Author Topic: To PK or not to PK  (Read 12890 times)

SnowWolf

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« Reply #60 on: January 26, 2004, 02:04:34 am »
I think you\'re over-dramatizing the amount of people who would actually spend all their time pking.

The benefits of having pvp far outweigh the negative aspects IMHO


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RussianVodka

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« Reply #61 on: January 27, 2004, 12:30:48 am »
Ok, there has been a lot of arrguments about PKing, should it be in coloseums, duels, guild wars, ect.......

Well i have a solution:
Farther away from cities and urban areas, there shall be places where people would go at there own risk.... these places should be fields and forests between large cities placed... other than PKing these places should also have stronger monsters and more advanced quests...

The advantages to this is first that it will be more realistic, these will be places where the laws and order of the cities can not be enforced and chaos rules. And second of all it will keep newbs from wondering to far (finaly a place where you could see something other than Q\'s like \"how do i jump\" in the chat box) :]



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_Drezz_

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« Reply #62 on: January 30, 2004, 11:45:49 am »
As for the rep thing on pvp, REP can actually work when there\'s a large number of \"bad rep\" and \"good rep\" and \"neutral\" cities.  The npcs should react according to it\'s city\'s rep tolerance.  This way, people who like to pvp can go to bad rep cities without worrying about \"pvp-hunter-griefers,\" ppl who never pvp can stay at good rep cities and ppl who are in the in-between stages can go to neutral cities.  REP should be able to be changed by doing different types of deeds in order to increase or decrease REP.  But I think that\'s just more for cities rather than pvp in general.

I do like the idea that harder monsters are further from town, and will likely keep vagabonds busy... but I don\'t think it would help against a group of pvp killers.  It would probably just allow them more time to find you and slay you while you are engaged in combat.  There were many guilds in SB that had groups specifically trying to do that.  It made matters worse when one of them were grouped with you.  They would just relay a mssg to the rest of their guild where the party was and would surprise attack as soon as you were in combat or right after.  Some ppl live for pvp, those are the ones you need to regulate in order to keep the care-bear players happy.  A well-rounded PVP system is an essential aspect to making PlaneShift into a successful game.

RussianVodka

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« Reply #63 on: February 01, 2004, 03:25:42 am »
Well, as for keeping peace, i think the guilds might help... Think of it this way... You see a newb lost in some PK area, you kill the newb. On top of the newbs name apears the name of the killer (you) that only his fellow guild members will see. Also after you killed the newb, an option was enabled that lets the newbs guild kill you in non PK areas... And it just so happens that some buff veteran guild member doesnt like his newbs bieng killed, so he sends a assasin party after you...

DO YOU STILL WANA KILL THE NEWBS???



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derwoodly

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« Reply #64 on: February 09, 2004, 02:13:19 pm »
I think I have said this before in some other posts, but I think it is worth repeating.  Only a game that puts vertually no restrictions on when, where and who you can kill is truely a PvP system.

If everytime you win a battle you are labled a \"killer\" then some killers may be just people defending themselves.

I do like the idea of having safe areas for low levels and for merchants.  When a new player is mugged it speaks poorly of the experienced players.  When they attack new players it is like shooting fish in a barrel.  But it is still done.  Safe areas for the first few hundred skill points will help newer players to get used to the game.  I would even enjoy at game that had a safe area that let you get to 90% of your max level.  Getting the last 10% would require you to venture out into the \"real\" world and it should take longer than the first 90%. Then  at 99% that last 1% should be very hard to get.

Note: I am mentioning the percents as just a guidline, I know PS is going to use a skill point system.

Skalrock

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« Reply #65 on: February 18, 2004, 05:50:20 am »
yes i think player killing should be in this game to make it good. BUT not on new players and not on people who are weak. a dueling area is a good idea

Sinbad

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well.. Pking is what you make it to be
« Reply #66 on: February 21, 2004, 10:16:46 pm »
If you look at the various ways that PKing is done in other massive multiplayer aspects each have their advantages and disadvantages.

Take Everquest with its racial or diety wars,  usually one side ends up lopsided over another but, you cant kill your own guys ( frag ).  

DAOC - proper   you entered a fronteir area where pvp was open in certial regions,  only to opposing teams.  but ou could do it based on individual or team efforts.

DAOC - pvp   you could kill anyone anytime -  this type of open pvp usually spawns hordes of the most powerful classes beating up on everyone else and entire guilds made up of only a few classes or (builds) dominating the rest of the server until the game makers are forced to nurf the class or make balance changes.

Then you have Shadowbane which was full pvp also,  and ran into the same problems a daoc pvp

I think that PVP is almost a neccesary part of any roleplaying game as it allows for justice amung players, but i also think there should be penalties involved in the pking.   Some games try to do this with factions,  others with a \"karma\" that makes those players evil.   I think taking some of all of these might be the way to go for a productive pvp system



Holding players accountable for their actions is the toughest thing that any game can accomplish,  and doing it in a manner that will attract players is even tougher.   lets do some for instances...  the first thing a pker will ask is,  whats the loot rules.

No loot?   well a pker that can kill without worry of losing his items if he himself is killed,  attracts tons of griefers but the antipkers like it because they dont have to worry about losing hard to get items.

Partial loot - this is always tough,  because the only way ive ever seen this effectively work was in bad game that had good intentions.   A pker who killed and killed gained negative karma and once deemed evil there was a % chance that that person would drop an worn or weilded item based on teh percentage of negative karma.

