PlaneShift
Gameplay => Wish list => PvP,PK and Thieving => Topic started by: FESFES on July 18, 2004, 07:51:51 pm
-
OK im many games when you PK somone in an area that you can PK in you get marked with somthing that says you PKed someone. I reccomend that we do not do this and that the whole area outside the city limits would be an open PK area. This way we could have \"a land of the bandits\" and instead of PKing being a rare and horrable thing to do it would be a commen thing done by the bandits and theives. This would encourage being in a party or staying with your guild outside the city walls. I also reccomend that when you get PKed you lose like ten tria and the person who killed you gets it. Also, to make the night a scary time. To do this i reccomend to make it really dark (just barly enough to see) so PKers could hide in the shadows. In other words i want to see the land out side the city to become a dangerous place.
EDIT: i just read \"does anyone get it\" and i reccomend there be a PKing mode and if you where geting closer to somone in PKing mode the music would change and would get louder as you got closer (wow that would scare the shi* out of me) =P (it would be like a horror movie) =P
-
good idea i bearly ever see players who picked night vision and infra vision for there skills like me :) so most people would not have a clue i like this idea alot and then there could be a way to murder and the \"bounty hunters\" could get there wages a long with hitmen and assasins trying to start a war. i also propose a one stab kill for swords if you hit the vital spots (neck, head) and slow death if you hit another vital location (stomach lung) where you could still fight enough so that you might be able to kill the killer before you die resulting in a double death
-
if you read \"does anyone get it\" youll c that the person under attack needs a chance to fight back so the 1 hit kill thing wouldnt work though i think its a good idea
-
I understand the brilliance of this and its a great idea, Plus it would ad that special advantage to planeshift, because danger would actually be frightening.
-
Yes, I\'m up for open PvP. I think the devs already decided that it wouldn\'t be allowed, but I think it should. Walks through a creaking forest shouldn\'t be safe - it should have opportunity for hiding assassins and such(just an example). It would be nice to have an element of danger, and perhaps players will actually think where to travel.
Plus, it would encourage players to form guilds and make friends, and go in parties, etc. In other words it promotes social interaction. It helps the purpose of rogues and assassins, and exploration/scouting. Just a thought.
-Zy
-
*** 2004-03-05 by Keith Fulton
...
- Added free PVP zones for arenas and quests.
-
That\'s great, nice one.
-
If it were to be open PvP, it would obviously only be in certain areas, otherwise it would be like I first imaged CB-constant noob slaughter covering the streets as mobs of desperate new players rush on for bloodshed.
-
ha ha lol well there wouldnt be fighting in citys I mean what are we, animals? :P
-
well actualy yes
-
Originally posted by FESFES
ha ha lol well there wouldnt be fighting in citys I mean what are we, animals? :P
Most of us.
Enkidukai have distinct felidae aspects, Dwarves are little beasts when they\'re drunk, Ywnwwn are half diabolo and Ylians...Are...Stupid. :P
-
Open PVP isn\'t that good, seeing as there will always be people camping near newbie zones waiting to pick off the weaker people over and over again, griefing the other players, which isn\'t good. As far as I know, planeshift will have restricted PVP (like posted by Androgos) so that only certain areas like arenas/historic sites/Distant and unlawful zones prehaps, will allow the open bloodshed. There will always be enough NPC\'s to fight, of all types, some more hidden than others, to keep people entertained, so Open PVP everywhere isn\'t worth doing. Also note that I also believe that being in a guild war will allow you to freely PVP everyone in the opposing guild without a challange. And you will be able to challenge everyone to PVP duals as well. (Correct me if I\'m inaccurate on any of this. I\'m mainly making educated guesses here on what little bits I\'ve seen.)
-
How about a Reputation system.
Local Reputation: Radius of city influence around population densities that have a working government by that Race. Any killing of others would reduce the reputation of that city of that Race which it controls.
Global Reputation: Divided by the number of Races ingame. If a Local killing had occured for a particular City controled by a specific race then that Local City would look upon the killer as such, but the surrounding cities would also have the same view though small. The farther the city, the less of a negative view upon the killer.
*Lower the level of the victim, the worst of a reputation hit is taken both locally and globally.
*Player/Government official victims have a devastating effect on reputation both locally and on a global scale without distance reputation reductions.
*Profession specific classes, crafters, resource gathers, merchants affect reputation severly as it affects the economic cycle of that Local Reputation zone.
