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Re: Evil system [Archive] - ForumsHQ
Posted: Mon Nov 07, 2005 12:45 pm
by Rootc
I can see there being a rule defined for being too evil for PVP. This could be a simple way to programatically police PVP abuse.
However, I don't see the need for a defined rule to prevent an evil char from killing NPC's. Woodelfs example comes to mind. Doesn't take long before you can't attack the damn woodelves.
First - to implement a too evil to recover rule then pvp stats will need to be kept. Perhaps if you KILL (not just attack) 10 Good or Saint characters in PVP then you can never achieve a status higher than neutral.
Also, attacking a player should be worth far less evil points than killing a character.
Re: Evil system [Archive] - ForumsHQ
Posted: Wed Nov 16, 2005 8:03 pm
by Sven
I was thinking about a system similar to his:
First: If you are good or saint, you gradually lose good points till you are neutral. Basically, you must continue to do good acts to keep the status of 'good'.
Good Points come from:
-Killing Evil Bosses
-Killing Evil Players of Villian or Fiend.
-Completing Good quests.
Evil Points come from:
-Robbing people to Outlaw.
-Killing good monsters to criminal.
-Attacking players of neutral or higher to criminal.
-Killing players of neutral or higher to fiend.
-Completing evil quests.
A few things:
-If a good player attacks an evil player, the evil player can retaliate with no worries for an x amount of time since the last attack.
Example: Mr. Paladin attacks Mr. Ninja. Ninja can now attack Paladin for 5 minutes without worries. Now, Paladin runs for 30 seconds, before Ninja attacks again. The timer is now reset to 5 minutes of open attack. So, basically this can continue forever until someone goes for 5 minutes without attacking.
- Once you gain the status of Outlaw, you are permanently evil, at least by normal means.
-If you are seedy, you can wait it off to go back to neutral.
-There should be benefits and detriments to both extremes. Evil would be what you want for more pvp type play. However, if you are good, you are forced to boss hunt, do good quests, and kill evil players to keep your good reputation.
Well, thats all for now.
Re: Evil system [Archive] - ForumsHQ
Posted: Mon Nov 21, 2005 10:35 am
by ari
Is it possible to grade evil/good on a curve? Not for what alignment you are, but for policing purposes. Basic example, and I urge you to think of your own:
Op can arbitrarily set a percentage of the realm that will be fiend/saint. There's 100 people in the realm. Op sets the number at 3%. At "maintenance(or set time)" the 3 players at the evil end of the curve are marked as fiend for the day, disallowing them from participating in PvP (unless attacked?). This will help to promote a "I can't be that evil" thoughtline. On the other side, 3 people will be marked as saints for the day, protecting them from any PvP attacks.
Obviously, this is barebones. You'd need some sort of EP decay, both good and evil. And there's nothing here accounting for neutral, but then again: God loves the opinionated, so don't be neutral.
Anyways, there's a half-baked idea to roll around in your maybe-drunk head. Now I'm going to go finish the other half.
Re: Evil system [Archive] - ForumsHQ
Posted: Wed Nov 30, 2005 5:05 pm
by DeathCow
ATM I have an entirely new thought process for good and evil. I'm going to at least implement it as far as story line goes. I'm currently unsure of what to do with them pesky neutral types. I'll probably dump them in the middle of the desert somewhere.
Re: Evil system [Archive] - ForumsHQ
Posted: Wed Nov 30, 2005 11:32 pm
by hades
Is it possible to grade evil/good on a curve? Not for what alignment you are, but for policing purposes. Basic example, and I urge you to think of your own:
Op can arbitrarily set a percentage of the realm that will be fiend/saint. There's 100 people in the realm. Op sets the number at 3%. At "maintenance(or set time)" the 3 players at the evil end of the curve are marked as fiend for the day, disallowing them from participating in PvP (unless attacked?). This will help to promote a "I can't be that evil" thoughtline. On the other side, 3 people will be marked as saints for the day, protecting them from any PvP attacks.
Obviously, this is barebones. You'd need some sort of EP decay, both good and evil. And there's nothing here accounting for neutral, but then again: God loves the opinionated, so don't be neutral.
