One fundamental problem of the idea of a game with impact PvP, in which the strong could dominate the weak, is that nobody wants to play the weak. If we really could manage to separate the sheep from the wolves, who would pay $15 a month to play a sheep?
Unless of course if you made playing a sheep vastly more comfortable than playing a wolf. So how about this set of PvP rules: At character creation, players permanently flag themselves as being either PvP (wolf) or not PvP (sheep). Sheep can't attack or hurt other sheep in any way, but they can attack wolves. Wolves can attack whoever they want. Sheep that win a PvP fight get nothing for it. Wolves that win a PvP fight get points and some loot from the loser. Sheep that get killed lose that loot, but respawn at a safe point. Wolves that get killed in PvP are permadead.
Note that the result would probably be very close to the outcome of what happens in the real world: People don't commit murder, because it is actually rather dangerous. The sheep would band together to keep themselves safe from the wolves. So as getting killed is rare for a sheep, and apart from losing some loot not so punishing, a lot of players would probably prefer that safer mode of gameplay. As long as the PvE was good, they would be willing to pay to play the sheep. You just better not call it that way.
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