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A little idea about PKs - it could be handled that way

Posted: Tue May 15, 2001 8:52 pm
by Damien
There are several persons who want to be able to do something against PKs. But can't do that much. And it's not good to kill PKs down to newbie level too ( if they don't do such to others ).
We need a roleplay-like prison. AND we need a way to get criminals into it by players (or several players who were given the right to ).

Perhaps it could be made like this : Every criminal has a bounty (in silver bars) on his head that increases with every new crime.
All persons can have objects (chains or/and nets) that can be bought to catch people. If a person is catched, he cannot log out (or he can but the character still stays in net), he cannot move, push himself, or cast, or use things, just talk. He can only be freed by persons from outside, allowing his friends to start a rescue. The net is bound to a person, that means, the catcher.
The catcher moves, and the net follows him (on a rope). If the catcher is killed, or logs out for more than three minutes, or releases the captive, the catched person is free. The captive cannot be attacked while in net.
If a captive is thrown to a spot near town (moved on the spot by the catcher), he will be put into court. If he is a criminal,  his bounty will be given (as money or silver) to the catcher by an npc. The captive will go to jail, perhaps a mine, and the higher his bounty is, the longer he stays there, or the more money he must earn there to get out. ( like mine-digging, woodchopping and more simple available jobs inside the prison like this ).
Nets or chains can perhaps be made with high ropemaking or smithing skills, and be bought from a prison npc (or at the shop).
They should be one-way-use and quite expensive to boost the market :)

Even guild wars could be held that way (catching enemies ). Criminals could catch people to press money out of them, or kidnap someone. They won't have to kill to be evil.
These nets could work that way :
-use net on person (monster?) within two or three fields range -> CATCH
-use catched person (may have a catched-graphic later ?) -> TOGGLE follow-option
( must not work if captive is toggled to "follow" another person )
-use Dagger on captured person -> free person

If the follow-option is toggled to "OFF", that means the captive lies on the floor, he will be free within 5 or 10 minutes of playing time, and can move very slow until freed.
the follow-option must auto-toggle to "off" if the catcher dies, or logs out.

For the bounty- and prison-part, a criminal system is necessary. It could work like this :
When person A attacks person B, and B has no "attacker"-flag set, A will have an "attacker"-flag set. The attacker-flag should reset to 0 within 5 or ten minutes.
If person B attacks person A back within about 5 or 10 minutes, B will not have the attacker-flag set.
If A (attacker) kills B (not-attacker), A is marked as a criminal, and a start bounty is set.
If B kills A, noone gets a criminal flag.
If A attacks first B then C then D then E... and on (about 5 non-attacker persons ?) he will have a criminal flag set with a bounty (lower than killing bounty) on A.
( If A (attacker) kills B, and later C imprisons A, C will earn the bounty as money (silver).)

Guild wars could be realized with a "war" or "duel" switch. If you are attacked with this switch toggled on, the attacker flag will not be set.

An additional idea would be, if DIFFERENT players ( min.10 ) report another player to an NPC, the reported player will have a criminal flag set (low bounty) or his bounty increased ( for every different reporting person ). One report-vote should vanish each day, so everyone can give only ONE report-vote about another person per day.

Bountyhunter-rights could eventually be bought from GMs ( but everyone can use a net ). Would give the person the right to earn money as bountyhunter. (Bountyhunter-passport-papers hehe)

(Edited by Damien at 9:03 pm on May 15, 2001)

A little idea about PKs

Posted: Tue May 15, 2001 9:14 pm
by Antarion
Essentially a great idea! Would give new options for earning money.
But it would add a bit more punishment (or otherwise banditry possibilities) if the catcher could take items from the bound person.
A law-enforcer would maybe give the money to his guild, for the "furthering of the public", and a bandit could just keep it.
But there should be the possibility of freeing yourself from the net. Maybe with a strenght-roll, or a combined strenght and agility roll. Or maybe a new skill "freeing".
But the there needs to be a skill for "bondage" too.

A little idea about PKs

Posted: Wed May 16, 2001 12:25 am
by Damien
Most logical (and playable) thing would be :
You can only try to free yourself if the capturer is away. And that means, you are not pulled after him. If you stand on the ground without such a "follow"-option switched off, you will have freed yourself within five minutes. Perhaps three minutes with good agility and dexterity, but three minutes are an absolute minimum.
Remember, if the capturer stays near, you cannot free yourself without using your hands. And you cannot use em when they are bound tight to the body a capturer will control that.

