PlaneShift
Gameplay => Wish list => PvP,PK and Thieving => Topic started by: Talad on January 06, 2002, 05:19:25 pm
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THIS MESSAGE IS TAKEN FROM OLD BOARD:
Catalyst88
Guest
posted 16-11-2001 19:19 GMT
In order to make being a pker much harder, i suggest the creation of an \"outcast\" system. Basicly what this would mean would
be to label people who either a)perform undesirable activites or b)associate with these people.
Outcasts would be created by a town\'s leadership voting them out of the town or by a player performing lots and lots of
undesirable activities. There would be a kind of respectability rating for them. This would decrease over time, but the players
would have to be voted off of the outcast list for a town to be allowed back in.
Due to the fact that these outcasts would be labeled and killed on sight upon entering a town that they\'ve been outcasted from,
they would no longer be allowed access to the guild facilities or houses (if you adopt my system of only having houses in towns),
in fact any property they own would immediately become available for purchase. The fact that people who associate and trade
with them will also have a chance of becoming outcasts means that they wouldn\'t have access to the best equipment, possibly,
since the best facilities for creating it would only be available in guilds/specialist houses.
They would be labeld to all who could see them as outcasts, and messages would be sent to other towns that they have been
outcasted, in case the other towns also want to outcast them.
All these would mean that performing undesirable activities such as killing the local population or stealing from others would be
possible, and in the spirit of the game as roleplaying, but that, also as in real life, the punishments would be very haesh.
Comments?
Kendaro
Guest
posted 16-11-2001 19:35 GMT
i like the idea but it needs tweaking a bit. its too strict. this game does have a PK nature to it. it is only discouraged(sp). a
system set up like this would completely eliminate PKing all together. there will be PK guilds set up, im sure, so a few of those
ideas wouldnt work and those people just wouldnt play. i do like the idea of towns and NPCs to get a list. this list would lable
PKers and they would kill them on sight, and or put a ransome on their heads. i wouldnt take the guild housing from them. a
guild house should be able to be built where the guild so chooses. for example a PK guild house would probly like to be set
somewhere that not just anyone would see it. in all i dont think we need to have a system to nearly eliminate all PKing, just need
to make it where PKing isnt something that runs wild like in AO.
Catalyst88
Guest
posted 16-11-2001 19:48 GMT
Maybe they are a little harsh... but i still think there should be a minimum size for guilds/clans (there should be a difference:
guilds mostly trade, clans most groups of fighters). I also don\'t want a landscape full of houses: there should be restrictions as to
where they\'re placed: it just doesn\'t seem right to have lots and lots of houses out in the wilderness...
Kendaro
Guest
posted 16-11-2001 20:09 GMT
i dont think there will be an over crouding on buildings popping up. if i think i read right, i think player housing will be rented and
guild housing will be granted by the game developers. if thats the case then you wolnt have to worry about a bunch of guild
houses all over the place.
Catalyst88
Guest
posted 16-11-2001 20:17 GMT
That sounds alright :)
Kroan
Guest
posted 16-11-2001 23:01 GMT
One way to not be so harsh on PKing is to introduce this into your system.
When a player attacks another player the attacker is tagged as the aggressor because he started the fight. If the aggressor then
goes on to kill the victim the option is given to the victim to forgive the player or report to the local government. If he reports the
aggressor then his respectability goes down (perhaps making him a outlaw straight away). If its a group of players attacking one
victim the victim will be given the option to report them all but only the attacker who landed the killing blow would take the rap as
a murdered the others could be give some other suitably punishment.
The thing about this is that it means that you can still Role-Play PKing with out penalty but its still stops grief players :).
Catalyst88
Guest
posted 16-11-2001 23:44 GMT
That\'s a good suggestion: people who go on mad killing sprees for no reason except to annoy other players would suffer a lot
more than legitimate role-playing killers :)
Unfortunately there\'s the problem there of the people who choose whether to report the killers could wander round deliberately
reporting players...
Oldman Kay
Guest
posted 17-11-2001 01:32 GMT
What could happen is this:
Bob is an alcoholic. A dwarvin alcoholic. He walks around to the bars, orders a few very strong beers, and gets drunk on the
streets. He is annoying and often strips down and goes and humps people for no reason.
