Argus,
*Ding!* You get a prize.
quote:
- The difference between the effective combat strength of real-world humans is rarely great. Effectively the equivalent of a small number of new characters being able to take down a much more experienced character. Compounding this is the fact that guns are easy to use and universally deadly, a combination that is I suspect rarely found in MMORPGs.
Which is exactly why I believe the exponential character growth model, used in such P&P games as Dungeons and Dragons, and single player games such as the Final Fantasy series, is
utterly unsuitable for multiplayer gaming. It
is unrealistic for gods to treat ants with respect, and the source of the problem
is the massive, unrealistic power differential between low and high level players.
quote:
- Humans are more inclined to gamble when the risks are lower, even when the rewards are proportionally lower. Even if some new character protection community existed in MMORPGs, the threat of imprisonment and/or death does not carry the same relative weight that it does in RL.
How about
permanent character death ? That ought to put the fear of God into anyone who''s been developing their character for a long time. If one sets the maximum prowess ratio (an abstract concept, but bear with me) to around x2, that means that no matter how cool you are, any two chumps stand a good chance of killing you, and then all that progress is shot. Yes, not the same weight as in RL, but it does make one think twice if one cares at all about one''s character.
Grief players, those who kill not for in-game gain but to derive joy from the loss of others, are a separate issue and should be dealt with separately. I recommend cancelling their account, banning their IP, and mandatory RL community service and anger management counseling. As a developer, I can at least enforce the first two.
quote:
So I think MMORPGs do require some alternative solution, although I am against hard-coded protection.
No, they don''t. You just need to start thinking more about what can and should be changed.
Mr. Ropple,
Your position appears to be something of an old-west style of diplomacy. In other words, one had better watch one''s mouth around the well-armed and highly dangerous. I would imagine the Frontier was a highly polite society, punctuated by brief and violent breaches of protocol. Similarly well-armed and highly polite arrangements existed in the courts of feudal Japan and Europe.
Of course, I would prefer if the flow of politeness was more egalitarian and less unidirectional (that is, from lower to higher only). I think this could be arranged through decreasing power differentials between levels, as described above. Still, the idea of violence enforcing politeness and good behavior has merit.
I do not like your idea of PvP "receipts" as it seems a bit artificial. Perhaps rewards could be granted to those who avenge heedless murders. These rewards could be monetary, or more abstract (return the honor of the family, prevent internecine warfare).
Captain Goatse,
Whatever useful point you may have had was lost in your tide of abuse. You are nothing but a troll.
-STC
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SpittingTrashcanYou can''t have "civilization" without "civil".