Originally posted by Nikodemus
Then we are expecting that when interacting with others we can be sure it will be roleplaying, not ooc behaviour. Can we really do? Aren\'t those people the same people because of which there is no \"free for all\"? The same group which you wanted to forbid from doing this what harass you?
Definitely they are a quite different group. While you can make arrangements with the one, you can\'t with the other. They might use pseudo-RP if they are forced to, but that will last exactly as long as they need to make you agree. Usually you can spot it.
Originally posted by Nikodemus
Why not fight them insted of ignoring? The more we try to stop them, the more we hurt ourselves. Sure this won\'t be a problem for a person who spent his/her time on plaza or in tavern. But if you go out, seeking for adventure, there will be none.
If you consider being randomly killed by people who enjoy killing other players because they can, and consider this the purpose of the game, then I can see what you mean. If not, the only possibility for \"adventure\" would be that no OOC PvPer exists, which is impossible, obviously. Your \"adventure\" (which surely is supposed to be IC) would be reduced to OOC-ly hiding and running from other OOC-ers. More like in an FPS. While this might, at the first glance, seem realistic or even enjoyable, it in fact isn\'t. (see at the end)
Originally posted by Nikodemus
\"Conan killed all my family and now came the time of revange as i\'m ready to fight with him. But Conan didn\'t agreed on that and nothing can be done about it, i can\'t revenge death of my family\"
If we won\'t try to develop a diferent system and keep thinking it is because of mutual agreement. Nothing good will happen.
A lot of good is happening by removing a lot of bad, actually. Seeing that there
still are a lot of completely OOC duelling requests, even by players who have already been told to
not do so, proves that there would ba an incredible mess of uncontrolled PvP if there was no mutual agreement required. And these are not only n00bs, some of them are well levelled PLs. Open PvP does not further RP, it rewards PL, which is 100% OOC.
Originally posted by Nikodemus
So you choose to ignore them, like they wasn\'t existing. Why to deny them? Wasn\'t there he same people in medieval times? There still all, people who try to take advantage on someone else.
(...)
Why If there are people which goal is to hurt others, there can\'t be people who protect the weak and fight with criminals?
I haven\'t seen a MMORPG where it would happen.
PS isn\'t commercial project and i\'m sure it is more likely to happen we would work out a system where the people who break the law would be proportionaly punished.
The rogues, bandits and others aren\'t only stupid NPCs, but they could be other players.
The reason for this never being able to work is that OOC PvP-ers will know the system and how it is best used to avoid not just being defeated, but also being caught altogether. You would need to have >50% of the playerbase be GMs to control that somehow. Obviously, you will never be able to get that many reliable, skilled and honest players. Also, the entire system relies completely on the community, and the
availability of the \"good\" chars. However, these are restricted by RL things, so you can never rely on that. And even if, it may be very well likely that certain timezones have a lack of these, what would you do if you happen to be in one of them?
It is impossible to re-create medieval fee without both, good and evil sides, OOC-ly agree on rules that even out the playing field. These rules must, first and foremost, work around the fact that PS is merely a game, and thus there is no way of constantly attending it. This is essential, but an open PvP system cannot address this. The OOC PvPers will not care about their victims availability or whatever. Instead, they will quite readily seek out such times of OOC weakness.
The second most important thing is that the rules must ensure not the maximised fun of a few, but the maximised fun of every decent player. Thusly, while the fun of some individuals will indeed be lower than the maximum possible for
them, the overall average enjoyment will increase. IOW, you will not have a few people having fun at the expense of everyone else, but everyone will have fun at the expense of slightly reduced enjoyment of few.
It\'s all fine and dandy to say \"Hey, the game world is dangerous, gang up to defend yourself!\". The problem is that the ganging up aspect is by far not always possible, as I have said already, and also that, even if it\'s possible, it would force players into grinding and PLing just to be able to actually play. The only way controlled and even adventure can be delivered is by way of the environment, i.e., MOBs, not players, because players are unreliable, both in terms of availability and in honesty. IC evil is good, OOC evil is bad and it\'s possible impact must be reduced to the absolute minimum possible.
As for the \"changing PS\" aspect: seriously, it is my impression that what background we currently have is by far not the end result. It merely is the rough skeleton of what it is intended to become. I would be (unpleasantly) surprised if the devs would regard this as \"mostly finished\" because, frankly, it isn\'t. We have very basic ideas on what the history, the world and the races are. Basically enough to reach a somewhat meaningful decision on what to play as. What we are lacking is what is quite common in the recent generation of PnP RPGs: a set of
in depth, highly detailed books on each and every aspect of the world, dieties and races, including lore, legends, mindset, customs and environmental descriptions for everything, along with IC songs, poems and essays.
I see this happening in the library, actually. Some of the books add details that are not contained in the website, and what is written there is mostly done in a way that is usable in RP.