a multiplayer game of parenting and civilization building
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2laughor2cry:
The murder problem is not a simple problem to solve. Removing killing from the game won't work, because then there would be no way for villages to enforce their laws. So killing must be there. Anything I do to "strengthen" the good guys (like armor, or better weapons) will also strengthen the bad guys. Nothing worse than a bad guy in a bullet-proof vest.
Right now, anyone who commits murder is greatly hobbled, the victim has plenty of time to cry for help before dying, and it's not so hard for the good guys to get rid of the murderer. Furthermore, that murderer cannot return to your village for three whole hours.
So it's not that I'm just "ignoring the problem." I've done a lot to help you, the players solve the problem. I'm not sure what else to do, though I'm still thinking about it.
I don't think making it more costly to murder people is particularly helpful to stop griefing. After all, griefers still simply randomly kill someone, it's basically a given that someone's game is over with little counterplay apart from 'just run away'. What you probably want is a means to counter lone wolf griefing.
With that in mind, have you considered adding medicine to the game?
For instance, herbal leaves could be another crop, that is relatively difficult to grow, and found wild very rarely. These would be used on a dying person by another player, turning them back to living. That way, a murderer would have to be careful to stab people away from medicine and help. It makes griefing more fun (strats like steal and hide the medicine become important!), but introduces counterplay for *everyone* else.
In this way, bleedout becomes a key mechanic that you can use to balance pvp. Some ideas:
- Different aged people bleed out at different rates
- Perhaps different genders bleed out at different rates (finally males have a niche)
- Different weapons would leave players with different lengths of bleed out time: a knife my give you 10s, an arrow 20s.
- Clothes/armour might make bleed out longer, or save you from entering the state completely based on a dice roll.
- You could introduce bandages which could be used on yourself to extend your bleedout time, potentially allowing you to get back to town and be saved.
What do you think? Perhaps this is worth its own thread.
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