Sportacus
Intermediate OT User
- Joined
- Aug 3, 2008
- Messages
- 718
- Reaction score
- 104
I'd like to first start off by saying that the skull system was one of the key reasons why I stopped playing real tibia as seriously as I did before.
While alpha testing my server, which is PVP-E, one player was pretty upset that another player killed him repeatedly, and talks about adding in the skull system were discussed.
I hate the skull system as it puts a flag on a player that tells other people "i'm a free kill, come kill me". The skull stays on a player well after he has killed another player.
The skull system also, in a way, allows players to have a "status" of pking on them, that they can show off. In this sense, some players are incentivized by having a white, red, or black skull next to their character. This acts as a reason for some to pk even more then. This is elevated even further by players who are a lot more powerful than others, and feel like they have a "unkillable" status, so having a skull means nothing negative to them, just something to show off.
Furthermore, with red and black skulls, the skull system incentivizes players to attack the PKer in the wrong ways.. they are guaranteed that the red/black skull will drop all of their equipment if they die. This motivates players to make sure red/skull players can not play, to some extents.
I think that in game if a player wants to stop power abuse, they should want to do it of their own will, not that they are -guaranteed- that the pker will lose all of their stuff. Though, I do like the idea that players drop equipment when they die, I will never want to get rid of that, I just don't like TELLING other players how much stuff they will drop.
Also, without skulls, players can, to an extent, secretly kill other players, and not have a marker broadcasting to all that they did PK.
This also allows situations where players can lie to other players to get them to help kill another player, by saying someone was attacking them, when they have not, this is another game play mechanic.. it's known as lying.
With skulls in, you ALWAYS know if a player attacked someone or not, which to me makes the game too binary, and does away with interesting mechanics such as lying.
So, that is why I am against using the skull system... BUT, in some form, I must make PKing a negative thing, to some extents, and to curb power abuse.
My proposal for this is to add in a Murder/Mass Murder system and town guards.
For those that have played Ultima, know this system, but of course it is modified a bit.
The Murder System works as follows.
It still uses frags to count how many people you have killed.
You receive a frag no matter who you kill, as long as you were involved with killing them. The only exceptions here is if you are acting in self-defense(they hit you first), you are in a party(self-defense acts are extended to party members), you are at guild war with the player, or a pvp special event.
When you reach a certain amount of frags, lets use for example, 5 frags, you get marked as a "murderer". Other players can not see this, but you receive penalties.
Penalties would include:
Not being able to trade with most NPCs
Not being able to use boats to travel
Not being able to call town guards to help you while under attack
You no longer give frags to other players when you die in PVP to them
If you continue your murderous rampage, and reach, for example, 10 frags, you will be marked as a "serial murderer".
Penalties would include:
All of those for murderer
Extended frag removal time
And for those that continue to systemically remove every thing you dislike around you, and reach, say, 20 frags, you will be marked as a "mass murderer".
Penalties would include:
All of those for murderer and serial murder
You now drop all of your equipment when you die.
You spawn inside of a jail cell in the capitals jail, and stay there for a time or you escape.
Lastly, if you have no-consideration left for human life and want to be the only human left, and reach 30 frags, you will be marked as "genocidal bastard(or bitch, gender depending)."
Penalties would include:
All of the other penalties
When you die, you revive back with only 5% of your max health and mana.
Preist/Clergy stop talking to you all togather.
Only the evilest of NPCs will do business with you
Checking your frags would work differently.
When you have a frag, and you go to check it, you will get the message that says "I must consider my sins".
To find out your time left on frags, you must visit a priest or clergy member, and for a fee, they will tell you how much more time you have left till you lose all of your frags.
For an even more expensive fee, a clergy member will remove some frag time away, but this is limited to once per day, and applies to all clergy members.
Town Guards are NPCs that you can "call for help" if another player is attacking you. This just spawns a guard creature that attacks the hostile player only, and can be killed. There would be a cooldown for how often you would be able to call a guard for help, which I would put at once per hour.
On the subject of no-longer being able to talk to trade with some npcs, there would be some shaddy npcs that will still do business with you. The costs of trading with these npcs would be higher than normal.
The Jail Cell system is simply just a location you spawn in when you have reached mass murder status. There will be npcs that will interact with you in the jail, and you can break out, fight your way out of the jail, or simply wait out the timer. While being in jail, your hometown is set to jail till you break out, or simply just wait it out.
Lastly, I will never "banish" a player for PKing, so that is straight out of consideration.
