Again, that removes all the interactions with other parts of the game and just makes it a glorified arena. They can certainly still be fun, but it’s not the same thing at all.
True I agree. I also believe PK has huge potential but can only be reached with the amount of effort put into it. If the same amount of effort was put into PK as much as PVE, im sure they could come up with something amazing. As for how it helps low level players being guarded? For one you can have a higher level player show you the ropes, really just properly mentor you and perhaps generate a good relationship. Also gives high level players something to do once they reach endgame. Often with PVE games, You just speed through them and wait for more content to rinse and repeat. This can help alleviate the wait time for more content.
I’d like the arena to be a part of the map. No formalities whatsoever. Just enter and rumble. If you hate pvp/pk then avoid the map.
I agree that there does need to be incentive to join open world PVP. Your experience example is interesting and would be compelling enough to get people to tick that PVP character box. I feel that the reward should apply to PVP activities instead of a general bonus, such as providing access to a PVP currency “blood money” that can be used to acquire equipment or PVP attributes?
I always liked the PK System that Ultima Online had, at least, back in my days xD.
To balance the PKs in that game was very simple:
- The PK cannon’t enter “Safe Zone” cities. (Also, there were cities with no Safe Zone, aka the PK cities).
- If the PK dies ANYONE can loot their equipment without penalties. (Lotting equipment from others was a thing in that game).
- If you kill a PK you’re not penalized, and sometimes you got rewarded.
I do like the looting part. Let players know that PK is a double edged sword.
IMC Games stated earlier that there will be no open PK.
give me rank 7 town police job and ill catch those bandits,beggers,bots! looool nice quest ill get everyday :3
I really do wish that type of system was accepted nowadays, generally it tends to get criticism from players who haven’t experienced it firsthand and don’t know how engaging it can be.
That would be dangerous. For example, you just received a super rare sword but you were pk’ed all of a sudden. Goodbye super rare sword. Not fun at all for the pk’ed person, fun for the pk’er,
Thus, i call it “Grieving”.
That’s a good idea too for sure.
However think of the possibility of PvE players complaining about not being able to get certain equipment/items unless they go to the PK channel.
I don’t agree with those complains since they are very entitled, but sadly it happens A LOT.
Either way is fine by me, though.
@Rezken Nothing wrong with discussing ideas on how to make it accesible and not intrusive, and at the same time attractive to everyone.
That’s what the forum is for.
That doesn’t make any sense. Every player who’s joined will have accepted the terms because they want that type of experience, one that you’d have trouble ever finding in high-profile MMOs. It’s not “griefing” as much as just participating due to it being the entire point of it all. Griefing would imply forcing that aspect upon them more than anything.
If the PK dies ANYONE can loot their equipment without penalties. (Lotting equipment from others was a thing in that game).
Referring to this though. Not gonna say no to those items.
It’s a bigger loss for the Player Killer, not the one who’s being pk’ed on.
That is the problem…
This game, was introduced as a “PVE” game, and is still marketed as one. 80% of the players would be disappointed to see it turn to something they wouldn’t be happy about because they can’t just go solo and explore the map comfortably.
Perhaps if the Pker is killed before an X amount of time all that he stole is returned to an NPC. Players can then be notified that what they lost has been returned and can be collected from that NPC(Lost and Found) and can only be claimed by original owner. Also within that X amount of time, the thief cannot sell or trade the item. His name will remain flagged until he is in the clear. He also can’t log off and cheat the timer, has to put in the actual amount of time in gameplay.
Then just don’t join that server/channel?
I might have misunderstood that since the word ANYONE was capitalized. I thought that the if you were pk’ed(someone who haven’t pk’ed anyone yet) then the pk’er can loot your items, but if the pk’er(someone who pk’ed) was pk’ed then ANYONE can loot their equipment. Well sorry.
I think doing it like Ultima Online would be for the best if it was implemented. PKs cannot enter safe zones and can be freely killed without the person who killed them being flagged as PKer. This was nice in UO as it made people form communities for protection and for fun. It built friendships and relationships. Modern MMOs seem to have lost site of such things.
Probably would want two servers: a PvE server for carebears and a PvP server for those who enjoy the risks.
That would be nice if you were given such option.
But usually, modern MMO’s today use reward systems together with Open world PvP. To encourage more PvP.
Funny thing this game, i played, Aion. Has an open world PvP system, and have specific PvP gears, yet those nerds complain about this game, even tho the entire game from start was designed to be a PvP game. Because they can’t PvE…
I don’t want to play a game that has people whining all over. ._.

