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In the fourth Dragon Empires Q&A at RPGVault, Community Liaison Manager Peter Tyson talks about player versus player combat:
Jonric: After you decided on a fairly open PvP system with consequences, what goals did you set for yourselves with respect to the key things it needed to address, such as grief killing, and how the system of consequences should work?
Peter Tyson: Grief killing was an important issue to tackle. We felt it comes as much from a directionless and meaningless PvP system as it does from bad players. If there is direction to the PvP structure of a game, then player killing (even excessive) isn't griefing but rather an important part of the game. We would like everyone to be involved with the PvP side of the game, as it is a lot of fun and fairly painless. As for consequences, when you can only attack players who chose to be a part of the PvP environment, either by being in a clan battle or taking on the role of a contract trader, bounty hunter or outlaw, there is little need to punish participants. These are very rewarding roles, but also quite risky. Expect to kill and be killed! |
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