No Zone: Beyond any radius of control around cities, outpost, forts, etc. have a Global Reputation hit and not locally, though very small to no reputation hit due to lack of witnesses.
-edit-
Along with a Rep system other factors need to be in place to ensure a proper world to control mass murder. Unfortunatly it coincides with the radius system mentioned above so here goes..
Society : Player Cities
Specific structures that are contructed to provide certain radius of control types...
Barracks - Law enforcement radius. Small, medium, and large. each providing an allowance pool of guards which the player run city may hire up to the max of the Barrack including additional barracks within Population control radius. The barracks will adopt the Population control radius for it\'s own, and ensure it patrols within.
Hall - Population control radius. Depending upon it\'s size, reflects the size of the radius of control. Within the Population control radius other structures may be built within as they all depend on this radius of control. Also houses the wealth of the city, in which case a small pool of NPC\'s are allowed to be hired to ensure the structure is guarded within.
Tax Office - Allows the player run City to collect taxes within it\'s population control radius. Once collected it stock piles until a player who is allowed to access may use the UI to transfer, if not it will default to transfer to the Hall once a day. Very limited number of NPC guards can be hired to guard within.
Outpost - Allows a certain number of patrol units, which patrol within it\'s medium size radius. This structure is to be built outside of the Population control radius. But the radius must be able to touch another radius of control/patrol path.
RoadHouse - This structure provides patrols along road routes. This structure can be built outside of the Population control radius, as long as it can link with that city along a road. The patrols are horse riden guards which go from roadhouse to the edge of the population control radius. Also the RoadHouse can be daisy chained by the number of the City size, max of 4 or Village, Town, City, Capitol. Each RoadHouse sends patrols between them to ensure the chosen road is made safe.
Fort/Castle - Military control radius. This allows military NPC units which not only act as guards with limited partolling of the City but mainly upon the walls and towers. This should deter the WarLords players / united pker\'s. This structure can be built in a city zone, in which case it will adopt the Population control radius rather than it\'s own. It can also be built outside the Population control radius independantly. Ruling within it\'s radius of control with a military standard. This allows Warlords to establish mini kingdoms or legit governments to...take teriitory from another player city. The structure does have it size limits and this does relect upon the number which it can house. Ranging from wood fort to stone citadels. Independant structures to rule with military might have 1/4 the size of control radius than a Population control radius in respect to the size of the structure in question. Also independant structures have access to siege units/equipment.
Toll Booth - For bridges, ferries or city gates. The player has the option to set the rate as well as who it will charge, citizens or non citizens, merchants, or what have you. The size of the radius is limited and should be used in a area which one must pass through in order to collect. This structure does require to be within a Population control radius or within a Roadhouse patrol path. No guards to be hired, depends upon the patrols. The transfer of cash maybe collected by a player accessing the UI to transfer to the Hall or it will default to a specific time.
Marshal\'s Office - This structure provides bounties as well as collecting from completing contracts. This structure will flag any criminal\'s which have bad reputation on a local reputation zone, as well as global should it be that bad. Must be built within the population control radius. Pker\'s would have a hard time getting in, but a thief upon success can have their exploits removed or even reduced by tampering with information within. Then again it\'s up to their skill.s.
Plaza - Allows the merchant player/s to sell their goods on ... event days or what have you. Thief heaven.
Walls, Towers and Gate - No radius projected from these structures though they need to be built within a Population control radius or military control radius. Different sizes and material are optional upon the selection to be built.
Note - Population and military control radius go hand in hand. Choice is how one wishes to control.
Note - Each structure provides a UI to the player in which is assigned to do so to ensure proper maintaince and management are consistant. Interaction with the NPC must be done in order to gain the UI.
Note - Structures can be destroyed, upgraded, repaired and captured.
Note - Currency stockpiled can be accessed by thieves if they are even good enough. Not every structure is safe, hiring NPC guards will reduce their exploits.
Note - Day and Night effect, Number of Guards are divided into 3 shifts. Day, evening and night, as to their numbers on each shift may be manipulated by the player who has access to that structures UI.
Note - Hot zone or OverHead map UI which allows the influence to patrols within city limits. Placing hot spots, depending upon the activities of the players within a city one can alter player questionable activities. He/she who is in control can increase patrols in one area by lowering another. This will allow business districts to form to ensure safty and co-op with local governments as each will depend on one another.
Note - Independant Fort/Castle have no Local or Global reputation zones within. But is considered a No-Zone reputation effect.