Well, those are my suggestions for how to make alternatives of the skull system to stop power abusing.
All opinions, and suggestions are welcomed.
While alpha testing my server, which is PVP-E, one player was pretty upset that another player killed him repeatedly, and talks about adding in the skull system were discussed.
I hate the skull system as it puts a flag on a player that tells other people "i'm a free kill, come kill me". The skull stays on a player well after he has killed another player.
The skull system also, in a way, allows players to have a "status" of pking on them, that they can show off. In this sense, some players are incentivized by having a white, red, or black skull next to their character. This acts as a reason for some to pk even more then. This is elevated even further by players who are a lot more powerful than others, and feel like they have a "unkillable" status, so having a skull means nothing negative to them, just something to show off.
Furthermore, with red and black skulls, the skull system incentivizes players to attack the PKer in the wrong ways.. they are guaranteed that the red/black skull will drop all of their equipment if they die. This motivates players to make sure red/skull players can not play, to some extents.
I think that in game if a player wants to stop power abuse, they should want to do it of their own will, not that they are -guaranteed- that the pker will lose all of their stuff. Though, I do like the idea that players drop equipment when they die, I will never want to get rid of that, I just don't like TELLING other players how much stuff they will drop.
Also, without skulls, players can, to an extent, secretly kill other players, and not have a marker broadcasting to all that they did PK.
This also allows situations where players can lie to other players to get them to help kill another player, by saying someone was attacking them, when they have not, this is another game play mechanic.. it's known as lying.
With skulls in, you ALWAYS know if a player attacked someone or not, which to me makes the game too binary, and does away with interesting mechanics such as lying.
So, that is why I am against using the skull system... BUT, in some form, I must make PKing a negative thing, to some extents, and to curb power abuse.
My proposal for this is to add in a Murder/Mass Murder system and town guards.
For those that have played Ultima, know this system, but of course it is modified a bit.
The Murder System works as follows.
It still uses frags to count how many people you have killed.
You receive a frag no matter who you kill, as long as you were involved with killing them. The only exceptions here is if you are acting in self-defense(they hit you first), you are in a party(self-defense acts are extended to party members), you are at guild war with the player, or a pvp special event.
When you reach a certain amount of frags, lets use for example, 5 frags, you get marked as a "murderer". Other players can not see this, but you receive penalties.
Penalties would include:
Not being able to trade with most NPCs
Not being able to use boats to travel
Not being able to call town guards to help you while under attack
You no longer give frags to other players when you die in PVP to them
If you continue your murderous rampage, and reach, for example, 10 frags, you will be marked as a "serial murderer".
Penalties would include:
All of those for murderer
Extended frag removal time
And for those that continue to systemically remove every thing you dislike around you, and reach, say, 20 frags, you will be marked as a "mass murderer".
Penalties would include:
All of those for murderer and serial murder
You now drop all of your equipment when you die.
You spawn inside of a jail cell in the capitals jail, and stay there for a time or you escape.
Lastly, if you have no-consideration left for human life and want to be the only human left, and reach 30 frags, you will be marked as "genocidal bastard(or bitch, gender depending)."
Penalties would include:
All of the other penalties
When you die, you revive back with only 5% of your max health and mana.
Preist/Clergy stop talking to you all togather.
Only the evilest of NPCs will do business with you
Checking your frags would work differently.
When you have a frag, and you go to check it, you will get the message that says "I must consider my sins".
To find out your time left on frags, you must visit a priest or clergy member, and for a fee, they will tell you how much more time you have left till you lose all of your frags.
For an even more expensive fee, a clergy member will remove some frag time away, but this is limited to once per day, and applies to all clergy members.
Town Guards are NPCs that you can "call for help" if another player is attacking you. This just spawns a guard creature that attacks the hostile player only, and can be killed. There would be a cooldown for how often you would be able to call a guard for help, which I would put at once per hour.
On the subject of no-longer being able to talk to trade with some npcs, there would be some shaddy npcs that will still do business with you. The costs of trading with these npcs would be higher than normal.
The Jail Cell system is simply just a location you spawn in when you have reached mass murder status. There will be npcs that will interact with you in the jail, and you can break out, fight your way out of the jail, or simply wait out the timer. While being in jail, your hometown is set to jail till you break out, or simply just wait it out.
Lastly, I will never "banish" a player for PKing, so that is straight out of consideration.
Well, those are my suggestions for how to make alternatives of the skull system to stop power abusing.
All opinions, and suggestions are welcomed.
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