(Edited by Damien at 12:30 am on May 16, 2001)

A little idea about PKs

Posted: Wed May 16, 2001 12:41 am
by Alexander
i love it maybe a bounty hunting skill

A little idea about PKs

Posted: Wed May 16, 2001 4:10 pm
by Jeanderaux
Have the prisoners make license plates.

A little idea about PKs

Posted: Fri May 25, 2001 10:09 pm
by royan
the best thing would be to just ban the crackheads. Most of them don't give shit about rp and thus they really do not belong in this game.

A little idea about PKs

Posted: Sat May 26, 2001 12:48 am
by Damien
so make them learn rp.

A little idea about PKs

Posted: Mon Jun 04, 2001 10:19 pm
by Leif
no... ban them i say...
or... f.ex. if someone kills 2 or more persons
in 5 mins... then their ip adress/name and everything should be avaiable...
or you can ban them...
and if they want their char back they have to mail bror
and give him a darn good explenation...
ban the ip, for ever
they dont belong...
(maybe we need more than 2)
or we could make it so that game masters may give away a "license to kill" wouldnt that be nice?

we dont need alot of wannabe-homosexuals who wander around killing everyone....

A little idea about PKs

Posted: Wed Jun 06, 2001 10:22 am
by Bror
Benning the IP is not possible, since most people have different IPs every time they log in (dynamic IP), or some groups of persons (like in a school) use all the same IP, so everyone will be banned on the school.

A little idea about PKs

Posted: Thu Jun 14, 2001 5:25 pm
by Leif
i still say, ban the ip...
but when someone tries to connect... it stands
the name of whom had done the bad deed.... and if someone in school
knows who he/she is then he/she gets beaten up...
aout dynamic, ip's i dont know how to deal with... but i think you still should ip-ban them
cause they only are here to destroy the roleplay and such...
and the e-mail application system is a good idea...
no pk's want to make up a story each time they want to make a pk char

A little idea about PKs

Posted: Thu Jun 14, 2001 5:44 pm
by Sturm Feuerklinge
At least, the Team is Working on a Email-Application System. I think, that would be a Part of mine (eh, Bror? :) ) , and iam really sorry to that point we gonna play real Roleplay, not that Out of Char-Blahs , that many known and unknown will not stand the application, and so they wont be seen on Illarion anymore :(


Farewell

A little idea about PKs

Posted: Sat Jun 16, 2001 12:34 am
by Damien
It just matters on how the whole thing is set up.
For example, if you make a 2"player"-name who logs in, and then selects the char to play, the email will be useful for him too IF he looses his password. It won't be that bad if only the email must be put in and no other relevant stuff.

A little idea about PKs

Posted: Thu Jun 21, 2001 10:22 am
by Darc Nite
My two cents about PKing....

These ideas apply to one on one Pking, not guild wars or any ideas that will be added later.

1. Have a marker check to see if a player kills another player more than "X" times in a few minute period. If so, then he is booted for a period of time. (The only reason to kill someone that many times is because the person doing it is a complete ASSHOLE.)

2. If a person gets PKed, have them instantly ressurect at cross with full life bar.  This will prevent a grief player or mad player from following your ghost and then killing you over and over.

3. Once a player kills you, the next time you see him or her, their name will be displayed for you to see every time after that. I dont agree with tagging peoples names or anything for EVERYONE to see. I like the realism of not knowing their names. Let each player find out if another is gonna be an ass or not. But once they kill ya, you should then see their name each time. Just like you WILL remember someone in real life who kicks your ass.  LOL

4. Offer players who do not want to fight, a character class that is not geared towards fighting other players. For example, a tradesman, poltician or some other related class.
Make the alignment penalty or some other penalty, VERY HIGH for killing such a character. Likewise, if the tradesman killed another person the penalty would be HIGH also. A total non-PK class, would totally NOT work. The high penalty idea keeps more realism, in my opinion.

5. One more idea. You can tear this one apart also but......Have the program flag persons who are aggressive (kill more than a few times) and those who are murderers (kill ALOT). When they enter a peaceful town's borders, the local authorities would annouce throughout town (an in-game local broadcast) that an violent person or a murderer (whichever pertains) has entered town. No specific names, just a generic announcement. Alert people!!

