khopesh wrote:In my opinion, PvP in SoR is not well defined. It seems in the Lore, that they had factional setups for racial tensions, as well as Kami/Karavan. I think if they had implemented a PvP system closer to launch, that the racial tensions would be more impacting than they would be today. This leaves us with Kami/Karavan based PvP. The problem with that being, you cannot tell faction bias anywhere in the interface. This makes quick judgments of friend/foe impossible, and that seems, at least to me, to be necessary for valuable PvP.
The faction shield currently in place in FvF zones might help in this regard, if it can be implemented in all types of PvP zones.
Attackers should have a good reason for killing another player. If someone is playing a Karavan, and has sworn "Death to the Kami", the may reasonably be expected to kill any Kami alligned people they come across. To narrow the beam, as it were, if they are playing a Matis-centric character, they may well be expected to kill anyone who is not Matis. Currently they have no way of knowing who is who, and must do some research (ask around, observe the person for a time, etc.) This would require them to spend time (at least the first time) before they decided their target's life should be forfeit, if there was a possible penalty involved in killing the wrong person.
Ganking, killing a person (no matter where they are) with a minimal chance of failure or penalty, is one of the problems with PvP that the PvE group has. The sort of behavior that has a person roaming a PvP area for hours on end, occasionally spotting an easy-looking target, and blowing them away. Once a possible penalty for killing the wrong person is introduced, some hope this behavior will cease.
michielb wrote:Sollution: If anyone attacks a person not flagged for PvP the attacker will be flagged murderer by the side the victim belongs to. This would mean that all NPC's aligned with the side of the victim, including town guards, will kill on sigh if the murderer comes within range.....
This might be a good idea. Hopefully it would only occur once, or only as many times as they killed members of that Faction or Civilization, otherwise, it might be too harsh. The fame lowering idea would have the same effect, but would take much longer to "kick in", perhaps an immediate reaction would be more effective. Though it may cause some to quit, and it would be more advantageous to we as a whole if nobody quit, they simply learned to behave themselves. Thankfully, wiser heads than mine(hopefully) will have to decide

.
Thank you for providing additional ideas, that is what I was hoping for with this thread
mrshad wrote:The only effective counter-ganking measures are ones implemented by the system, that trigger everytime ganking occures. Something along the lines of "If you attack and kill a character with a neutral flag, your character will carry a permanent death flag for one week. If your character is killed by anything during that week, it will be erased from the server."
Heh, in moments of pique, I am very tempted to agree, but we want any offenders to learn, not leave. If they are punished too severely, they may simply quit, if they remain, they may become assets to they community, as well as one more subscriber, furthering the life of the game. Perhaps a modification of this? Such as a known percentage, say 25% that attacking a non-PvP flagged or neutral character will result in something similar to the Kami's ultra-nuke, as the in-game powers just happened to be watching at that particular moment?
mrshad wrote:I think a very easy argument could be made that the crafters risk more than the fighters most of the time, as the fighters choose the most productive battles they can saftly win, but the crafter always risk loosing thier mats if they botch a job.
Good point. When a fighter or caster dies in battle, the risk is death penalty, which is in actuality, a loss of time. A single botched roll on behalf of a crafter can easily equal the same loss of time as a death penalty, in terms of the time it took to get those mats in the first place. Several botched rolls? That can be the equivallent of losing all xp for several days.
vguerin wrote:This really isn't the single most important topic
I believe it is, because if not handled properly, more than half the people currently playing will leave.
svayvti wrote:My proposal is a modification to your proposal. Instead of making the fame change based on fame, each player can choose allegiance(s). To a race/civ, faction, etc. This allegiance is now the group that the attacker gains/loses fame based on. Before all this we really need to see a fame revamp anyways to make it meaningful. The people who've dedicated themselves to a cause should perhaps be able to dedicate themselves to it with special rites (making an irreversible dedication to a side) and/or maybe have an increased global fame cap with that group.
Would this still allow players to be "all-friends"? I, for instance, have worked
very hard to achieve 100 fame with all civilizations, spending a great deal of time, and dying alot, to prove myself to them. I would hate to see all those months go down the drain. Currently, they see me as a friend, alligned with homins in general, instead of a race in particular (both my Kami and Karavan fames are ever so slightly negative). Would they not see the murder of someone they trust and respect as a bad thing, regardless of who else trusts and respects them?
sofiaoak wrote:Because only open PvP is not possible with the limit what I have with PvP. This is because I don't wanna play victim for someone else. I have notting agaist PvP.
Couldn't agree more. I do not think PvP is good for either the game, or for us personaly, but at our current stage of developement as humans (and perhaps homins), some desire it. They have a right to play this game how they see fit, so long as it doesn't negate the rights of others to play the game as they see fit.
The primary problem seems to be non-consensual PvP, and being attacked simply because of where you are. These have led to other problems, such as denial of content to a large segment of the population, and not being able to heal certain people, even your guildmates, which offends many people's sense of reason.
Any solutions we can come up with must fulfill certain criteria;
They must work from a game-mechanics point of view, as well as make sense from an in-game perspective.
Ideally, they would show people that random acts of aggression are not good for either the target or for the perpetrator, and change a the offender from a burr in the game world, into an asset.
They must make the game enjoyable to as many people as possible, while causing as few as possible to quit, and hopefully, draw in a bigger audience.