During the next week, the city-council decided to banish Bob from the city because of his frequent upsets in the city.
He was forced to leave the city and never, ever return.
So one day Bob is drunk in a nearby city. He wanders on over to the city he was recently banished from. The guards reconize
his face.
\"Halt!\", they say.
\"Vat doooooo yeah *hic* want you mother @&%$er?!\", he drunkenly asks.
\"You have been banished from thy city! Your actions were not wanted, and because you refused to cease and desist you are
now banished from thy city!\", replies one of the guards.
\"Well &%$@ you!\", he shouts.
The guards move to a ready stance, blocking Bob from entering. With beer bottle in hand, Bob raises his hand ready to knock
out the guards.
\"WE HAVE NO CHOICE SIR!\", one of the guards shouts.
The guards then procede to kill Bob.
(This was a 3rd person view of a situation with banishment from a city or town/ They will do this in everywhere you are banished,
ask you to stand down and kill you if you don\'t)
Catalyst88
Guest
posted 17-11-2001 11:11 GMT
And if you stand down they throw you out of the city or into jail right?
Oldman Kay
Guest
posted 17-11-2001 14:26 GMT
No. Because you are given a choice. See:
\"Stand down Sir, you do not have the right or authority to enter thy city/town!\", says one of the guards.
\"Ahhhhh f-f-f-ine ya mohda ?$@er!\", replies Bob.
The guards still stand ready as Bob slowly turns around and walks away.
(If you stand down, that means you are given a chance to just easily go away before they kill you, and you can take that chance
by simply walking away)
Kroan
Guest
posted 17-11-2001 16:56 GMT
Ok how about this instead.
Everyone has their own aggressors list and when someone attacks or kills you they will be put on the list. You can then access
the list and click on there name and either forgive or report them, but once you report them they disappear from the list. Also if
the victim does not report the attacker within 2 weeks(or any other period of time) then the aggressor will be taken of the list. If
the aggressor attacks the player again before he is reported or forgiven then the amount of respectability he will loses when
reported is doubled and the time the victim has to report the player in is reset.
In this way you cant just go around accusing anybody because they will have to attack you first.
I also like Oldman Kay\'s idea it could be well used to chase up players who are being antisocial but are not PKing by the city
guards etc.
Oldman Kay
Guest
posted 17-11-2001 17:51 GMT
I like your idea, but you are making it look like a person would be litterally hated, not just a fake in-game hate thing.
Its just they are asked to leave. Nothing more nothing less.
They should not be reset, or reported to people.
What will happen is if someone attempts to attack someone a guard will run inbetween the attacker and the vicitim. The guard
shall shout \"HALT! YOU ARE UNDER ARREST!\" The person can run, but the guards may catch up with him/her. The thing is
there laws only go throughtout the city. If the attacker goes out of the city limits, then the guards cannot chase and kill him/her.
If they do not make it the person will be beaten, or killed by a guard. If the person escapes, they are banished from the city like
said above for a week and a half. Then they are given another chance. If they go against the laws 5 times they are officially
banished and will be killed on sight. They can also be thrown in jail for a certan period of time.
Kroan
Guest
posted 17-11-2001 18:41 GMT
Sorry I did not mean that the player would be reset, I meant that the time limit that the victim has to report the attacker in is reset
back to 2 weeks.
And the system I suggested is meant to prevent people who prey on other players but not prevent role-playing its not meant to
induce hate?
Oldman Kay
Guest
posted 17-11-2001 19:55 GMT
Ok I guess so whatever.
But I am staying with my idea because I think it will deal with the agressor more efectivaly and do it RPG style.
:)
icebolt
PS W.T.B. Member
posted 17-11-2001 20:16 GMT
Just to tell you this: there is only one major town in PS I know off.
Catalyst88
Guest
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posted 17-11-2001 20:53 GMT
Surely there has to be more than one town/settlement...
Oldman Kay
Guest
posted 17-11-2001 21:01 GMT
Well there will still be like small villages...right?