Full loot,  pkers love it rpers hate it.  but it does hold pkers more accountable if they get caught,  and what you normally end up with is nekkid pkers running around trying to get a blind kill on an unsuspected victim.


So how do you allow pk without running into major problems?    I think the idea of making PK regions  that only characters over a certian level can enter is the best beginning.  as far as rewards and penalties,  i like the idea of being able to kill whomever you want,  but if you kill players way under your level you should be penalized for it.  

I dunno  i dont have an answer i am just offering up what other games have done and not done ... to stir some conversation

Tyriel

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« Reply #67 on: February 22, 2004, 01:01:49 pm »
I have played a free mmohrpg (h for horror) and there is a full PK system...nobody is complaining and there is no newbie killin rampage..everything is real and the way it should be..and this PS community is full of friendly ppl..so I dont think that full pvp system is going to be a problem...but devs know what devs do...
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derwoodly

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« Reply #68 on: February 22, 2004, 11:37:53 pm »
What is the free mmorpg called?

Ineluke

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« Reply #69 on: February 23, 2004, 07:52:41 am »
What about having the victim of a killing receive their money back and thier items back plus half of what the killer has if they are caught.  If the kiler no longer has their items the person gets all of the killers items and money and the next 1000 dollars the killer makes is automatically given to the victim.
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Tyriel

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« Reply #70 on: February 23, 2004, 03:06:28 pm »
no no....U can have a free PK system but if u kill someone u dont recieve anything from him...only a little exp and a some of ur good points decrease.Only places u can get loot out of other non npc chars is in the \"free battlezones\" and in duel areas (i like arenas ;) )
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Drayven

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« Reply #71 on: February 24, 2004, 07:04:00 pm »
I believe that PK\'ing should be allowed, but to certain standards...

1 - Massive PK\'ing - Yes!
2 - Selling of the items looted from someone\'s corpse - NO!
3 - Bounties on the head of a PK\'er - YES! YES! YES!
4 - Tag that marks someone as Murderer so that everyone in the world knows you PK - NO!
5 - New Job: Bounty Hunter - YES!

Now you see here is the idea that I have... Allow PK\'ing to happen, but also for each person you kill you get a bounty put on your head.  Say for every 10 people that you kill the bounty moves up by 25%... THUS... The first 10 people you kill will cost you 1000 currency pieces per kill...  THUS 10000 Currency Pieces for 10 people, but on your 11th person it goes up by 25%, and thus moves up to 11250, because it went from 1000 currency pieces per kill to 1250 currency pieces per kill.  Then 2000 at 21, and so on and so on... NOW, There would limitations to things like this, because people would Exploited that feature and get rich extremely quickly.  You wouldn\'t be able to get another bounty placed on your head from the same person twice for atleast 10 hours after the first time you kill them...  THEN You wouldn\'t be able to collect a bounty off the same account for nearly 240 hours (10 days).  Now you ask...

\"If I am killed... How does this help me!?\"
Well, if you are killed, sorry... Die\'ing isn\'t supposed to help anyone, BUT your items that the person loots will be tagged and will not be able to be dropped except into bags that also will no be able to be dropped once a player looted item is placed into it.  Or put into a trade menu either.  EXCEPT for Crystals and for gold.  They can\'t sell the items to NPC\'s either.  They can use the item though to show that they have it.  When used it dies just like normal wear and tear, and any charges used are used for good of course.  S/He could pretty much use the item as if it were his/her\'s item.  Once the bounty is collected though, your items are either teleported DIRECTLY to your bank (If there is one) or to your pack.. YOUR choice, because it would bring up a menu informing you that the items were back.  All items would be brought back EXCEPT gold or Crystals...

This would allow PK\'s to show there place and even loot, but would give everyone a disadvantage along with an advantage.
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RussianVodka

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« Reply #72 on: February 25, 2004, 01:13:04 am »
I dont like the idia of massive PKing, becuase people will just spawn camp at newb spawnpoints, but if you make the PK areas a bit farther from cities it will be more or less ok...

And anyways, if you kill some guild member the guild wont be to happy about it... The thought of bieng jumped by the guild would stop most people from execive PKing. And another thing is that most guilds have rules about killing other PlaneShifters withought the consent of the guild, so you realy cant count on backup... So, maby guilds will turn out to be the law inforcers in PS... who knows...



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DepthBlade

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« Reply #73 on: February 28, 2004, 02:42:54 am »
I hope this game goes  PK not just a certain area to PK but anywhere except maybe shops, temples maybe even cities, but everywhere else should be made fair game!

shadowroush

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« Reply #74 on: March 07, 2004, 05:35:08 pm »
so here i am, I got PK now what do it do. I have lost everything with no recorse for action to the crime.(well maybe other then the person getting a mark added to there name that done not help me any.)
If we are going to have a PK system then lets put in a system where by people cant just go around freely PKing other people with out a price to pay for it.
We can put in NPC Mercs that can be bought to hunt down PKers, (only people with a neg mark) and if I dont have the money myself then i can pay in what I can and tomarow another peoson can pay in till the merc is bought and the PKer is killed.

If I am a merchent and have been PKed there is no way I will have the skill to fight the PKer myself. Therefor I have no recorse for action. Unless I can Hire a NPC to kill the PKer, and maybe get half of my goods back, NPC keeping the other half.

This will both take money and goods out of the game too. I will feal I can do something to get part of my goods backand to get back at the PKer. The Pker will know there will be a price to pay for their crimes.