must speak slowly and cannot shout. You are nearly dead, so you must act like it. This can serve as a fitting punishment for verbally abusive players.
- Your body cannot be looted because you are still alive and can still grab the arm of a thief.
- This would leave zero incentive for random PK\'ing.
Possible Modifications Maybe players can run out of blood after a certain amount of lying on the ground bleeding. This would allow the death quest I seem to remember reading about.
(Semi-)Final Thoughts It is still inconvenient to be beaten to a bloody pulp.
Grief still exists when more powerful players lay the unprovoked smackdown on less powerful players.
Hmm... so... it is the randomness of the attack that is the problem.... yet there is no way to determine whether an attack is random or provoked...
.........................eurika! I\'ve got it! Playground rules!
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NOTE: Playground Rules are flawed like every other system. Please disregard. Playground Rules The same rules used on the playground of your grade school.
- We start with no open/random attacking. You must first establish yourself as the aggressor before you can attack another player.
- You do this by \"pushing\" them
- After you push them, you become the aggressor and can be attacked by anyone for a short time.
- You must also wait a short time before you can follow up that push with an actual attack.
- The one you pushed must then choose to stay and fight or run.
- Anytime you push or attack someone you become an aggressor for a short time.
- Aggressors can be attacked by anyone. (That means things can get messy real fast in a gang scenario.)
Whew... let me know if anyone sees problems with any of this. It so far looks pretty solid to me.