6. Lastly, implement a system whereby a player must train with a NPC to become a journeyman in any skill (combat skills included). The first time they become a journeyman in any skill, the PK switch is now on. This would allow a player to get a feel for the game, make some friends and decide what they wanna do before the PK switch is on. Also this would prevent grief players from just logging in and immediately setting about killing every one in site.


One addition to the announcement when a murderer enters town idea..........Only one certain area of town should be free from from ANY PKing. This area should be where the vendors are allowed to set up shop. Thereby preventing PKers from killing everyone trying to shop or trade. The rest of town should be open season for those who want to be evil or exact revenge.


Thanks for letting me present my ideas!!

OK guys, now tear em up  : )

A little idea about PKs

Posted: Thu Jun 21, 2001 11:52 am
by Damien
No tearing. Very good ideas. Some have been put in before, but you focussed the good ones.
:)
Hope such can be realized in later versions.

A little idea about PKs

Posted: Thu Jun 21, 2001 6:13 pm
by Farlorn
Yes I like these ideas, too.

but one little piece of tearing...
there is NO reason to kill any person several times... dead is dead. Only if he/she attacks you again (OK provoking should do, too, but no flimsies) there is a reason to attack, don't attack for deeds someone did before you kille him.

but that's already all :)

A little idea about PKs

Posted: Thu Jun 21, 2001 7:50 pm
by Darc Nite
The reason someone kills you several times =  GRIEF PLAYER!!

Had it happen to me already. Killed me, then followed me to cross and killed me repeatedly until my skills were almost gone. Said they killed me because I didnt answer them when they said hello. FINE, but why the need to follow me to cross and kill me again and again????
I wasnt being a jerk or rude at all. Then I could understand. I was just talking on phone  the time so I couldnt answer. WOW, what a crime!!!

A little idea about PKs

Posted: Sun Jun 24, 2001 10:49 pm
by Damien
Killing someone at the cross again and again IS a crime. Such people need to be brought to a kind of prison where they MUST work and work and work until they can get out =) (or bribe the guards hehe)

A little idea about PKs

Posted: Mon Jun 25, 2001 11:57 am
by Farlorn
I don't think so Damien. Killing someone several times at the cross is absolutly NO crime, because it's NO RPG.

It would be very nice if we yould manage such un-rpg-ish behavior on an rpg-ish way ( I like your prison idea ) I just want to set that clear, so that someone who tries to keep on roleplay can remember. If/when you kill someone, he's dead. Resurrect him or wait for his resurrsction just to kill him again has nothing to do with roleplay.

A little idea about PKs

Posted: Thu Jun 28, 2001 5:15 am
by Pasha
i think it all sux (catching and stuff).. this game will turn in to "catch anybody and get ur gold"... and btw makers of this game trying to make to look like rl... and work in prison idea is not good 2... cause it will make ppl to sit near they screen for hours and do what they dont want to do (they just will quit the game and never play it again)...it is good to make some one (better be some one from the game makers) to be a chef or something and he will have right to put people in jail like for day (non-play time).

it all what think :)

Pasha

A little idea about PKs

Posted: Thu Jun 28, 2001 7:53 pm
by Alexander
i'm not too sure what pasha meant, but i think that being resurrected at the cross with full life would solve the multi kills, but certain people go up to a congregation and slaughter them all. this would not help with mass killings. isn't there a way for someone to be thrown out if they kill a certain number of times in a certain period of time? if the person gets thrown out and that ip blocked for a short amount of time then everyone could have a chance to move or be prepared for when they come back. how about forcing people to stay online or their character logged in when they are in battle. there have been times where pk's have logged out before i had a chance to get them. example the post i got greif about before when i told of sunrises cowardess. he attacked me for no good reason and tried to kill me and when i started to kill him he logged out...luckily i caught him in time, but i think if some someone logs out in battle they should be punished somehow and leaving their character up would be a good way.

A little idea about PKs

Posted: Thu Jun 28, 2001 10:51 pm
by Damien
Pasha, just think a second.
Peoples who do roleplay crimes, would get short prison times, or low fees to come out.
Those who behave like maniacs, and kill people again and again ( Yes, that is NOT roleplay, but we have to deal with them in a roleplay WAY ) will be the ones who have to sit in front of their screen for hours and hours and do what they don't want to... when they want to ruin the game fun for others, it's the thing they deserve. And, if THOSE go away and never come back, it won't be a loss for the roleplayers in the game. See my point ?
If they make a new character, and behave with this one, it won't hurt others. If they start acting like before again and again, only with new characters (trained up every time), then it is early enough to kick them manually.
To keep illarion free of that kind of people, should not only be a task of GMs. It should be possible to be done by the players themselves.