Oldman Kay
Guest
posted 17-11-2001 21:09 GMT
Oh wait he said MAJOR town. I can totally understand that.
But there will be other towns and stuff...right?
ParaSite
Guest
posted 17-11-2001 21:24 GMT
If you can choose where to place houses and such, people can build or expand their own towns. Or you can form a group of
pioneers, ready to build a settlement in the dark woods. Like in real world :)
Oldman Kay
Guest
posted 17-11-2001 21:46 GMT
My brain just exploded from the immense excitment of the last comment so I have nothing more to say.
whitti
Guest
posted 18-11-2001 00:08 GMT
I think what ParaSite said will happen! Yes there will be OTHER towns of course Yliakum will be huge around 2.5 km per lvl ;)
Oldman Kay
Guest
posted 18-11-2001 03:18 GMT
CUEL!
Ancient One
Guest
posted 18-11-2001 23:03 GMT
Ok back to the original topic, I emailed Luca(sp) asking him what would be done about PKing. He responded with \'PKing will not
be allowed, people may goto an Arena where they may fight, if they fight outside of this they will be attacked and throwen(sp)
into Jail.\'
Oldman Kay
Guest
posted 19-11-2001 01:21 GMT
Thats cool. Bring some sense to RPGs.
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Zink
Guest
posted 06-12-2001 19:38 GMT
PLayer Killing is a must have. but in all fairness to those who do not want it there should be PKing zones. i feel these zones
should be anywere outside of towns and inter town paths. also inter guild or faction wars should be aloud anywere.
also to keep Aholes from killing newbs their should be a a protection for them so it is either impossible to kill a newb or if you do
you should be marked or insta killed.... a thing i liked specialy in UO is their marking/bounty system. were if you kill someone
that person could set up a bounty that they would pay if you brought in his head or proof you killed him. also if you were marked
as a criminal you would be insta killed if you went into most towns.
whitti
PS W.T.B. Member
posted 06-12-2001 19:59 GMT
Well in cities isnt there gonna be any pking as guards will come kill you if you do :). Outside...Well...
Kendaro
Guest
posted 07-12-2001 07:38 GMT
I will never understand why people want to kill other people... Isn\'t killing NPCs and MOBs enough? Being able to kill other
players just causes chaos and griefers. I do agree though that it is sometimes fun to fight with other players. This can be done in
duels and arena. It is a mutual agreement though.
When it is open PvP you have now set up problems. You will get corpse campers. These are people that have ganged up and
killed another player then sit on that players corpse to keep killing them over and over when they try to regain their corpse. You
also bring up people that just pick out someone for one reason or another and they contantly haunt that person killing them over
and over. There are also others that watch for people in the PvE setting and when those people get into some trouble,they attack
making the killing blow. An example of what i mean is, a group is on a mob and having a rough time, they still have the chance to
win but a PK group has been watching them, the PK group attacks the week ones, they are aided by the mob cause it still
attacks the week ones due to argo, so now the PKers have an easy kill on the players and then turn to the mob making another
easy kill. This is a reward to the PKers but this keeps other players from the game itself. They are unable to do anything when
they log in so they just end up quitting.
Dionesios
Guest
posted 07-12-2001 08:07 GMT
Those are definately valid problems, but I agree that pvp is a must have component. With pvp it adds an extra inteligents boost to
what you are fighting, and more importantly a realism affect. It is like ff in c-strike or a half life mod. People who don\'t wanna
worry have problems with it because they\'re slackers. About those problems I\'m sure we could come up with some ideas. Like if
you kill a person more than twice in a row you die or are moved to your city or bind point, whatever. About the groups, we could
give mobs a special ability like increased courage or something where as if they kill one group, they get cocky until the regen
their hp, so that their stats get extra advantages, hit twice as fast, twice as much, and more acurate or something. I\'m sure that
would help stop the problem 8). I just got an idea! What if we had a list, like an ignore list, called an anti-pvp list. You put the
persons name on it and they couldn\'t pvp you,and everytime you log it\'s wiped? Also, about pvp zones, i\'ve had this idea for quite
some time, and have not seen it done, so am not sure I\'m quite ready to part with it yet, but if I could get some feedback. What if
we had a zone/map/area whatever we\'re doing where we had a fortress, or castle. The purpose would be to get your guild to hold
it, or group of friends at least. It would be defendable, and other people would have to seige it. Think about it, have places where
you could fire arrows and spells from, and shelters from lower attacks. We could set up boobie traps and catapaults, but you
have to load them some how by carrying the shots for a long way and give them delay, but make them an area attack thing, or
buckets of boiling oil you had to refill. Here\'s the key, not only is it pvp, but you would have raids on it by mobs, possibly only
GM events, but maybe we could find some way to randomise it. Say there are a lot of goblin camps near this castle, every now
and then, goblins would lay seige to it, just waves of them, and you had to defend it. If you died in the castle however, your body
would be deposited outside it\'s borders, so you wouldn\'t have to get back inside for it. With the mob invasions, could be any kind
of mob, there would never be an unocupied time, because if all the people left, it would fill with mobs for the next group to have to
battle. Tell me what you think.
