[MUD-Dev] PVP and perma-death

Steven King steve at madrogue.com
Fri Aug 20 15:53:16 CEST 2004


Ola wrote:

> Have PvP, but make the game perma-death only for the top 25% of
> aggressors. Or if all else fails, for all aggressors. Or make stat
> loss follow your "aggression-level".

This is an interesting idea, but I think the most interesting part
about it is the fact that the game conforms around the player's
actions.  The more PKing the player initiates, the more chance he
has of not being "reborn".  The same concept could be applied to
PvE, where the more bunny-killing the player does, the less
experience he gets for them.  The more wine he drinks, the less
effect it has on him (or he could get addicted).  From what I know
of the game Fable (Lionhead Studios), your actions have a big impact
on the way your character develops and the environment around him.
On a larger scale such as that, each player has the opportunity to
make his own mark on your game world, which -to me- would be the
ultimate goal of any VW.  That idea strays a bit from the base
topic, though.

This would definately be a PK-deterrent if that's what you'd be
trying to do, but a minimum aggression level should go along with
it.  Otherwise, a player who's only PK'd once could be your number 1
aggressor if nobody else PK'd ;)

On PvP: I play/played a MUD where all hostile actions against
another player required a 500-word email explaining the situation.
You were tagged by the system with a PvP ID number when you killed
or assisted in killing another player.  If the system did not
receive the email within a time period, you were not allowed to gain
experience and the penalties accrued from there, since the admin
monitor things closely.  That was quite enough to keep PvP actions
low, and even then they were always warranted and in-character.  Of
course, to gain experience after each level, you also had to write a
long essay on why you should be allowed to gain more experience, so
I always thought the admin just like reading.
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