E
Evlar
Guest
Although I never suffered greatly at the hands of PK's myself, I do understand where others are coming from and it clearly was a problem. Lots of evidence from lots of sources points to that.
A happy medium that doesn't involve Trammel, is most certainly the way forward. Hopefully we have learned the lessons of the past. Hindsight is a wonderful thing. The players alone cannot combat any potentially rampant PK activity. It needs a game mechanic to do that. Trammel failed big time in that respect. I'm in favour of anything that maintains community, not fragments it.
Personally, I'm in favour of anything that channels PK activity into something more constructive for the shard as a whole. They do have a role to play after all and anything that encourages them to want to play, gives them purpose, without the griefing side of things, can only be beneficial.
Clearly, as with many things in life, incentives and rewards are more favourably viewed, over punishment and separation. Mindful of that, what benefits can we think of, which would appeal to someone playing as a PK, that would encourage them to choose their targets with more caution?
Perhaps the reputation system could play a bigger part here? Perhaps the incentive would be increased notoriety for the red, if they only attacked high reputation blue PvP'ers? Done well, without the possibility to exploit, it might channel attention of PK's towards more advanced players, more able to handle such encounters.
I'm just thinking out loud here, just another idea when all's said and done. I won't be at all upset if someone thinks my idea is a steaming heap of Minoc stables horse dung...
How about keeping PvP reputation and PvM reputation completely seperate. Two titles or ranks if you will. The higher the status of the player, be they blue or red, the higher the "reward" for defeating them. Something that offers very high rewards for very high risk? Perhaps another setup, would be to base the rewards around the skills of the loser. The higher the skills of the loser, the higher the reward for the victor? Something like this, could be set up specifically to eliminate crafting skills (for example) from the equation. Although it might not stop a red from killing a crafter or gatherer, there would be absolutely no "reward" for doing so, only enhanced risk of adding to counts, leading to increaced "punishments" as some of you have mentioned.
Obviously I'm aware of the exploitative failings that the bounty system fell foul of, but to me, the sort of system I'm proposing, offers an incentive or reward based system, for both blues and reds, which hopefully, will give both camps some focus.
Anyhow, just pondering here
A happy medium that doesn't involve Trammel, is most certainly the way forward. Hopefully we have learned the lessons of the past. Hindsight is a wonderful thing. The players alone cannot combat any potentially rampant PK activity. It needs a game mechanic to do that. Trammel failed big time in that respect. I'm in favour of anything that maintains community, not fragments it.
Personally, I'm in favour of anything that channels PK activity into something more constructive for the shard as a whole. They do have a role to play after all and anything that encourages them to want to play, gives them purpose, without the griefing side of things, can only be beneficial.
Clearly, as with many things in life, incentives and rewards are more favourably viewed, over punishment and separation. Mindful of that, what benefits can we think of, which would appeal to someone playing as a PK, that would encourage them to choose their targets with more caution?
Perhaps the reputation system could play a bigger part here? Perhaps the incentive would be increased notoriety for the red, if they only attacked high reputation blue PvP'ers? Done well, without the possibility to exploit, it might channel attention of PK's towards more advanced players, more able to handle such encounters.
I'm just thinking out loud here, just another idea when all's said and done. I won't be at all upset if someone thinks my idea is a steaming heap of Minoc stables horse dung...
How about keeping PvP reputation and PvM reputation completely seperate. Two titles or ranks if you will. The higher the status of the player, be they blue or red, the higher the "reward" for defeating them. Something that offers very high rewards for very high risk? Perhaps another setup, would be to base the rewards around the skills of the loser. The higher the skills of the loser, the higher the reward for the victor? Something like this, could be set up specifically to eliminate crafting skills (for example) from the equation. Although it might not stop a red from killing a crafter or gatherer, there would be absolutely no "reward" for doing so, only enhanced risk of adding to counts, leading to increaced "punishments" as some of you have mentioned.
Obviously I'm aware of the exploitative failings that the bounty system fell foul of, but to me, the sort of system I'm proposing, offers an incentive or reward based system, for both blues and reds, which hopefully, will give both camps some focus.
Anyhow, just pondering here