Wall of text incoming. There's a TL;DR: at the end.
I've considered ways to try to codedly encourage "good" PK as opposed to bad PK, and I've come up pretty empty every single time. Even with a system that would naturally be obfuscated, I'm hard pressed to think of a solution that isn't going to be ultimately wonky and/or require some sort of manual review. It's either going to come across as a "punishment" to players who only PK with overwhelming numbers, or as a "perk" that would severely benefit veterans only, as a veteran should have a much heavier advantage when it comes to PK on even numbers.
Ultimately, I feel like a coded feature should have to come down to logging how many PCs are involved in either side of an altercation, and weighting the "reward" for successful PK as a flat ratio: You would earn 2 Dank Kill Points for each kill in a 1v2 (while outnumbered) and 2.5 Dank Kill Points for each kill in a 2v5 (favoring the enemy). I think there should also be a severe drop-off if your group is larger than the enemy group, to the point where if your group is twice the size of the enemy, you earn a tenth of a Dank Kill Point per kill.
There's multiple problems with an approach like this, however. For one, it's difficult to weight properly and very open to abuse, to the point where it would necessitate a lot of manual review that I don't think anyone would want to do. For another, I can only imagine that there's a lot of potential for interaction that would be very difficult to codedly consider. Finally, I believe that it would be very difficult to determine a proper reward for having a lot of DKP.
To put it another way: I don't think it's possible to have a proper reward that is as rewarding as the victory of PK itself, especially when high-end gear is concerned.
My follow-up question to that however, is... is that such a bad thing? Is it bad that PK is so important that there's no meaningful reward to attach "on top" of it that would make it more attractive? Personally, I say no. I think that PK should be something that, while always available, should not ever be motivated by anything other than in-character actions, and any sort of coded reward built on top of that for "good" PK is only going to invite manufactured excuses for PK in the first place.
(To that end, by the way, I'm really not a huge fan of the HERO flag being tagged to your PK score, because even if there is some sort of extra weighting system as described above being applied, the pbase at large only knows that "more kills means more hero points" which fundamentally rewards bad" PK in which you have no possibility of losing)
Ranting aside, I think you should ultimately address the goal of why you would reward "good" PK and how you define "good" PK before thinking about an implementation. Fundamentally, I think that "good" PK should be encouraged because it should allow all characters involved to progress forward regardless of whether they won or lost. That might mean a surrender is incoming, or it might mean that the loser is still willing to fight and noticed some areas of improvement. If that's the case, then that means that "good" PK is primarily defined by the impact it has -afterwards- on both the winners and losers. Is there a way to code that? I think it could be elegantly simple: Create an in-game OOC command to "nominate" players whom you have recently PKed against for a reward, with a required line about why you enjoyed the interaction, regardless of whether you won or lost. Racking up positive PKs should bring about rewards on a consistent basis, even if they're just normal staff-initiated rewards or perhaps heavier weights to the "PK" aspect of getting Hero flagged. Free restrings would be pretty nice. I'm a fan of cosmetic changes that demonstrate the influence of the character perhaps more than mechanical benefits.
This may sound preposterous at its face on account of the fact that it effectively requires the losers of a PK to grant an additional reward to the people that just killed and potentially jlooted them. Some may say "This simply means that you're required to suck up to the people you just killed, but screw those guys, you just killed them." To those who are tempted to say that, I would emphasize that it should already be your goal to increase the enjoyment of all -players- involved in a PK, even the ones you are fighting. Obviously the characters involved are not going to be happy, but that doesn't prevent you from keeping the player themselves in a good spot.
TL;DR: Create a command that allows all participants of PK the ability to "nominate" the opposing side for PKs that they enjoyed, and implement highly visible rewards for those who exhibit a history of PKs that all sides enjoyed.
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