Limiting pkills
Posted: Mon Sep 05, 2005 7:28 pm
Although I'm not really playing too much lately, there's still something that sprung to mind lately (yes, LoS has never completely faded from my mind just yet ).
I've never been a big fan of pkilling, maybe for RP reasons I would do so. But the one thing that was bugging me the most about it was dead (nowadays: defeated) people returning for revenge. Just face it: you are dead/defeated. Stop taunting me. When a fight is over it's over period.
Now I've though of a system that may 'encourage' defeated people to stay defeated. This involves penalties - these may replace the current penalties as being more suitable. Here's what I thought out:
The player, being defeated, is temporarily berated of some 'privileges' that others have. For a certain time period (a real time period, like 24 hours):
- Defeated players may not engage, or be engaged in PvP (player vs. player) combat.
- Defeated players may not use broadcasting messages, or send rp messages. This might call for an OOC broadcasting feature to compensate.
It would mean that roleplaying would be virtually impossible for a player who has been recently defeated. Logical: he's been thrown out of the game in a way by the one who defeated him.
An example to clarify: Valiant vs. Kampfer
Kampfer wins the battle - this means that for e.g. 24 hours, Valiant will not be able to stand between Kampfer and the White Castle, or any other of his targets.
Valiant wins the battle - this would mean that, for a certain time, Kampfer can no longer threaten, taunt or terrorise any of his victims in an RP fashion. It would still be possible to wipe out the White Castle for example, but not RP-wise.
The big idea is to leave battles standing by themselves. It would also allow the opportunity for bigger battles with groups opposing eachother, without defeated players joining right back in before the fight has ended.
I've never been a big fan of pkilling, maybe for RP reasons I would do so. But the one thing that was bugging me the most about it was dead (nowadays: defeated) people returning for revenge. Just face it: you are dead/defeated. Stop taunting me. When a fight is over it's over period.
Now I've though of a system that may 'encourage' defeated people to stay defeated. This involves penalties - these may replace the current penalties as being more suitable. Here's what I thought out:
The player, being defeated, is temporarily berated of some 'privileges' that others have. For a certain time period (a real time period, like 24 hours):
- Defeated players may not engage, or be engaged in PvP (player vs. player) combat.
- Defeated players may not use broadcasting messages, or send rp messages. This might call for an OOC broadcasting feature to compensate.
It would mean that roleplaying would be virtually impossible for a player who has been recently defeated. Logical: he's been thrown out of the game in a way by the one who defeated him.
An example to clarify: Valiant vs. Kampfer
Kampfer wins the battle - this means that for e.g. 24 hours, Valiant will not be able to stand between Kampfer and the White Castle, or any other of his targets.
Valiant wins the battle - this would mean that, for a certain time, Kampfer can no longer threaten, taunt or terrorise any of his victims in an RP fashion. It would still be possible to wipe out the White Castle for example, but not RP-wise.
The big idea is to leave battles standing by themselves. It would also allow the opportunity for bigger battles with groups opposing eachother, without defeated players joining right back in before the fight has ended.