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Skanky Burns
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Skanky Bastard Quartermaster
Aug 2001 time: 14:13
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I understand you wanting PvP as an option, and actually agree with you. It is an important part of RPGs. But with the majority of MMOGs I've played, people like you would be in the absolute minority.
Why hunt monsters when you can steal stuff off others?
Why talk to them when you can just start attacking, and get an extra hit in?
Why fight higher-level players, when you can kill lower level players in 3 hits?
Allowing PvP without any incentive for player to not go around killing everyone they see is the biggest problem with MMOG's IMHO. The easiest way to get more stuff is to kill other players. The net effect is that only high-level players are safe, and people newer to the game have to either spend their time running or safely in towns (not getting any more exp/money).
Please forgive my bitterness. I played Dransik for a few months, but got sick of it as the majority of players became PK's. I ended up being thankful when I was surrounded by the "safety" of monsters, and spent a far amount of time just running away from PKs instead of levelling. Because I couldn't hunt much, I couldn't gain levels, and higher level players had did a riduclous amount of damage compared to the lower players health.
I had good enough reflexes that I wasn't killed much at all (a total of 3 times), but constantly having to run away spoilt the fun for me.
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LDiCesare
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La Ferté sous Jouarre France
Jan 2001 time: 05:13
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PKs exist in MMORPGs because these games are all about killing and there are no laws enforced by the system.
In pnp RPGs you could play without killing anything and still have fun. Is there any computer RPG in which a non-violent strategy earns as many or more experience/rewards than a violent one? (I am not counting mud's here, but mass market commercial products).
What makes killing monsters less evil than killing players avatars? If you really role-play I mean? The problem with PKs is they are monsters that have been put in places they are too tough for players. Thus we either lack a Dungeon Master or a system that makes killing equally easy for all levels. (That way a high level character who doesn't want to get killed would hire bodyguards, which is sound money use even in the real world in some places)
With so many players at once and (almost) no DM, the players actions can't be followed intelligently and reacted upon. In pnp RPGs,
you could play in cities, investigating and even killing in towns, and having a good game because there was a dungeon/game master who knew the players and was able to adapt. After 3 games where the players consistently went in town and, before leaving, robbed and killed an apothecary, they fall on a tougher apothecary and get killed in turn. So bad for them, but that may teach them a lesson, that they need money and not just swords. In MMORPGs, none of that. You can neither punish players for misbehaving (i.e. using backdoors in the system like having money and no penalty for robbing it, and no police whatsoever) nor give them a carrot when they play intelligently.
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