A little idea about PKs

Posted: Thu Jun 28, 2001 11:24 pm
by Bror
I am not going to deal with people that violate other ones roleplay in a roleplaying manner. I will ban or delete them (or even delete all characters of this person). For powergamers skill and attribute reductions would be great too.

A little idea about PKs

Posted: Fri Jun 29, 2001 4:21 am
by Pasha
hhhmm yes Damien, u right about ppl who behave like a maniacs, they must be bunned or something, like Bror said delecting of character.

But i was talking about different Pks, this is roleplay word and outlaws is part of it (not maniacs) who earn they money by robbing and stuff. Of cause there must be punishment for it but not make them go away for ever. There just must be bad guys :angry:  and must be good guys :angry: who ganna catch bad guys :) it is the part of roleplay.

But it just my thoughts :) :biggrin:

Pasha

A little idea about PKs

Posted: Sat Jun 30, 2001 9:59 pm
by Damien
Exactly what i mean. But the roleplay Killers, if catched, would not have to stay there for long. They will be able to leave early, and only be there for about fifteen minutes or something like that. Only if they kill too many, and start senseless killing sprees like Darkwalker did, they would have to stay a while / do much work. Then they can choose to
a) roleplay
b) leave the game.

That is the reason for the work-oneself-out-thing : they cannot just wait and meantime play with another char - they must be active, perhaps in a monotone way - it's a punishment.

People who just become weird, and just act worse all the time, must be banned and / or deleted, of course.

A little idea about PKs

Posted: Tue Jul 03, 2001 10:49 pm
by Sephirothhh
Actually i think pkers suck too because i had awesome carpentry and now it sux so if the
owners want to start a new job as pk stoppers i would like to have the job
cause im on ALOT
and give them awesome skills for fighting and awesome weapons that they cant drop so illarion police could take on anyone who starts a fight
email me at sephiroth1011@hotmail.com

A little idea about PKs

Posted: Wed Jul 04, 2001 1:58 pm
by Sansonic
O.K i like the idea, but what if the victims are Wrongfully Accused, how would you know otherwise?  Like That wee Erse Sephirothh, i hate the little orks guts, he thinks he can kill me, so if he walks past and hits me and i kill him, I would be blamed as a PKer, Think before you type! And if you do do this net thing, whats to stop the player from Turning off at the mains, or logging on again, or even going to a friends house to log on!  DUH!!!
*g*

































Sephirothh, YOU WILL DIE TO MY BLADE WHEN YOU COME NEAR ME, stay at least 2 spaces away, GOT IT?

A little idea about PKs

Posted: Wed Jul 04, 2001 3:06 pm
by Pasha
If there was install for client it could be easy...When u install ur cleint is make random number and write it to windows (or whatever) register file, or some where alse well hidden place...So after GM can banned comp not just character...if player tries to re-install software, client will check the number and if it already exist it just leave it there. If player wanna go to his friend house, his bro must think fist b4 let him login.

Or clinet can scan the hard drive/hardware and send it to server so it can block it.

Anyway it up to GNs to choise what to do :)

And everything can be hack and crack!

A little idea about PKs

Posted: Fri Jul 06, 2001 10:52 am
by Peregrin
please ignore that idea *g*

there are few enough windows progs that don't need to be installed and that don't leave there trash behind when uninstalled :(
and you won't play Microsaft and spy out your customers, will you? ;)

A little idea about PKs

Posted: Fri Jul 06, 2001 1:21 pm
by Pasha
nah :) we just gonna let some idoits to ruin the game

A little idea about PKs

Posted: Fri Jul 06, 2001 1:58 pm
by Sirius
@Sephirothhh
Pls be carefull   i know that you kill others and newbys by hunting pk´s  
i think its the wrong way that you go  

And if i see again that you change your chr cuze you can´t kill someone
(it was without reason)  i try it to hunt you
and not only i     i will ask then all guilds, clans and circles

pls remember another chr is another live and if you cant different it  pls del your other chr


MfG
Sirius the Healer      Adjudant of the Knights Circle the Grey Rose