Evil system [Archive] - ForumsHQ
Posted: Thu Nov 03, 2005 4:46 pm
Posted: Thu Nov 03, 2005 5:36 pm Post subject: Evil System. How should it work.
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I'm currently looking at was one could improve the majormud EVIL system. Currently there are a few issues that I think need to be addressed. Lets assume for the sake of arguement that the current system works, as intended, and has no bugs/flaws such as recieving multiply clouds from 1 combat encounter.
Should users be "punished" for being evil?
Currently there is a scaled punishment system for users. Users of lower level suffer greatly from being evil. Access to many of the games most basic features can be restricted due to guards attacking/jailing/killing evil users. As a players level increases the risks associated with being evil decrease, as well as the need for basic services. More over, as level increases more and more advantages open for evil players such as scripting spots and items.
Does it seem reasonable to for neutral and good players to not be equally punished?
The advantages that evil players have at later level are shared somewhat by good and neutral players. Good players get to script high quallity areas just as evil players, and have their own unique items. This inturn somewhat negates late level advantages for evil players.
Should there be an equal punishment for non-evil players?
Low-level good and neutral players have very little to fear from their alignment status; with the exception of rhudar, which is laughable since entering rhudar is completely optional.
What advantage do players gain by becoming evil?
The theory is that the action that make a player evil are the real benefit from being evil. IE stealing, PVP. How should this be handled? Should attacking a player who then immediately hangs up be punished the same as actually killing the player? If this theory is indeed 'correct' then should evil players take EP for attacking good/lawful good monsters. The monster should be attacking the player anyway. If robbing fails and the player gain nothing from the attempt then why 'punish' the user? If PVP is countered by an immediate hang-up then why punish the user?
Should punishment be scaled by the sucess of the crime?
From the point of view of the player having an unlawful act commited upon them, what sort of punishment would be fair? As the reciever of the crime's level increases and the character increases in value should the crime be punished more? Killing a level 50 player will yield a greater reward for the unlawful player, so should the 'punishment' foor the unlawful be greater?
How should evil actions be controled?
Should there be a limit to the amount of evil a character can do. Does it make since to have a cap? Does having a cap protect a realm from abusive players or is there a better way to protect the realm.
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I'm currently looking at was one could improve the majormud EVIL system. Currently there are a few issues that I think need to be addressed. Lets assume for the sake of arguement that the current system works, as intended, and has no bugs/flaws such as recieving multiply clouds from 1 combat encounter.
Should users be "punished" for being evil?
Currently there is a scaled punishment system for users. Users of lower level suffer greatly from being evil. Access to many of the games most basic features can be restricted due to guards attacking/jailing/killing evil users. As a players level increases the risks associated with being evil decrease, as well as the need for basic services. More over, as level increases more and more advantages open for evil players such as scripting spots and items.
Does it seem reasonable to for neutral and good players to not be equally punished?
The advantages that evil players have at later level are shared somewhat by good and neutral players. Good players get to script high quallity areas just as evil players, and have their own unique items. This inturn somewhat negates late level advantages for evil players.
Should there be an equal punishment for non-evil players?
Low-level good and neutral players have very little to fear from their alignment status; with the exception of rhudar, which is laughable since entering rhudar is completely optional.
What advantage do players gain by becoming evil?
The theory is that the action that make a player evil are the real benefit from being evil. IE stealing, PVP. How should this be handled? Should attacking a player who then immediately hangs up be punished the same as actually killing the player? If this theory is indeed 'correct' then should evil players take EP for attacking good/lawful good monsters. The monster should be attacking the player anyway. If robbing fails and the player gain nothing from the attempt then why 'punish' the user? If PVP is countered by an immediate hang-up then why punish the user?
Should punishment be scaled by the sucess of the crime?
From the point of view of the player having an unlawful act commited upon them, what sort of punishment would be fair? As the reciever of the crime's level increases and the character increases in value should the crime be punished more? Killing a level 50 player will yield a greater reward for the unlawful player, so should the 'punishment' foor the unlawful be greater?
How should evil actions be controled?
Should there be a limit to the amount of evil a character can do. Does it make since to have a cap? Does having a cap protect a realm from abusive players or is there a better way to protect the realm.