Zink
Guest
posted 07-12-2001 19:52 GMT
dionesis i agree with that idea it would be fun to have a siege type thing the only thing i woul change is that instead of heir just
being one or two of these castles their could be one for every guild..... make it like a guild requirement that the GM have a home
of some kind that the guild could be based at then if an enemy guild wants to they could lay siege to that base. but not all bases
would have huge casles like you described poorer GM\'s that can only afford a small home to base their guild.
dionesios
Guest
posted 07-12-2001 19:53 GMT
Having one for every guild would be great. That could almost get rid of most the housing as well. You could have rooms in the
guild castle, and the castles would just be bigger depending on how big the guild was. One thing that your concept is leaving out
which is kind of my concepts main point though is the coveted position of owning the castle, so perhaps we should have one
main castle, and the guilds can have little meating castles or what not but would try and take the grand fortress. Guilds could
seige other guilds castles, but with the large fortress it could be you against the world. By the way, when I say GM I mean Game
master, just for clarification.
dionesios
Guest
posted 07-12-2001 19:58 GMT
What I was thinking is based on the size of the guild, they would get a better fortress. Smaller guilds would get cheap shacks
like you said, but a guild of 50 people would upgrade to a keep with rooms for people to live in. Another idea is put only so many
castles in the game, and range their size with the super castle being the ultimate prize, and you don\'t own them, you have to
hold them.
Zink
Guest
posted 07-12-2001 19:59 GMT
well what i mean by making it a guild require ment is that it would be the GM\'s( guild masters) own private home that he/she
bought then desided to make a guild so they would have to station their guild at that home. im not saying we give every noone
who wants a guild a free super fortress... unless it cost outragouse prices to start a guild.
oh Kendaro,
i understand and agree that people do mindlessly Kill random victims in most games. that is why i suggested the safe paths,
bouty and the criminal markings. that would reduce greatly the amount of PKers. to only the people that are gutsy enough to
have criminal Chara\'s. also if you kill a criminal ou will not be marked.
Gion
Guest
posted 07-12-2001 23:42 GMT
That castle thing is a verry nice idea.
I only see one problem about it.
U cant be online always, so there could be a situation that a big castle hase only a few
guild members online to defend it. The enemy
guild isnt stupid and planned it attack on a
time on wich most of the defenders of the castle are ofline.
I tryed to think about something to solve
this but i couldnt.
Did u guys think of anything regarding to this problem ?
whitti
PS W.T.B. Member
posted 08-12-2001 19:52 GMT
you could hire NPC chars to help defend your castle. You would have to pay them quite a lot though :)
ParaSite
Guest
posted 08-12-2001 22:04 GMT
Lol
the same discussions over and over again...
I think this doesn\'t work. For example, I saw a discussion about PK on the same forum a month ago. It had 73 replies or
something, but in the end, there wasn\'t a real agreement about it. I think we should leave subjects like Pking to the Planeshift
crew. After all, everybody has his own opinion about it.
