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Was such a good post I figured it deserved a doublepost!
Hmm on the subject of PvP....
What I think would work would be a system similar to DAOC's, probaly the most successful N.A. game with PVP as a large focus. Perhaps combine it with a system similar to EVE's wherein you COULD attack in town and in pvp-free zones but that it is 100% garuenteed death if you do. ( I would leave out EVE's system of 'incentives' that force players into the PVP zones. )
A good idea to try would be a world wherein anyone can attack anyone else anywhere, but in any nation state that nation state will either immediatly or progressivly send creatures out to kill you. Nation states would be quite large and one or another would 'control' 90% of the places worth being.(Even a dungeon can be 'controlled'. PErhaps the guards wouldn't venture in unless after a specfic person, but they could surround the place outside.)
Whenever you kill someone, if that person is alinged with a nation state, the nation state would send guards out after you. Perhpas if you killed someone in town or such or even attacked they would teleport magical guards in to r0x0r the PK immediatly instead of sending them out from a base. Every time you killed someone you would have another one of these creatures after you. For each person you kill you have sent after you a MOB equal to you level in power that will eventually find and engage you. Have it dissapear when it they log off and reappear when they log back on and contuine tracking them.(I would suggest a straight-line tracking method. If you use zones just run them between the zonelines that connect the paths. Might I suggest drawing an adjancy matrix and useing the simple UGTEO method? Must let them teleport....) If a person kills the same person twice(ever, no decay) or more than 1 person in a given time frame the PK person will have another MOB sent out after them....more powerful than the last. The increase in power level of the MOBs should be farily steep. If you defend yourself you won't have a problem, if you attack others or even pick on one person you'll soon be overwhealmed by huge ass monsters that can kill anything. Use an inverse fractional based on PK number on an exponential system to provide a good curve.
You want PvP to exist and to be a threat but not to overwhealm the game. A garuenteed death system for anyone who pushes it at all beyond the defense level and should quickly be overwhealmed with multiple deaths and their accompanying penalties will work. Perhaps have the penalty for being killed by the guards sent out in this manner be much more severe than normal. This will work because it does not rely on 'player justice', PVPers will have to be dam good PVE players also.
Have realics and forts available between the nation states for capture, in these war zones no penaltieis for PVP would be incurred and these zones would provide the same type of incentives DAOC does, minor bonuses to the realm that has them. Allow their upgrade and the purchase of guards later on. Inside even an enemy realm you would be protected by the laws of that nation and be free to group with anyone you liked.
This is what I belive would be a good PVP system. You effectivly prevent non pvp zone PK with instant death, you don't have to make xX as much content for all x realms, and people who wish to PVP with goals will have that available to them while the rest of the populace can avoid it quite easily.
-Note on exploiters. Use some sort of computer-identifiable tracker, such as the microsoft serial number sent with any newly created file or preferably their MAC address. Only allow a certain number of charecters who have high PK counts. People use up all their PK slots...Suddenly they can't create any more. They either have to play and suffer the conquences of their actions (repeatdly) or leave the game. This would be an effective way to get rid of most of the younger griefers who can't afford to keep buying Windows XP copies to fuel:)
Comments
I wouldnt like this system, its too harsh on PvP and almost would make in unfun. I dont want to be chased down by a monster because someone was giving me shit so I killed them. I think you would have to make the creatures have really good loot, so then there is an incentive and a disencentive.
EQ2 Qeynos Guild- http://www.imperium-arcanum.com
That kind of sounds like Darkfall, only instead of mobs, there are guards and other players.
Kingdom of Eleador
Well...That's kind of the point:) To make murder as rare as it is in real-life. While the penalities are pretty severe for PKing in no-pk zones, the areas between the realms are open-pvp with an objective for people who like that stuff.
While you COULD kill someone in a town at the bank, doing so would devestate your charecter. Similar to the way PKing someone at a bank IRL would get you devestated:)