Thread: Managing PK
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Old 09-20-2002, 05:51 AM   #7
Alastair
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You could also envision a few in-game incentives to encourage depth in PK.

1. obviously, opt-in only PK: players may, after reaching a certain level, activate PK. This is a once-off choice. As an incentive, you could for instance give PK-enabled players a small boost in XP (like 5% faster levelling).

2. Loot: limit to one object in the victim's inventory, and if this is a special object (like a quest object), the killer must fulfill all conditions himself.

3. XP: No XP loss for the loser if he was attacked by a higher-level player, large XP loss if the attacker loses and is of a higher level etc.

4. Bounties: If the initial attacker killed in-town, an automatic bounty is set on his head, and town guards aggro on him. In the wilderness, the bounty is only generated if there was atleast a mob or NPC to witness the murder.
PCs can now apply for a bounty hunting permit and hunt down the killer without any XP penalties nor automatic bounty if they succeed. If the assassin manages to kill them first, he still gets to pick one part of the loop.

Well, that's my ideas on the matter. Better suited for H&S than RP-heavy, probably.
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