Anyways, there's a half-baked idea to roll around in your maybe-drunk head. Now I'm going to go finish the other half.
Other than the half-baked part this is pointless,seeing as how the same 3 will always be the most good and most evil at cleanup.
Re: Evil system [Archive] - ForumsHQ
Posted: Thu Dec 01, 2005 7:01 am
by ari
Obviously, this is barebones. You'd need some sort of EP decay, both good and evil. And there's nothing here accounting for neutral, but then again: God loves the opinionated, so don't be neutral.
...
Re: Evil system [Archive] - ForumsHQ
Posted: Thu Dec 01, 2005 12:19 pm
by hades
So your idea is to have max fiends get good and evil points and players set to saint get both good and evil points to make them not be the same ones everyday?Can't wait to see someone try and do this.
Re: Evil system [Archive] - ForumsHQ
Posted: Thu Dec 01, 2005 3:20 pm
by Ghaleon
Outlaw - Guards will attack you and jail you if your lower than 10% of your total HPs (Upon jailing all items are taken from you and you must pay to get them back [10% of the total value?], jailtime is around 30mins gametime, bail set at lvl*20g?)
Criminal - Guards will attack you and jail you if your lower than 20% of your total HPs (Upon jailing all items are taken from you and you must pay to get them back [20% of the total value?], jailtime is around 1hour gametime, bail set at lvl*40g?)
Villian - Guards will attack you and jail you if your lower than 30% of your total HPs (Upon jailing all items are taken from you and you must pay to get them back [30% of the total value?], jailtime is around 3hour gametime, bail set at lvl*60g?) - Bounty hunters randomly appear and jail you if your lower than 30% of your total HPs (Bounty hunters lvl = characters lvl + 2 Bounty is posted in town square in which players can also kill you for money.
FIEND - Guards will attack you and jail you if your lower than 30% of your total HPs (Upon jailing all items are taken from you and you must pay to get them back [50% of the total value?], jailtime is around 24hour gametime, bail set at lvl*1p?) - Bounty hunters randomly appear and jail you if your lower than 30% of your total HPs (Bounty hunters lvl = characters lvl + 5 Bounty is posted in town square in which players can also kill you for more money.
The fact that guards wont jail you unless your low on HPs is good so that they wont just automatically jail you not allowing you to fight back. The posted bounty in town is cool because that gives good players the initiative to kill evil people. This makes it so that the players are playing a role in the evil system and not just the system itself.
The bail option is so that other players can bail you out of jail.
Bounty hunters are not allowed in our around evil cities/areas. Thus making evil people decide twice when coming into good towns. Also changing the location of the good town so that instead of being the center of everything giving evil people the need to pass through the city, (ie. Silvermere), the good/neutral town should be set aside so that evil people can go around it.
Also low level areas can be accessible only by passing through the good towns.. (ie. graveyard, sewers). This will give added protection to low level people from PVP.
Also something to think about would be adding cost to items bought in an opposing alignment city.
Let me know what you think.
Re: Evil system [Archive] - ForumsHQ
Posted: Thu Dec 01, 2005 4:40 pm
by Ghaleon
Evil players should also not be able to be in a party with Good+ players.
A player should not get EP's until the person they are attacking is dead or an item has been stolen (and witnessed by NPC/Players being stolen??) This will rid the realm of punk players that hangup on the first sign of pvp just to relog and do it again.
Should there be awards for killing? No. Why? Because that promotes killing more when killing in itself is reward enough. Most BBS's that you go on, this turns out to be one of the biggest issues. Trying to group non-PVPers with PVPers is very hard. Thats the reason why you see so many no pvp boards out there.
Should there be a limited to the # of evil points a person can have? Yes. Killing is fun.. mass killing is abuse.
This is all coming from a PVP enthusiast. :yeah:
Re: Evil system [Archive] - ForumsHQ
Posted: Thu Dec 01, 2005 5:07 pm
by hades
All this is well and good but myself if I am forced to pvp I am pvping for 1 reason and 1 reason only,to reroll the person I am attacking.Although I do not see why there should be a limit to how evil you can be.As for mass killing being abuse unless the intention is to reroll someone once they reach max fiend theres no such thing as abuse in pvp unless you count those sickos the like to molest the corpses.