Edoras wrote:
I don't believe Dulrik changed art, but I think he changed impairment. I might be wrong, that was a while ago.
I don't think that a "comeback mechanic" would be good for the game in regard to PvP: If you're losing, you should seek out RP to keep you from getting PKed into the dirt, and part of the onus of that is on the winning players to allow for reasonable recourses that don't violate the RP of the person being murdered repeatedly. I'm also not a fan of any mechanic that rewards re-rolling on opposite sides: If anything, I think that one of SK's faults is that it lacks stable characters.
If anything I'd just rather take out more external factors from PvP. I think the biggest change to that in my eyes would be changing up city warfare to be more static-guard focused than spawning bounty NPC focused, and make it so that all capital cities are no-transport (but recallable). I'd posted many ideas on this in the past, as personally I enjoyed city PvP a whole lot before bounty NPCs were (re?)introduced to the game.
Bounty NPCs truly change the nature of the game.
It's so challenging just to start trouble in a realm for long. It takes a grave commitment to enter into and exit out of PK--purely gameplay wise--because of banishment, the disadvantage of fighting on lawful city terrain (bounty NPC attrition from moving). By the time you find someone (lol why go to the inn ever?) and they can be stopped with a bash or sleep, you want the spoils.
Knowing where loot is--that's cool. And preserving gear is easy enough, even if you're just relaxing in the inn.
Maybe that's why relooting should even remain steep as it is?
The other elements, like going against the law, finding a target, mechanical and gameplay consequences and risk of PK merely existing, the city defense system--the tediousness of obtaining gear brings challenges like these into view.
I think the game needs 'fighting zones', if you will, that give armor and eq incentives for those who participate in PK.
Just thinking 'out loud'.