From: Zandor
Date: 2002-08-14 22:02:34
How will player killing be controlled? Will players only be able to fight each other in certain areas or if in a guild or will there just be a chaotic blood bath?
From: Zandor
Date: 2002-08-14 22:02:34
How will player killing be controlled? Will players only be able to fight each other in certain areas or if in a guild or will there just be a chaotic blood bath?
From: guest
Date: 2002-08-16 23:00:18
In-Reply-To: 1817
I think there should be police, either players or NPCs, or even a mixture of the two, to try to bring murderers to justice. Maybe they could enforce lesser laws as well, like nabbing pickpockets and shoplifters.
From: Zandor
Date: 2002-09-19 00:46:40
In-Reply-To: 1817
Isn't it a little disturbing that the thread with the most posts is called "player killing?"
From: origon
Date: 2002-08-14 22:05:12
In-Reply-To: 1817
Player killing will be allowed everywhere, but since the games contains features such as permanent death, it will not be that common. If a player kills someone else, it will be almost as big news as a murder in real life.
From: blurita
Date: 2002-11-25 22:41:07
In-Reply-To: 1818
oh my fuck!
that is motherfucking shit!
excuse me for my language
but that is kinda just kinda bad!!!
so if i skill up my char and he dies then he just dies??
it better be real hard to get killed ... or else.... fuhk this game!
From: Takomtor
Date: 2002-08-15 08:35:29
In-Reply-To: 1818
Killed character could leave behind a "screenshot" this picture could be used to spread wanted signs, city halls, market places, guard stations... an eye for an eye kinda justice etc.
From: darshan
Date: 2002-08-15 10:23:45
In-Reply-To: 1828
Oh, so there's always some ghost with a camera standing around ready to take a picture of the murder?
Murders are a problem that the players will have to deal with by themselves. The only problem with playerkilling is that of the victim of an unwitnessed murder creating a new character and trying to kick the murderer's ass. This is something I would very much like to see prevented.
From: sirdar
Date: 2002-08-16 22:32:55
In-Reply-To: 1830
Perhaps, in order to settle the bloodlust of the newbies, we could use a you-know, a mandatory guest period for characters. After they become 'accepted', they can start affecting the world on the level of a normal human.
This character guest period could be described as the adolescence of the character, after which he would be a 'registered' character.
As a youngster, the guest character could be made so weak that he poses no danger to murder anyone.
After the char has 'grown up', he would be accepted as an 'adult character' to the game, with all the abilities to hurt or maim people.
To get accepted he must show prowess to role-playing and good behaviour gamewise in his adolescence state.
Of course, grim punishments for murder also promote the players to behave well.
From: darshan
Date: 2002-08-15 10:29:30
In-Reply-To: 1830
This leads me to another role-playing issue.
It's probably exceedingly hard for the average 1337-k1dd1e joe-average net player to grasp the difference between his character and himself. If his character dies, he'll make another one and act like it's the same character, seek up the same people to group with, remember his old enemies and so on.
IMO we should make it clear to people that that's not the way to play this game. How? Is this feasible?
From: Takomtor
Date: 2002-08-16 08:50:56
In-Reply-To: 1830
:) duly noted.
brain was thinking something like, divinity, everybody belongs into this divine points power system, when somebody dies, closest ones (spiritually, mentally, relations) to this character might get sort of "images" of bad things happening... nothing photographic.
From: Takomtor
Date: 2002-08-16 09:04:48
In-Reply-To: 1831
Having heirs might blur the line of this particular problem. A and B the nice oldtimer players could start a family, get some kids and if the parent character dies, one could assume the personality of one's child. This could explain those treks that newly created character makes to fetch equipment. Would explain some of the group behaviour, since the kids would naturally know about parents' acquintances. Also newbie players could be brought to the game as one of the offspring... anyone care to have some domestic problems? Migrating from race and character to another would thereby be a lengthy process, one could retain some of the equipment of the older character through heritage.
From: yorkaturr
Date: 2002-08-15 10:51:40
In-Reply-To: 1831
Other than hand-picking our players ourselves, I don't see this as a realistic problem to tackle.
Still, the average 1337 | will hopefully never end up with a powerful enough character to completely ruin the game for others, as it will be a process tedious enough to fend off those not equipped with an adequate amount of determination and dedication.
Further, this preservation of identity from character to character can be repelled to some extent by making sure the new character's attributes are different from the previous character's upon creation. This could be randomized, but a better idea would probably be that you can't create a new character of the same race/culture that your previous character was. However, what prevents a player from not getting his character killed so that he can create the big, burly dwarf that he so loved?
