<!-- MHonArc v2.4.4 --> <!--X-Subject: [MUD-Dev] Re: [Mud-Dev] Playerkilling website --> <!--X-From-R13: X Q Znjerapr <pynjNhaqre.rate.ftv.pbz> --> <!--X-Date: Wed, 3 Jun 1998 12:38:51 -0700 --> <!--X-Message-Id: 199806031936.MAA05217#under,engr.sgi.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 11A17AA2B9EAD111BCEA00A0C9B4179305406E@DHCP-98-2.origin.ea.com --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, [MUD-Dev] Re: [Mud-Dev] Playerkilling website</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:claw#under,engr.sgi.com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00870.html">Previous</a> | <a href="msg00872.html">Next</a> ] Thread: [ <a href="msg00858.html">Previous</a> | <a href="msg00847.html">Next</a> ] Index: [ <A HREF="author.html#00871">Author</A> | <A HREF="#00871">Date</A> | <A HREF="thread.html#00871">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>[MUD-Dev] Re: [Mud-Dev] Playerkilling website</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> <LI><em>Subject</em>: [MUD-Dev] Re: [Mud-Dev] Playerkilling website </LI> <LI><em>From</em>: J C Lawrence <<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>></LI> <LI><em>Date</em>: Wed, 03 Jun 1998 12:36:40 -0700</LI> <LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Mon, 1 Jun 1998 17:35:16 -0500 Koster, Raph<rkoster#origin,ea.com> wrote: > Very interesting site here. Check out the interviews/poll part. > <A HREF="http://www.pk-hq.com/">http://www.pk-hq.com/</A> Fascinating! Especially the anti-PK side... From <URL:<A HREF="http://www.pk-hq.com/apk-hq/news/news.htm">http://www.pk-hq.com/apk-hq/news/news.htm</A>>: --<cut>-- EQ vault Pk editorial Player killing is one of the most talked about aspects of Everquest, and the debate over whether you should or shouldn't, whether it's fair or not, and the character and age of the people who do or not player kill seems to rekindle itself every other day. Everquest provides something that Ultima Online does not - a chance to decide whether you are able to kill and be killed by others, and this PvP "switch" is also fuel for vigorous debate. Allowing both options provides us with an opportunity to play Everquest the way we want to, with others facing challenges they *opt* to face. MUDs have had this "switch" for almost a decade. The typical MUD has the player decide upon character creation whether they wish to be able to kill and be killed by players. Some MUDs will further restrict player killing with a level block, such as being limited to fighting against players 5 levels or less different, or by allowing player killing only after a certain level has been obtained. Players who aid PvP players usually are forced to become PvP characters themselves, to maintain a level playing field. You can often switch from non PvP to PvP, but never back. Everquest's "switch" is not a toggle, it is a selected characteristic of your character at creation. If you want to have the thrill of logging in and having to be wary of foes at all times, the opportunity to boast of your skills, or the challenge of outwitting a real enemy, as opposed to a computer one, you can decide at creation. Like many MUDs, Everquest also allows you to change your PvP orientation from Non-PvP to PvP, but going back is difficult, if not impossible. This is a very important feature, and subject to a lot of debate, since it seems to allow players to "beef" up their characters as non-PvP, then switch and go on a rampage when their character is strong enough. It does. Those who wish to do that are welcome to, and probably should. Is this unfair? No, not really, since everyone has the choice to do it or not do it. You have that choice. I would tend to say that "Pure" PvP could use other characters' PvP change to give them a really hard time, call them weak, and claim that they were not "true" PvP. I'm all for that. An important point is that once you go PvP you can't go back. This stops someone from helping a PvP friend obtain revenge, and then switch back to avoid retaliation. One thing I will note is that those who start as PvP will have a big advantage over "switchers", because the skills, abilities, and mindset needed to succeed as non PvP might be different than those of a PvP player. I once played a MUD where PvP players used to love newbie PvP's who thought they knew everything, and give them a quick dose of 4 or 5 different ways to die. They learned, eventually. For those who wish to not PvP, it gives breathing room to allow for more social interaction, exploration, and