Note - City Expansion, additional cities under the same banner with it\'s own government become a vassal state. The Noble who is assigned to maintain the vassel state (player) contributes it\'s share of taxes to the Main Lord of the realm. Main territory and vassel states can share the radius of controls, and intertwine the network of structures to ensure PK\'ers are kept to a state of rarity and thus they must fend for themselves from the dangers of the wilderness. While the organized communitee may continue to adventure in safty.
By creating an enviroment which everyone depends on each other to ensure safty and protecting their way of life/play style within that city. Does infact reinforce their co-op with both government and it\'s population, forming a society as it should. Noobs will come to appreciate the city in which they depend upon for protection, merchandise and support. In turn becoming a member of that city which the local government needs. In times of mass attack from warlords or other governments, aye it will suck, but your protecting something more than just a structure or wealth... but place ya can call home.
-edit- Of course the size of the map would need to be insane, of say like the size of WW2 Online being the largest of all. Also it incorperates a comprimise to both parties as I\'m sure the PK communitee that establishes similar cities, only to house and protect them from the other cities which hunt them down. Rest assured they will be outnumbered greatly only to face mass attack by... non pker\'s =o. Though with a map large enough as in WW2OL, the shear chance of a pker finding a non pker in the wilderness... gah I should win the lotto...
Course in the beginning pkers will be high in numbers though isolated, but in time vanish completly and yet still allow guilds to rp evil if they choose, though a difficult life it will be. In time the filtering system will do it\'s work once the players organize and unite as a society in a realm of RPGer\'s. But that creates a history, year down the line as ppl will write and talk of the dark times long ago and how they have achieved peace among the kingdoms. Yet far off in some distant area of the map, a new order brews...
-
I agree with a reputation system (i metioned it in the other thread)
EDIT ya thats the kind of thing you make a thread for :P
-
Escept this isn\'t a cxity sim and we don\'t make the cities. :P
As far as I know Xordan is right.
-
Im up for it everywhere this would add a great realism factor to planeshift \'\'final release\'\' (not that there will be one) yet it would have to be strongly discouraged by having something like a reputation factor (good idea ESB) or maybe that you could kill someone who you saw pkying and not be punished for the kill. is this idea possible?
-
I agree. I\'ve played many games where the atmosphere has been ruined by too much light. It sucks if you can see the scary things or monsters sneaking up on you from a mile away. Same thing for pvp.
I also love open player vs player combat. It adds a lot of depth to the game and a sense of danger at every corner. I think theiving also adds a spice of adventure to things. Put them both in! :)
Someone mentioned pk\'s camping the newbie zone. Well, just make the newbie zone pk-free, and possibly the path leading to the newbie zone pk-free. Problem solved.
Towns or cities should be guarded to prevent fighting in the towns, so people can have some safe haven. Maybe people who pk too much aren\'t allowed into most towns because of their bad reputation.
-
Well first off. Who brought back my old thread? Good job ;)
The best thing iv heard of as a solution top open PK is that once you are a certain distance from a city you are in a \"free land\" full of outlaws etc. with no rules or laws :)
Kinda like taking a boat to the middle of the pacific...
But the devs already said there wouldnt be open Pk :( to bad I guess
-
I personally would like some PKing, though not overwhelming. I think we should have some kind of \"outlaw village\" were laws don\'t abide and everyone can kill everyone that is a certain level around theirs. Like a level cap.
We should also keep the colliseum (It\'s kind of late to take it away now isn\'t it?)
-
I would recommend that there should be areas in planeshift where player killing is possible. (Outside of the arenas, fighing dens etc)
However people should not be allowed to kill others whenever they like (guess why). So I suggest that there should be roads between the cities on which travellers are safe. These roads should be patrolled by a police force to add realism.
If travellers choose to stray from the roads they can be killed by other players, who should not lose reputation etc as nobody else saw the deed take place. This avoids the need for an unrealistic \"Wilderness Level\" system. If a weak player (note that i did not say noob) is caught in an uninhabited area by a malevolent stronger player the stronger player should be allowed to kill them. New players / non combatant players / players carrying valuable goods can stay on the road and hence be safe.
I would also suggest that there be \"bad districts\" in towns and villages where robbery, murder, mugging etc can take place without much chance of being caught. Players caught should be dealt with harshly by the (npc) catcher, who may fine, jail or kill them.
-
I think swift and Bjorn have great ideas.