Creation delay. The longer your character has been alive RL-time, the shorter the delay after you can create a new character. Perhaps start with 1 week to 2 weeks, and decrease this time gradually when your character gains age. I think 2 weeks is a sufficient amount of time - even for an IRC-script kiddie - to let off the excess steam that rose to his head due to a disappointing death.
From: kajari
Date: 2002-08-15 15:28:49
In-Reply-To: 1833
When you people talk about this game, I start drooling after it! So is there some max.age with different species? And if you create a character, play an hour (for example), log off, and don't play for three days, will the character get older in the time when you aren't playing? Is the game-hour same as in real life? And the killing, can a master fighter start kicking newbies' asses? I wouldn't like it, but it would be more realistick if could... If you create a character, will it be in age of 1 year, or 20 in the start?
I don't like the idea of making a damn good char, and then when it's getting the "best players sign" it goes and dies. Will there be graveyards? I gotta stop asking and thinking about this game, my shirt is getting too wet of my drooling... (:
From: origon
Date: 2002-08-15 16:49:57
In-Reply-To: 1834
About max age, i think we have said that max age for a human would be something like 20 years Realtime, so you not very likely to die of old age. And your character will get older even if you are offline, one should not be punished from being online. Time is 3 times faster in majik compared to our time. Plants grows faster than irl. When you create a character it will not be an infant.
Graveyards, definately.. buy you would have to pay the tombstone if you do not want a wooden cross. If other people like you enough, they might even build a monument in your honor, where they have written your history and what epic events you took part of. Next step would be to build some pyramid :)
From: mandor
Date: 2002-08-16 22:11:39
In-Reply-To: 1834
In my opinion player killing should be possible anywhere and at all times. If some "highbie" character likes to sit around the towns where "newbies" crawl and kill them on sight contanstly, then so be it. If nobody bothers to get rid of the "highbie" then we could state that the in-game dynamics have simply allowed him to continue doing that, and the law of the jungle applies.
Naturally there are many many ways to rid of a nasty player killing too many others. A leader of the region where the murders happen might command the city guard to seek up the murderer, or even mobilize armies after him, if he is strong enough.
Also never forget the influence of gods and other greater beings. Through them it might not be that hard to get rid of a known repeated murderer.
and... Mandor might not answer any prayers during the day.
.M
From: Atratus
Date: 2002-10-01 01:14:29
In-Reply-To: 1835
Graveyards rule! Don't forget to put that in the game!
I wonder if you can make necromancy in the graveyard, like, summoning zombies and stuff...
From: Zandor
Date: 2002-08-16 00:57:27
In-Reply-To: 1835
Speaking of aging and time, how will time pass by? Will there be days and nights? How long will they be?
I think it would be cool if you had nocturnal creatures (warewolves, vampires, etc.) that only come out at night, and gods that only answer your prayers at day/night.
I kind of got the day/night idea from The Legend of Zelda: Ocarina of Time.
From: yorkaturr
Date: 2002-08-16 10:26:24
In-Reply-To: 1843
The time rate is 3:1, which means that 8 hours RL-time equals 24 hours Majik time. And yes, there will be days and nights.
The idea of certain gods answering your prayers better at day/night is a new one, and I think a good one, as the association of day and night with a god's personality is a perfectly clear observation.
From: ReSpawner
Date: 2002-08-19 02:58:51
In-Reply-To: 1849
so back to "PLayer-Killing": atlest i think that there shouldent be any ghost taking a picture of the murder becouse maybe you hire someone that whould go and kill someone in some way that none will hear/notice him... maybe you could fak an accident like carying the body into the wilderness so some animals eat him... (that whould maybe make people think he got attacked and killd)
From: ReSpawner
Date: 2002-08-19 03:12:52
In-Reply-To: 1859
i also thought about this but in a bit of diffrent way... maybe you could start as lets say 17 years and you then arent an adult (just comparing real world with majik) and cant do everything... and then when you get 18 then you are a full player that could prevent stuff like fsatly making a new char and go kill the one that killd you...
(this was just an idea and needs to be worked on)
From: blurita
Date: 2002-11-25 22:43:24
In-Reply-To: 1859
ok guys ur making this game way too fucking complicated!!
omfg! i doubt you will ever even be able to play the game because it will have so many bugs and problems!!
it will probably be constantly updated! this is bull....shit!
From: darshan
Date: 2002-08-17 10:09:04
In-Reply-To: 1860
That is a poor and completely unimplementable concept, especially in a multiplayer game. If some player wants to go vigilante, or try and organize a militia or whatever, he can of course just go for it (though he'll most likely fail); but the idea of law enforcement by NPC's is dead on birth.