This is just my opinion, feel free if you want to keep discussing about PKing.
hiana
Guest
posted 14-12-2001 13:30 GMT
An assault on an enemy castle has to be proposed, lets say 24 hours in advance, then they have a window of 6 hours, where the
attack can be made.
whitti
PS W.T.B. Member
posted 14-12-2001 20:41 GMT
Me and Zink are on the Planeshift crew lol
Buechler
Guest
posted 15-12-2001 06:01 GMT
I believe that pking should be possible in \"theory\" anywhere. But highly discouraged in town because of high level town guards.
But outside of town it should be pking allowed but lvl restictions obviously. Trust me once players realize who the pkers are they
will gang up on the pkers who are pking outside of town. Pvp is an Essential Part of Planeshift plze don\'t submit to people who
believe in lame \"Everquest\" PVP.
Because Eq recently made it impossibly to pk till lvl 6 even on there strictly Pvp servers. DOn\'t make this bad mistake Everquest
did. Make pvp allowed at all levels but have like a 4 lvl diff between attacking. For example a lvl 5 dwarf could attack a lvl 9 human
or a lvl 1 human.
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mpsorcerer
Guest
posted 17-12-2001 01:33 GMT
the easiest way to allow and control pvp is to set up boundaries for it so that when you are in the boundaries, such as a town,
consent for battling by both players is required. While if you are outside of the boundaries, just wandering the catacombs or
caverns or whatever anyone can attack you. This way you don\'t have to bother with gaurds or any of that, you just don\'t allow it
without consent.
Zink
Guest
posted 17-12-2001 18:48 GMT
ye i agree with you MP, but there should be some form of deturent from random attacks. that is why i still support a marking
system of sorts, this will dissalow you from entering towns and such (though some towns will let murderers in, depends on the
law enforcement of the town.)
KILER
Guest
posted 24-12-2001 04:51 GMT
Is rent out of the question?
desiles
Guest
posted 25-12-2001 12:14 GMT
sorry to talk bout RS *shivers from the word*
but they made the exact same mistake, if you have played you need to travle the whole map to get to the pk zone and you can
only fight ppl 3 lvls from yours, it is the worst thing in the game. ust let pkers pk, and noobs die. any way all of us (people on the
board) will be starting at the start so you dont really have to worry about getting pked by lvl 50 guys when your lvl 2. also bout the
castles make GM (guild masters in this case) start with huts and upgade. like a tower would be 50,000 eatch and walls would be
100,000.
Drathe
Guest
posted 25-12-2001 06:30 GMT
Im new here to this relm so hello to all. Right down to bussiness.
Player killing: Is a must for an RPG, for a game of this type the rules revolves around real life. Which in real life u get killers and
what not. Also there are times when tempers flair, or disagreements challenged which can lead to a fight. Or u just might want to
plain and simply mug some one for their belongings. PvP is a crutial part of the game system and role playing. Its what makes it
exciting especialy if the palyers are actualy role playing (as opposed to just killed coz some one called them a name. Although
this to is a face of life.) So player killing MUST be part of the game. As for the problem of corps killing (where the killer waits by
the dead to kill them again on the respawn) there are 2 simple things u could do to stop this.
1) When the player is killed, he respawns in say....a hospital in town..(so will be away from his killer.) Which is a logical answer
and makes alote of theoretical sence.)
2) When the player is killed he becomes a wandering soul. (and canot be attcked further or take more damage) He must wander
to a church or say...a grave yard.
Simple solutions to a much debated problem, wich I think ull agree would work rather nice, especialy the soul wandering.
Dont bother with boundires to much hastle. Just have if anything towns gaurds (NPC or players) that patrol, if they see someone
killed they can arreste,fine or exacute the killer. (if they dont see it then the killer gets away with it obviously) If the player gets
arrested maybe they could go to jail for a few real time houres. Now that would cut PKing right down!
Guild Castles and attacks: Simple here to, guild pay to have their castle built. It can be defended by hired (killable) NPCs hired to
defend it. Although a limmit on hired NPC should be a factor. If not that many players are online to defend the fort then a smart
Guild leader should choose to attck. Its the way it works. Although u have hired help (NPS defenders)and besides the loosing
guild can do the same thing back to recapture the castle.
