Player-Killers

Combating PKing. Playing God "…And Justice For All"

You can combat PKing by becoming a God and punishing PKers, or you can have a "natural"/automated system which punishes PKers. It is very disappointing that so many people decide to go into such a Role as a PKer, but there is little that can be done to stop those peoples mentality. What can be done is to implement a system that would force Player Killers to behave, but that usually means imposing rules on the game that makes it difficult for situations such as duels. There is one way of doing this that I have been pondering on for a while. If you implement a virtual "law enforcement agency" with certain laws that prevent fighting [and specifically killing] in the streets (as you would have expected in the medieval times). You then have NPC guards who can "overpower" the PC (without attacking and knocking them out, like in "Might and Magic") and drag them away. There is a "case" heard about what happened based on who started the fight. Whoever dealt the first blow is the offender and gets punished accordingly. There could be an Arena where duels could take place for public entertainment that would be devoid of such rules. It would also add a random element as to what kind of skills the character you got pitted against had (so that is where the word pitted came from). The other benefit of the arena is that it adds a roman element to a medieval game, which could do well for the atmosphere and other such elements in the game.

I have seen other methods of removing the Player Killing factor in Diablo II where both of the players are required to click on the "Aggression button" before they are allowed to trade blows. The button can only be pressed when the player is IN TOWN, which then also removes the coward element of chickening out when you are almost dead. It certainly was an improvement from Diablo (the original) where you were killed more often as not by friendly fire in the back from a "helpful" Rogue (note that I was a Warrior). At least in Diablo II, if you have an Amazon standing behind you when in a friendly mode, fire from her bow does not damage you. I find this helpful, because I am there mainly to take damage [away from the Amazon] and let the Amazon kill to get us the Experience Points.

Another way to indirectly punish Player Killers is to use the Reincarnation or Possession systems (discussed in "Timing in games" or "Old age in games"). Base on some recorded data on how that player has been going through there last incarnation; they get placed in an appropriate new incarnation. It follows a similar law to the pathway to Nirvana:

You may want to expand those two points into a longer list that includes steps and has a "neutral" choice in it, but I think that the two points there describe the consequences of actions in using the system, and sum it up quite nicely. You could explain the same thing using the Possession system using the following:

I would prefer to see actions and consequences in games and also reasoning for what happens. Reasoning is something that is often just overlooked or thought of as specific hassle. If these issues were addressed, then the game would be a much more enjoyable experience for everyone. If a game explains why it uses something, then it gives added depth to the entirety of the game and will definitely be remembered for its finer attention to detail. This is providing that the entire game includes attention to detail.

Combating PKing. "Good and Bad Karma"

(Thanks Arjan) Maybe a character with bad karma cannot go certain places and vice versa for a character with good karma. By acting in certain ways in the game, a player gets a karma value (or an alignment) and this states what they can do and what they cannot. If we are talking about PKing, the character who goes around killing other players gets a bad alignment and therefore will not be allowed into a populated town. They will be hunted down by bounty hunters, but they may also be able to enter the bounty-hunting guild. By doing so, they are no longer going to be hunted, and they can become what they have already been (a PKer). Bounty Hunters are exiled from populated areas (general public, not Bounty-Hunter populations) and thus cannot really live with others. By doing so this allows for both different roles to be carried out.

If you wanted to remove PKing altogether, using an aging and death system (as mentioned in the appropriate topic) you can then remove attributes/statistics from players that continuously kill others. This is a little harsh in my opinion, but effective. Personally, I like the alignment and karma idea.