I like the idea of a \"outlaw village\", it will be like a pirate\'s island in the \"Pirates of the Caribbean\". Only creme de la creme of the thives will be there :P and every noob will be curious what\'s insite (but they will have to wait until they will be high level enough or try there luck now ;) ). And safe roads + danger outside from the road = nice PK :D
-
I put an outlaw city thread on the wishlist a while back, I dont remember what ended up happening though...
-
Originally posted by Xordan
Open PVP isn\'t that good, seeing as there will always be people camping near newbie zones waiting to pick off the weaker people over and over again, griefing the other players, which isn\'t good.
The weaker people (for example the civilians who can\'t fight, but just earn money with jobs like blacksmith, miner etc.), should stay in the cities.
If this weaker people want to go out they should run as hard as they can when there bandits waiting for him :P
And ofcourse the best solution would be to hire a mercenary, I mean what the hell are we mercenaries supposed to do if there is no fighting in PS :S (Only duels were both players want to fight like in arena;s and special events).
You should be able to fight ANYWERE, noyl in cities there will be guards walking around. When someone is attacking you you should just typ \"guards\" in the chat and some guards will help you and kill/jail the crimiminal.
This is also a good solution for people that are afk that are blocking the road with solid models. If someone is blocking the road just kill him if he\'s afk, I mean if he is afk he cant call the guards so you wont get punished :)
Edited for language.
-
Originally posted by Toadhead
Originally posted by Xordan
Open PVP isn\'t that good, seeing as there will always be people camping near newbie zones waiting to pick off the weaker people over and over again, griefing the other players, which isn\'t good.
The weaker people (for example the civilians who can\'t fight, but just earn money with jobs like blacksmith, miner etc.), should stay in the cities.
If this weaker people want to go out they should run as hard as they can when there bandits waiting for him :P
And ofcourse the best solution would be to hire a mercenary, I mean what the crap are we mercenaries supposed to do if there is no fighting in PS :S (Only duels were both players want to fight like in arena;s and special events).
You should be able to fight ANYWERE, noyl in cities there will be guards walking around. When someone is attacking you you should just typ \"guards\" in the chat and some guards will help you and kill/jail the crimiminal.
This is also a good solution for people that are afk that are blocking the road with solid models. If someone is blocking the road just kill him if he\'s afk, I mean if he is afk he cant call the guards so you wont get punished :)
I do believe that even new players and non-combatants would like to see the outside world. if you really wish for PKing to be allowed then maybe each destination can have two paths leading to it from one source, players will be encouraged to use the PK friendly path since it\'s shorter distance, while the path that forids PK will take longer.
The models(player characters) will not be solid from what I think I read.
Just to be user friendly I think that a small warning message telling you that you are entering a free PKing zone should be displayed whenever you enter such a zone and a similar message be given when leaving.
As for switch from PK to nonPK and vive versa.... I would like to recommend a mode switching time... say 30 seconds to a minute (or 5-10 turns) this way players can\'t be cheap and walk back into the non-PK zone whenever they are or are about to be hurt.
In this method, it gives people entering the PK zone a chance to get some distance between them and the harvesters, also allows players who are engaged in combat to chase their target into a non-pk area and finish them off(since the player seemed to have accepted it, he had his time to not enter the PK zone in the first place.)
Edited for language in original quote.
-
Personally I don\'t think we will need a notice to tell players \"You are now entering a pvp zone. Stay Safe\" The landscape, music and lack of people should convey that the area is not safe. That way we don\'t ruin the realism.
-
Originally posted by swift
Personally I don\'t think we will need a notice to tell players \"You are now entering a pvp zone. Stay Safe\" The landscape, music and lack of people should convey that the area is not safe. That way we don\'t ruin the realism.
The notice does seem to be going overboard, I guess I just hoped for some sort of indication that a player can check at will.
Landscape and music can be learned and adapted to, but lack of people can often happen in obscure areas. It doesn\'t have to make a noticed as drastic as you claim. Maybe a simple icon or even a sign on the ground (can contain something like \"Bandits ahead\").