Well thanks for reading my big first time rant and just think about ur ideas, (not that im having a go or anything) this is a role
playing game so rules and game play should hinder this as little as possible and leave as much room for creative minded players
to work with. Thanks all :-)
Zink
Guest
posted 26-12-2001 06:08 GMT
i like the wandering soul idea, mostly because its how UO did it and it worked fine for me. plus in EQ when you die it takes you
to this templey type place thing and if you are on any real quest its nowere near were you are and it takes foreer to hunt down
your body and get you things. then if we do it this way we can have hi level mages and healers or even some1 with a high enough
healing ability not neccecarily a healer by proffesion that can revive them. this would be good for PKing or group quests
especialy, (but of course the player has to want to be revived so that an enemy cant revive kill revive kill and kept doing it.
i dont think you should have murdering aloud in towns. but guild fighting should be. i agree that in real lif there are killers and
such but in real life there arnt super tank mages and stuff like that, but since guild waring is leagal it should be aloud in towns,
though some sort of sanctuary should be provided even for guilds in towns. but it is a good idea none the less making it only bad
if you get caught (hehehe) and if it is decided to be implemented like that then there better be a hellova lot of guards.
Humility
Guest
posted 26-12-2001 14:56 GMT
The wandering soul idea is good, i like it because this allows for a resserect ritual for healers/priests. Also the resserect spell
could be varying in power in the fact as you get better at it you restore more of their lost experience from dying...
To stop people from harrasing other players by killing them lots i don\'t think an in game code is a good idea. It is too easy to
code something that is unbalanced or doesn\'t add to the realism of the game. I suggest the best way to do it is make sure there
is a moderator online at all times to deal with this and only this problem. Also making rules on it for the players to read and agree
to before they leave the first town is a must. For most players the thought of a moderator hunting them down and doing nasty
stuff to them will make them behave.
Also I think there should be a \'special\' punishment for those who continually disobey the rules... zeroing the char.... all skills put
back to zero. Then they can\'t possibly continue thier harrasment, at least not for a while anyways. 99% of people will learn after
the first time... those that don\'t can be banned.
Ancient One
Guest
posted 26-12-2001 18:43 GMT
I replied to a PK thread awhile ago. What I said in it was what Luca(sp) stated in an email i recieved from him when I asked about
PKing. There will probably be on Arena where people can go and fight. Also Guards will be about in Cities to stop fighting. I have
deleted the email now cause it was ages ago but this is what I can remember.
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PKing should be allowed but people who go out of there way to hassle newbies should be killed. :rolleyes: :rolleyes: :rolleyes: :rolleyes:
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Originally posted by Battle-Master
PKing should be allowed but people who go out of there way to hassle newbies should be killed. :rolleyes: :rolleyes: :rolleyes: :rolleyes:
I\'m sure many of the guilds will share your feelings on this and be ready to enforce that view with their own justice ;)
A newbie friendly place!!!!!!!! Runescape wil be turning in its grave :P
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there should not be outcasts or anythign of this sort.
people will simple pick out ppl that they dont get along with and \'vote them out the town\' u want this kinda crap go join survivor.
dick heads are needed in a game liek this. if everyone is a \'good guy\' whuts the point.i mean ud sit around train ur char and then whut....walk around and be liek uuhh hey guy..id kil u but ur a friend ofa friend ofa friend.
i plan on makin alot of enemies, dont hate em for it. ima try to make u guys have fun, and killa few of ya too. 8) :P
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I can see your point and agree to a certain extent. A game benefits far more with a full range of allignments from the very good to the totally evil ;)
But I don\'t think it would help anything if someone came to come to a forum and start mouthing off for no reason. Evil can be fun, I can appreciate that, but just don\'t increase the \'dick head\' count by 1.
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i just figured id come off with a good start at the dick head thing.
;) i didnt see anyone else jumping at the oppertunity.
and i dotn wish to be taken seriously people. i hope it can be a friendly im evil ur good ha ha ha kinda game thingy we got here. ill tone it down tho if it is so wished, as i would like to be a respected \'bad guy\'.
