[MUD-Dev] Integrating PK

Jeff Kesselman jeffk at tenetwork.com
Wed Jun 25 01:13:10 New Zealand Standard Time 1997


Pardon me as I catch u pa bit...

At 09:51 PM 6/24/97 PST8PDT, Matt wrotewrote:
>On Tue, 24 Jun 1997, Adam Wiggins wrote:
>> [Matt C:]
>
>[Snip Marian] :)
>
>> > Yeah. The inherent problem here of course, is many players attack NPCs
for
>> > no reason at all, and the same to other players. I suppose what is worth
>> > note is that you are to be equally reprimanded for killing an NPC or
>> > player in a town, and not at all outside (unless they or their guild come
>> > after retribution). Guild behaviour will be encouraged (ie: Fred killed
>> > John, are we gonna let him get away with that?!).
>> 
>> Yes.  Well, of course, they aren't attacking characters (PC or NPC) for
>> "no reason", they are attacking them in order to get money, experience,
>> and equipment.  Take away this motivation, make combat extremely chancey,
>> and suddenly there's much less reason to attack other people.  On top of

You left two big reasons out-- domination of and/or annoyance of others.
If you make combat more costly to all combattants you actually INCREASE the
value for these aims.

Jeff kesselman




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