role-playing opportunities. I remember seeing the picture sequence of Pl8tDewd and Bon3d00d, with the hilarious encounter between two hardened PKs and a "role-player". While I laughed at the scene, I also remembered that the role-player had taken obvious pains to dress her character as she wished, with careful attention to her presentation when she interacted with the Doods, and felt a little sad. The world needs the creativity and color offered by such a player, and it takes the wind out of such a player when hours of work is callously destroyed. Not everyone has 30 hours online a week, and the playing field is in no way level when a character with 400+ hours of experience encounters one with 5, and kills them. For those who say that PvP is "realistic" and therefore better, I'd like to ask them to describe a "real" elf, or how you can "really" cast a fireball. We are all participating in a shared fantasy, so why not make it fun for everyone? The main thing I find heartening is that Everquest is using a method that has worked for years in MUDs. They considered this issue, and it's game effect. They have more experience as a group of role-players and MUDers than the great majority of us, and want to make a game where everyone has a place and part to play. You can have the danger and excitement of PvP, in addition to being able to choose to NOT advance your level and just be a part of the tapestry that is Norrath. I am also encouraged by their attitude towards bug exploiters, which is concurrent with many MUDs. They do not want the money of someone who will exploit the system and hurt it. - Oghma, Bard, <A HREF="mailto:merlin#bv,net">mailto:merlin#bv,net</A> --<cut>-- <Oghma seems to be wearing rather rosy glasses> -- J C Lawrence Internet: claw#null,net (Contractor) Internet: coder#ibm,net ---------(*) Internet: claw#under,engr.sgi.com ...Honourary Member of Clan McFud -- Teamer's Avenging Monolith... </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00858" HREF="msg00858.html">[MUD-Dev] [Mud-Dev] Playerkilling website</A></STRONG> <UL><LI><EM>From:</EM> "Koster, Raph" <rkoster#origin,ea.com></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00870.html">[MUD-Dev] Re: CGDC, a summary</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00872.html">[MUD-Dev] Re: [Mud-Dev] Playerkilling website</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00858.html">[MUD-Dev] [Mud-Dev] Playerkilling website</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00847.html">[MUD-Dev] Re: Nested coorindate space model</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00871"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00871"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><strong><A NAME="00859" HREF="msg00859.html">[MUD-Dev] Re: [Mud-Dev] Playerkilling website</A></strong>, John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Tue 02 Jun 1998, 06:01 GMT <UL> <LI><strong><A NAME="00872" HREF="msg00872.html">[MUD-Dev] Re: [Mud-Dev] Playerkilling website</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 20:10 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00860" HREF="msg00860.html">[MUD-Dev] Re: [Mud-Dev] Playerkilling website</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 02 Jun 1998, 17:12 GMT </LI> </UL> </LI> <LI><strong><A NAME="00858" HREF="msg00858.html">[MUD-Dev] [Mud-Dev] Playerkilling website</A></strong>, Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 01 Jun 1998, 22:37 GMT <UL> <LI><strong><A NAME="00871" HREF="msg00871.html">[MUD-Dev] Re: [Mud-Dev] Playerkilling website</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 19:38 GMT </LI> </UL> </LI> <LI><strong><A NAME="00847" HREF="msg00847.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>, Benjamin D. Wiechel <a href="mailto:strycher#toast,net">strycher#toast,net</a>, Thu 28 May 1998, 17:56 GMT <UL> <LI><strong><A NAME="00862" HREF="msg00862.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>, J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 02:29 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00897" HREF="msg00897.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>, Jason Goodwin <a href="mailto:wgoodwin#iquest,net">wgoodwin#iquest,net</a>, Sat 06 Jun 1998, 19:20 GMT </LI> </UL> </LI> <LI><strong><A NAME="00846" HREF="msg00846.html">[MUD-Dev] skill system</A></strong>, Andrew C.M. McClintock <a href="mailto:andrewm#tiger,hsc.edu">andrewm#tiger,hsc.edu</a>, Thu 28 May 1998, 12:15 GMT </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>