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Sounds cool to me 8)
I look forward to being blackmailed, robbed, stabbed in the back, beaten up and killed by you ;)
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noooooooooooooooooooooooo
i do not black mail or rob or backstab.
jsut plain old ima hurt u style. 8)
eventualy i might make soem friends. but i imagine not for a while. anyone wanna volenteer to be a bad guy with me? anyone is welcome, but ima run a respectable bad guy business-type deal. u can be an ass...but to a point. carry ur self in some dignified manner. and no point in flaming others...not really a point in comein to te boards if ur jstu plan on gettin kicked off eh?
send ina private message if u wanna bea \'bad guy\' 8)
a bad guy with cool sunglasses :P
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voting out of town would be crap , to steal wolfmans idea , to survivor ish (the town has spoken right?) though im Still in favor of a law system including PC police (with NPC help of course.... crims would just show up in low trafic towns to do thier dirty work otherwise) and a court system were the GMs are judges ... ( no hury it would be to hard to get people together). also i like the way that UO did PKing were you could only PK in sertain areas, but if you were there you were open target. this did not apply to guilds though they could fight anywere including towns. i think a way that PS can do this is to make the lower levels ( if im correct the world is done in a downward tunnel with levels) be more unlawful the farther down you go and once you are at the bottom there is no law. with this you would not have to worry about being attacked if you werea newbie because you could just stay in the upper levels. also we need to make the lower levels more atractive to non PVPers (IE strong weps and AR) this way murderers could survive, i still feel they are a nessecity, ill expand when i can think better ive run out of ideas ... tell me what ya think
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it sounds like a great idea...but i think it would be to complicated man.cuz ther are some elves or something that live in the lake...which is the last 2 levels of the big hole in teh gruond that everyone is in. plus in teh lake is wehre alot of ppl will hang out with maybe fishing or whutever. and collecting seaweeds.
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I say down with \"zone Pking areas\".
From my experiance with \"the other game\" I am aware that its just sorta stupid. People will run away and jump off the edge, or into a zone where the opponents level is too high and just stand there and moon you etc.
Plus, I mean in a RPG sense, its just stupid. I want to fight in towns, but that would get everything out of hand. But putting an invisible fence up isn\'t exactly the right thing to do either.
I saw put up official fighting arenas. And to the rest...I do not know.
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pk zones will be a bad idea as Bill said with the boundries.
I also dont think you should be able to report your killer, your dead after all. But if someone is watching you commit these foul acts, they can report them or why not blackmail the killer for not reporting (adds alot rpging).
If the act is done in plain sigth from guards (npcs) etc, it will be auto reported, since they will sound the alarm.
An assasins should be able to climb into someones building and stab them while they sleep and escape unnoticed and not suffer any penalties for their act.
just my small thoughts....
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i agree with hiana except if you have hired guards and they see you get killed by someone they have to go somewhere to report it, giving the killer time to get out of town before he is found so he cant really be and outcast , although he shouldnt be going back into the town for some time or he would be caught
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I agree with Hiana - you should be able to attack/kill other players or NPCs in certain areas that are \"out of sight\" of the city watch. That way, you could have those \"back alleys\" where you don\'t want to go alone at night, or the dive down by the waterfront where the brawls break out every night. Be able to play an assassin or something like that and kill people in town would add a lot to RPing.
I don\'t think that the hired guards would leave the scene to report the murder - if they were worth their pay at all, they would attempt to capture and/or kill the person who killed their employer. That is, after all, what they\'re paid to do. One of them could yell for the Watch, or go for help, but the other(s) would attack the attacker.
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ah yes, good point
but what if you only hired one? would you rather them fight the person and maybe die, in which the killer goes free, able to run aroudn the city and kill more or run for help? maybe you could have this choice when you hire them
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maybe u should be able to adjust that at any given point.
cept ya know....when ur dead. :evil:
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OR you could have a smart NPC that judges whether or not he can beat him (like a newbie tries to kill you when sleeping) if the guard was a higher level he could beat him so he takes charge and whoops the pk\'ing guy, and if this is a higher level he runs for help (which of course could be changeable anytime you like)
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that all sounds good man,but be realistic. all these people are volenteers i think. and i imagine with limited abilityies. that kind of stuff jsut seems liek askin for too much.
i say forget the \'smart guard\' or whutever adn jsut stick with say u can buy one of 2 type of guard the one that goes crieng to teh guards and the more loyal guy. the wussy one shoudl cost less.
