Dulrik wrote:
Trosis wrote:
"The problem is that people don't want to pk."
And why don't they want to pk? Because they'll lose their loot.
I think this nails it and it is really that simple. But I do not know how to address it without breaking a core trait of SK.
Back in the early days, there were not nearly as many games but a lot of the ones that existed were at least as hard core as SK. Now there are so many ways to waste your time on games that give you lots of razzle dazzle without really asking you to take any risks.
To the point where SK is probably incomprehensible to anyone born after it started.
I dont think this is totally true. People dont want to lose their loot because of the "time" it costs to get it back. When you consider a long PK hunt lasts for at most 30 min to an hour. Then compare that to recovering from a death. Its probably 30 min to get all the items then you have to enchant/consecrate them another 30 min give or take. If an item blows up you either need to wait for it to re spawn or wait for another 30 min trip to go out and get it. Then you need to get consumables thats probably 30 min of a priest or sorcerors time The cost benefit doesnt add up. So for every hour of PK there is at least double that spent recovering.
When it comes to PK I dont enjoy it because its not my thing. I dont think I will ever enjoy SK PK but from observing it I have thoughts about flaws in the system.
The risk/reward is out of balance. Consider a 2 v 2 PK situation it takes 30 min of "excitement" at most. More likely 2 people get 30 min of stalking and the other two people get about 5 min of combat. Lets take that in the most positive light that is 2 man hours of excitement (which plays out across 30 min). Now 2 people need to recover from death most likely that is 4 man hours of recovery time (which plays out over 4 hours because only one enchanter set of items in a given area). Then there is the 4 hours of potentially accumulated jail time. The reward for winning is putting the losers through 4 hours of not wanting to play SK. So the risk is high the event is ranging from good-bad-ugly and the reward is meh.
When you consider that Vets win (or dont lose) PKs at at least 75% better rate than newbies how much time needs to be invested to learn the game as a new player. As a side note there will always be "vets" regardless of how many vets move on.
Two things that could be changed to enhance PvP experience for newer players. Open some of the rule books. The way GS and how it interacts with trained stats vs modded stats is a prime example of an edge that is there for those who know and a risky pitfall for those who dont. Weapon speed and specialization is another make or break choice that is next to impossible for a newbie to get right alone. These "assumed" knowledge from other gaming systems can no longer be counted on as something anyone even knows is a place to go look not to mention that many of them are slightly different but similar enough to make people think they know the right answer.
The second thing Id look at is add rewards for getting involved in PvP. These could be contributing towards the mentor stat point for getting involved in PvP. The assault tribunal system I posted balanced the field by warning your foes and added a reward to make it worth their while. Its not enforced but its a choice someone can make.
As for the final point anything in SK that is designed to "waste your time" should be questioned. The average SK player back in the day was 16-24ish years old now they are 30-40ish. These people went from a lot of free time to not much. This means that their game needs to reflect this. As a side note areas that become more difficult the more people you take are "stupid" and goes against rule one of RP being inclusive. Taking more people should save you time not cost you time. Its not about how "hard" a game is its about how consistent it feels take Dark souls as an example it is punishingly hard but everything is telegraphed once you look for the signs like boss swing wind ups etc.