Hi Alex, > 1) Battlefield or Arena's where everyone is PK. > I've put this in, along with recording winners in different divisions, for the player prestige part of it. Less hostility too :) - the arena I throw out prizes in, and the battlefield version of the arena (see also the snips on Cermaic Mouse) players pay a bit for, and get to "train" against each other. > 3) To set the whole mud to PK > This also I have done, well haven't done the checks yet as the mud is soo small and barely into testing. As is I just slap someone that abuses their ability to pk smaller players, and we chat about it for a bit. Not viable for a prod mud however. This approach I've most often seen on muds that I found far too aggressive. > I was just wondering, what sort of PK systems, creators out there where > using and if there were any suggestions as to which way would be the best to > go. > I'd have to recommend looking at the theme and size of your mud, and how focused you want people to be on pk'ing - or running away from pk'ers. I've reduced the penalty for death to almost zero, so players aren't scared of a death (or purge *lol*) or two in fun or exploration. The higher the stakes and the less players know each other, the more serious the game becomes. That's my view on PK anyhow. Regards, Kristof +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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