From: Mernof
Date: 2002-09-01 19:02:21
In-Reply-To: 1863
Just a question... Will there be any Npcs? Or will markets and shops be run by players? exchanging their items or other peoples? or a mixture....
From: guest
Date: 2002-09-13 22:44:28
In-Reply-To: 1863
Just put it this way, if you see some one pickpockting people in real life, you would either stand up to them at the spur of the moment, or scare them away, or even beat them with your first. Having police in a game like majik would make it boring. If the person doesnt want to get thieved he would have to simple stand up for him self!
From: hook
Date: 2002-09-20 13:16:42
In-Reply-To: 1885
perhaps we can give the dead player the option of scrolling the name of his killer on the ground or tree or wall with his own blood....being killed you soul automatically knows his killer name and in the last minute or so of thier life they can write it down...of course most people (killers) would figure this out and destroy the writting or even just stop the person from doing it...anyaway it is sort of unrealistic but still fits in with the fantacy setting...
From: Mernof
Date: 2002-09-01 18:56:49
In-Reply-To: 1886
ReSpawner, you have to think about other races, they have different culcture, just as in real life, you are known to your village/religion as a man at 13, you would start work. You can't decide a huge world like majik to have all the same age of being able to player kill. Just as in our world, there are groups of killers without doubt, groups of killers may start in majik. People working in groups to kill people mean the people in that group wouldn't have as much deaths as a single person killing people. I dont know how you would control clans of killers...
From: ReSpawner
Date: 2002-09-03 18:47:20
In-Reply-To: 1962
I actualy just gave the age example from real world as i said and it could be cald something else or even be a completely diffrent thing but yeah whatever =D
From: Archantes
Date: 2002-09-01 22:41:13
In-Reply-To: 1963
This matter is under consideration and is possibly being tested in some level in later point of time. There will be, or then there will not be NPC AI build in game.
In any case you will know when the game gets to point where you need to know.
From: guest
Date: 2002-09-14 01:17:00
In-Reply-To: 2027
But police can make games funner, like trying to sneak around. If there weren't any type of police, there would be almost nothing to keep people from just murdering people. I think there should be a guild for keeping the peace that people can join if they wish. Maybe it should be started off with a small amount of npcs, so that there are npc police, but not any where close to majority. A game with no one to enforce the laws would be practically lawless, it could ruin the game.
From: kolpy
Date: 2002-09-15 03:46:06
In-Reply-To: 2028
there will be good gods who will probably get their followers to stop lawbreakers, and also mayors/kings or whatever will probably hire guards.
From: Yendor
Date: 2002-09-19 08:03:10
In-Reply-To: 2050
You think that over 20 is a lot? We have other threads with over 100 posts. But indeed, AFAIK this is a thread with most posts of the public ones.
From: Vovin
Date: 2002-10-21 02:59:23
In-Reply-To: 2054
i guess it would be preferable ( opposed to that ) to add some skill like UO's forensics skill. Like that some players could have the ability to examin a corpse and later have some chance ( upon using the skill on a suspect) to match what they have "seen" in the murder scene with the murderer.
just 5 cents from a fan
From: tringe
Date: 2003-02-21 10:17:53
In-Reply-To: 2525
What do you think about having some sort of duelling mode in the game, where players can fight each other but only 'virtually' get killed, i.e. the looser won't be dead after loosing the duel.
This option could be used to fight over a prize or some items, which are agreed on by both parties before the combat.
I think in runescape there is something similar, but it's a members only option, so I can't tell for sure...
From: Ragnar_GD
Date: 2003-01-25 03:17:12
In-Reply-To: 2578
It requires some ideas on gamebalance and motivation to deal with death of Avatars. I think there are enough games out there where dying in combat is actually impossible (Morrowind comes to mind).
If I can think of anything like motherfu**ing sh*t, then it is a game where you see in photo-quality-rendering with perfect animation, that a critter needs ten bloody strokes before actually going down. *One* hit is actually enough, remind you. Those games don't help actors avoid being hit (no parrying, no blocking, no dodging), and have no means for Avatars being blown to pieces.
But having no ideas for dealing with this is no excuse, in times with graphics like this they should be forbidden to design world-mechanics, because these looks are crap...
Just my 2 cent...
From: sweatshop
Date: 2003-02-24 04:10:21
In-Reply-To: 2653
Well, instead of hard coding something like this, why not take a more real life approach and agree before hand? Eg. the two players agree that first to draw blood from the torso gets the prized gauntlets. There would be a clear winner, and the greatest danger the loser might face would be infection.