-
i both like PK and not... i think that PKing should be possible but a crime so that the one that got killed can go to the police office or whatever it is going to be called and report the crime and that way the police is placing a price for catching him.... and there should be a time limit on when you can kill a player maybe one new player a day walks out in the forest where a PK\'er/robber is waiting but he cant attack because the player needs to be at least a week old or something so that he can get familiar with the game before really begining every thing, so there will be no need for a sign where it reads Now entering PK area as everything is PK area but if a highly skilled player would walk out in the forest with his everyday clothes then it would even be risky for the PK\'er to attack, but he can of course not see that it is a highly skilled player so he attacks and dies and that would make it very risky for every one to be a PK\'er so if PS just could make PK\'ing so risky that not many would choose to PK except in Arenas and stuff like that then it would be cool for every one...so
------
PK\'ing is a crime
PK\'ing is very risky as you dont know who you are attacking
PK\'ing can happen anywhere except in cities
PK\'ing can only happen to players over a week old
PK\'ing is legal in Arenas and stuff
-
I think open Pk would be pretty much the biggest thing you could add to the Rp elements of ps. People like mercants and stuff who need transport to another city with more open trade could hire a merc. Assasins cpould be waiting around any corner for a PS politician (yes there will be those). There are endless possabilities of what it could do. Not just people running around killing anyone. The devs should really reconsider open PK. Maybe they could try it for a week or two and see how it goes or somthing.
-
I really don\'t agree with this.
It only seems that \'pkers\' are benifiting from this.
I think that some areas should be an area wher eyou can attack but not all. The area you want to be able to attack in is a raver large area. And when youi talking about the nightvision stuff, i highly disagree.
How are people who arnt bandits and thievs going to benfit from anything ike this?
This also sounds an awful lot like runescape, being restricted areas to pk in, being marked if you attack someone. I believe that it should sorta be like that, maybe not being marked and losing everything if you die, becasue that is how you make your living on this game :D But, restricted areas there should be.
-
How do you propose bringing in a system to restrict pking ?
I don\'t like the simple \"wildy level\" system in runescape at all - totally unrealistic.
A \"maybe I\'ll be caught\" system could work though, but it might be hard to implement realistically.
What do you suggest?
-
Maybe rules can be enforeced by a grand observer NPC, they can\'t be killed and observe a wide area.
A day is 24 hours, they take two 1 hour breaks a day, there by allowing for a thief/bandit/Pker to kill freely without being caught. Course to keep the risk up, the break times are entirely random and determined at the begining of the day. People who don\'t PvP will need some sort of protection... maybe those can see marked PKers after they visit a specific building (a police station like area where a list of killers are listed).
If you are caught by the observe to be PKing then you will automatically appear in the wanted list with an incremental bounty depending on how much you kill and how powerful a person tou have killed, this lets bounty hunters have fun and a valid job.
To not be marked by the observer as a PKer you must challenge that player for a formal duel, in such an event, neither side will be marked for PKing.
A rule should be placed so that it\'s the person who initiates the attack against another player first that ends up on the wanted poster. After all... it would suck if a merchant became wanted just because he killed a bandit in self defense.
The marker on a PKer can either dissapear after a set time (maybe 3 days to a week?) or assuming a set bounty deduction rate, when the bounty hits 0.
EDIT: PS. I have never played an MMORPG in full before, so I am making all this up and I don\'t know how well it would work... I tried to reason it out as best I could.
-
The problem with a \"Grand Observer\" npc is that, if implemented as you suggested, pking will only be allowed for an hour or two every day. Aside from being incredibly unrealistic, this would have numerous problems for non-us/Europe players. As the random times would have to coincide with popular playing times in the US and Europe, the \"pk-ok\" times would probably end up in the middle of my night.
However I strongly support the idea of only marking players who are \"caught\". This would make a new sort of bounty hunting that has never (to my knowledge) been implemented.
-
I was thinking of a planeshift hour...
1 PS day only lasts 24 minutes or so.
I suppose 1 minute isn\'t enough to make a kill? Though all that is required is that you START the attack while he is away.
The grand observer NPC doesn\'t actually exist, it\'s just story content, the actual monitoring will be done by the server.
This would give almost any player a chance during their short playing cycle...
I think the number of breaks he can take shouldn\'t exceed 5, since then it increases the chance of him not noticing by quite a bit.
-
No PKing.
PKing is stupid.
Arguments will have my foot painfully introduced to their rhumps.
-
I like the open PvP idea, but then I get memories of playing ShadowBane. Man, crazy times. If you were under level 50, you\'d be the 1st guy they targeted. The whole land was open PvP, and you\'d grow to hate the game if you weren\'t strong enough to defend yourself. You ALWAYS had to be with a group or with your guild. Traumatic and boring experience.
I\'m sure PlaneShift will have a different PvP engine from ShadowBane\'s, and I\'d be willing to give it a shot.
