[MUD-Dev] Player Justice

Freeman Freeman
Mon Apr 5 11:20:16 CEST 2004


From: Michael Sellers

> Very interesting, Raph.  I have to ask though, why was there=20 no
> way built in to overrun/change the local government?

We noticed very early on that players had a very, VERY strong sense
of ownership in "their towns".  Allowing players to take towns away
from each other would have been a pretty bad thing, in that context.

I noticed the same thing in Ackadia (which also had player cities
and militias).  In hind-sight, I would have revamped the pvp rules
there so that players owned their towns more permanently, and fought
over some third-party territory (but by the time I realized that
with Ackadia, I wasn't working on it any more).

I think the problem calls for an approach of severing the link
between guilds and territory (which is what 'towns' came to be), so
that gaining/losing territory doesn't feel like having your guild
'taken over'.  I don't think you can accomplish that without
*requiring* the territory ownership (towns, in this case) to require
the participation of multiple guilds.  The perception with that link
is that the town not only 'belongs to' the guild, but in fact *is*
the guild.

Which is a very good thing, really, that perception.  Leading me to
the conclusion that it's better to add 3rd-party territory for
players to fight over, so that their individual guilds can continue
to own their own towns.
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