1. The noob - I remember early on 1 corp por taking out my character. I didn't even seen him because he was not red yet. So it was just a guy trying to go red so he was still blue and just flagged. This was early early days so everyone was kinda going to the same areas to fight monsters to earn gold and skill but because 1 guy got his magery up to 60-65 and now can just EB all the noob warriors. That is really the crux. Should I be forced to interact with murderers in order to train or obtain certain items? I think a lot of pvp solutions are geared to solving that. There definitely should be more ways to get stat scrolls.
2. The gank - once we start getting some parity in strength of characters then we introduced the gank. This could go both ways. There were gangs of red and blues. Almost no matter how strong your guy is, he is not going to withstand a few mana dumps and maybe a dexxer or two. Of course, for years I brough an archer and I could hit with AP or really the best support was dismount cause once I knocked you off your mount the mob would get you. A red may run around a bit and some really good players could fight off a gank for a while but the dismount typically ended all the nonsense. Then, of course, the red rezzes and brings back his buddies.
It does seem like back then and even today when I see a few pvp fights that a 1v1 usually only declares a victor because one character is outmatched and we can see that from the get-go. If they are more even character strengths, we actually almost just get a stalemate until one can get a gank. It is a little like watching some WWE matches and just know how it's gonna play out.
Lastly, South Park did a pker episode when the boys started playing WoW and they worked together and trained for a long time and finally killed the pker and I always found the funniest line was what one of them says right after they win, "Ok now we can start playing the game". What did you think you were doing the whole time? I think murderers are just part of a real ecosystem. I think there should just be more penalties for being red. Back in the day it was really only you can't go to towns and someone can't help you without becoming a criminal. I think you should have a npc task force that is a bit revenant-esque that will track these individuals into an inescapable event should they get found like just being guard ganked, having a trial, and/or possible execution. If the argument is travelling out into the world is full of peril then society also has corrections for that and I do get a little tired of playing the guy who has to dole out the justice or vengeance. The NPC should take care of that especially back in the day when we could report murderers and stuff. Not sure how all that works anymore. We used to cut up the bodies and drop the red's head off to a guard and get paid and we would protect a lot of places. I think the game system should help enacting justice and compensating players killed by murderers.
Comments
1. The noob - I remember early on 1 corp por taking out my character. I didn't even seen him because he was not red yet. So it was just a guy trying to go red so he was still blue and just flagged. This was early early days so everyone was kinda going to the same areas to fight monsters to earn gold and skill but because 1 guy got his magery up to 60-65 and now can just EB all the noob warriors. That is really the crux. Should I be forced to interact with murderers in order to train or obtain certain items? I think a lot of pvp solutions are geared to solving that. There definitely should be more ways to get stat scrolls.
2. The gank - once we start getting some parity in strength of characters then we introduced the gank. This could go both ways. There were gangs of red and blues. Almost no matter how strong your guy is, he is not going to withstand a few mana dumps and maybe a dexxer or two. Of course, for years I brough an archer and I could hit with AP or really the best support was dismount cause once I knocked you off your mount the mob would get you. A red may run around a bit and some really good players could fight off a gank for a while but the dismount typically ended all the nonsense. Then, of course, the red rezzes and brings back his buddies.
It does seem like back then and even today when I see a few pvp fights that a 1v1 usually only declares a victor because one character is outmatched and we can see that from the get-go. If they are more even character strengths, we actually almost just get a stalemate until one can get a gank. It is a little like watching some WWE matches and just know how it's gonna play out.
Lastly, South Park did a pker episode when the boys started playing WoW and they worked together and trained for a long time and finally killed the pker and I always found the funniest line was what one of them says right after they win, "Ok now we can start playing the game". What did you think you were doing the whole time? I think murderers are just part of a real ecosystem. I think there should just be more penalties for being red. Back in the day it was really only you can't go to towns and someone can't help you without becoming a criminal. I think you should have a npc task force that is a bit revenant-esque that will track these individuals into an inescapable event should they get found like just being guard ganked, having a trial, and/or possible execution. If the argument is travelling out into the world is full of peril then society also has corrections for that and I do get a little tired of playing the guy who has to dole out the justice or vengeance. The NPC should take care of that especially back in the day when we could report murderers and stuff. Not sure how all that works anymore. We used to cut up the bodies and drop the red's head off to a guard and get paid and we would protect a lot of places. I think the game system should help enacting justice and compensating players killed by murderers.