What I think should happen, is like this:
Keep the newbie areas closed PvP so the low levels can get some XP without dying every minute from bloodthirsty PKers. Make pretty much everything open.
That would be pretty cool, because you have to watch your back for Thieves and Assassins, or a giant group of 20+ people stomping their way through the land. Just thinking about it makes me drool for combat >=D
-
well, how about servers that you assign your char to, you could swap servers with a decent reason (i miss my friend, we are on diferent servers) or (im sick of being pked) their could be 3 server types.
safe (no pvp)
mid (some outside of town)
true (anywhere, anytime)
of course their would be several places and then their is the huge world to come so that will make different player types (personallities) stick together with certain other types. i love being the protecter and the low level who saves an even lower lvl from a high lvl by jumping infront and attacking. i also love having the privilage to fight anyone at anytime and to be the one who joins in the fight against the mass pker. man i miss old tibia :P
but really think of that. open everything. also adding \"fast hands\" would be a fun game.
but b.o.t.
i would always love to be the defender. or the grunt in a huge clan (not guild since a guild is like a hq) that takes over planeshift.
that would be cool if plainshift was occupied by a player run army. it would be fun if the devs and gms would take no part in the fightin of that and let the players fight. think of it people would be angry
then they would fight off the occupation.. wars in ps
-
i thought planeshift didnt want seperate servers so they could keep the community together?
-
it would probably encourage people to rp in groups to, they would meet people in their skill range and lvl together..... and i said before it would be changeable
-
the being able to change has nothin to do with it.
as moogie said in the tabocco thread:
Originally posted by Moogie
There won\'t be more than one server. The devs want to keep it one server = one community.
-
well, if you add this along with their some day adding of real time combat, it would be awsome. a player might not be the one who would fight, it would encourage groups as i said before (like a raid on a caravan) it could encourage people to train on combat abilites like not just skills but their human interface abilities (like button control ect. ect.) think about these ;)
-
Originally posted by FESFES
... whole area outside the city limits would be an open PK area. This way we could have \"a land of the bandits\" and instead of PKing being a rare and horrable thing to do it would be a commen thing done by the bandits and theives. This would encourage being in a party or staying with your guild outside the city walls. I also reccomend that when you get PKed you lose like ten tria and the person who killed you gets it. Also, to make the night a scary time. To do this i reccomend to make it really dark (just barly enough to see) so PKers could hide in the shadows. In other words i want to see the land out side the city to become a dangerous place.
I think this is a good idea, but I think a better way to do it would be for a \"Bounty\" system. make it \"illegal\" to kill players outside the city but possible. The killed player should lose *something,* but the PKer should gain a price on his head. A bounty hunter who manages to kill the PKer should be able to go to a bounty office and get their money and be cleared of all charges of PKing. As a PKer kills more people the price on their head should go up, and after the bounty is collected they should lose their weapon/glyphs as appropriate for the number of kills ie 1-3 kills nothing, 4-8 kills one weapon, 8-15 kills 2 weapons/glyphs, 16-20 kills 1/2 of all glyphs and weapons, 21+ kills all weapons/glyphs and 50% of total value after loss of weapons/glyphs deducted from Tria, without negative numbers. My numbers are prolly low, but it would be hard to kill alot of people since there will be alot of bounty hunters under a system like this. It would also make it almost imperative that a PKer have some stealth skill and be very observant...
EDIT: I missed the second page of this thread, so I have alot of ideas previously mentioned but also a few that haven\'t been. BTW, I completely agree that the \"game that shall not be named\" *cough*RS*cough* has a riduculous pking system...
-
Ya tell me about it. The whole game is groups going around PKing eachother. And if thats what the devs are afraid of from open PK it can be easly avoided. We have had harder times in this community I think we can \"extract\" the RS-type players from here and have a great PK system.
-
Originally posted by Cybio Kingfist
If it were to be open PvP, it would obviously only be in certain areas, otherwise it would be like I first imaged CB-constant noob slaughter covering the streets as mobs of desperate new players rush on for bloodshed.
...
thats where real time combat comes in! that way noobs would not just be something to kill!! but players with un-known skills....
sorry to bump, i just have been away for a really long time
-
I would like to see some form of open PvP. But just having a bounty hunter system will not solve the \"grieving\". It is very hard to kill a player who is not online. Most Pkers log off after a kill.
Mercenarys will not protect you from Pkers. Low level players get killed very fast. Having a guard, just means the Pkers will have to be high enough in level to kill or escape from the hired mercenaries after they have killed you.