Thursday, July 9, 2015

Probably by Owain:

   If UO PvP was broken, it was broken because the developers tried to cater to everyone, which is pretty much always a bad idea. UO PvP was wildly successful in attracting players that liked open PvP, but the devs did a poor job of separating those who like open PvP from those who did not. They wanted both styles of players, but failed to anticipate that some players would use open PvP as a license to kill everything that moved in the game. It was trivially easy to get away with murder, easy for murderers to escape, and there was no real deterrent for mass murder, so UO was a breeding ground for mass murderers.




    I have suggested that if you want fewer mass murderers, you make mass murder more difficult. For RP purposes, I want to hunt PKs into extinction, but for game design purposes, players should have the freedom to commit murder, but the game shouldn't make it easy for them. In another thread, I've been going around and around with @Arkhan over open PvP and the Recall spell. If you want to make murder more difficult for the murderer, Recall for PKs is bad game design. Now I would not suggest to remove Recall for PKs only, but rather Recall should be inhibited for everyone flagged for open PvP. That is fair in that no one would have access to the spell, good guys or bad guys, but it makes murder more difficult, which should be a SotA design goal.

    Another thing that is necessary for open PvP is full loot, which is primarily necessary for tactical reasons rather than monetary reasons. If a murderer is stripped of armor, weapons, reagents, etc, they are not a threat until they reequip. All players are affected as well, but if murderers and thieves cannot come into towns and access vendors, that makes murder and thievery more difficult, which translates into fewer murderers and thieves. I think fewer murderers and thieves will make SotA more attractive to a wider audience.

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