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That actually wouldn\'t be hard to do - about on a par with making a computer-controlled Blackjack dealer (hit on 16, stand on 17). If the guard(s) level(s) are greater than the killers\', then they attack. If not, they flee. Simple enough. This is, of course, even assuming we CAN hire guards. Which, IMO, might be a little hard, because then you\'d have computer controlled NPCs following you around everywhere and taking your orders, and THAT might be a little hard to program. I\'d say leave the guards to the rich/powerful NPCs, and let the players fend for themselves.
It would detract from the \"community thing\" if everyone could simply hire half a dozen guards - none of the players would group together to go adventuring, because they wouldn\'t need to.
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Well said! :))
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I would wish for the ability to stalk around in the darker parts of the city unoticed.
-2 drunks is in the wrong place (no guards, dark etc.... feel the environment turn hostile)
this will give alot of possibilities;
-plain murder, if noone can report a murder, the murder walks free. An assasin would have the ability to mask their identity, so the victim will never know who killed him in any way, unless the killler say so to the victim.
-stun/rob, knocking a drunk unconscious shouldn?t be a problem if the assasin/robber knows where to hit (another skill choice)
-stalk/follow unnoticed, stealth and victims perception. Perhaps I want to make a burglar later, when he is not home or just want to sneak up behind before knoking them uncounscious, alot of bonuses from the environment here, dark after all...
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well, i meant the guards thing to be for \"important\" people, like people that are the head of the city or the richest, guards wouldnt be cheap at all......you dont see guards with normal people but is there guards at bill gate\'s house? yes, guards at the president\'s house? yes
sorry should have made clearer what i was talking about
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If there is murder, sooner or later, there might be hi-lvl assasins walking around stabbing and killing people and taking their items.
I like the other two ideas, tho! :))
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Well, you must all remember that there won\'t be classes just skills, that means that if we employ the assasin skills everyone could take those abilities and then walk around happily killing everyone without the guards doing anything
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That\'s a valid point. But, having role-played assassins (notice I said \"roleplayed\" and not just random killers) would add to the game.
What you could do is limit how and where you could learn the skills necessary to become an assassin (picking locks, maybe stalking, and certainly backstabbing or some form thereof). Thieves\' and assassins\' guilds aren\'t exactly easy to find, after all. You have to know who to talk to, and even then they\'ll probably set you a few hard tasks before they agree to teach you anything (quests, anyone?).
and then walk around happily killing everyone without the guards doing anything.
True... but think about it. Your average Joe on the street
doesn\'t carry much money, nor is he going to be worth many XP.
If there is an assassins\' guild (or some group that teaches these skills) they aren\'t going to appreciate someone killing off innocent people in \"their\" territory, without their consent. The Watch may not do anything about it, but the assassins\' guild certainly will. A few muggings is fine; such things happen all the time, and aren\'t really of concern to the guild. Even a few back-alley stabbings are acceptable. But someone who consistently breaks into homes to rob and/or kill people without guild consent will quickly be put under sanction, including but not limited to: refusal to train any further skills; refusal to use the guild headquarters (if there is one); or even being killed, run out of town, or turned in to the City Watch. The Watch doesn\'t see everything, but the guilds do, and they\'ll know if you go on a killing spree.
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Wait, you actually get EXP form killing people?! 8o
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What you could do is limit how and where you could learn the skills necessary to become an assassin (picking locks, maybe stalking, and certainly backstabbing or some form thereof). Thieves\' and assassins\' guilds aren\'t exactly easy to find, after all. You have to know who to talk to, and even then they\'ll probably set you a few hard tasks before they agree to teach you anything (quests, anyone?).
But it will still be so that the pkingers will find that guild go ther do the quests destroy planeshift.
It is just to skip it, besides people who will be assasinated (even if it roleplayed) will be frustrated cause they can\'t fight back, they can\'t get away.
And what if this assasin peanut wants revenge, stalking and killing the same person over and over, theres nothing he can do except quit the game.