Yes. I believe I read that somewhere. What I do not recall reading was something that made my questions less germane to the topic.Cherek wrote:In Boogers idea the other guild has to "accept" the declaration of war.
So why would anyone have a war at that point? It would require a) both sides believing that they have a better than even chance of winning, b) those making the decision would have to feel safe against possible loss either due to gross manipulation, perhaps with seconds, or by some sort of privilege of size or inactivity, perhaps to the pointed detriment of that guild or c) some sort of coercive action such as a griefing campaign to drive acceptance.
Yes. Playing Genesis should be rewarding, but that is not what I asked. You keep advocating for playing a specific way, killing each other's characters, and I am asking what do we gain from that. The answer "wizards should code rewards for us to do so" is a circular argument, at best.Cherek wrote:[...] it will soon turn kinda pointless. [...] we all need to be rewarded for playing or we wont.
Thanks, but I really mean them as discussion questions. I firmly believe that huge swaths of details basically resolve themselves if you can dig down to the important concepts and state the underlying principles.Laurel wrote:Strider - good points!
Yes and arguably it is unhealthy for the community if players can not directly cause harm to each other's characters by fighting it out and are left to find other outlets for hostility.Earth wrote:Oh, that type of change could be abused... I can already think of several ways that PvP no loss of exp would be useful.
Still, in so far as there may be value in fostering an environment where we can happily kill each other's characters without much consequence, it may be worth hashing out a system for low loss PVP, perhaps as the general rule.
Perhaps something where the game tracks all damage as either "player" or "environmental" from "very hurt" on down, with healing going against the oldest entries, and some metrics for dealing with ongoing effects like poison. Any time you die with say 67% player damage it's considered PVP and has little effect.
Of course, if we end up calculating to some extent what you died of, we could track player-caused damage by player, which could allow a grudge system to be added, allowing players to risk more and maybe even take some penalties in order to have the opportunity to cause a more impactful death on a character they have an issue with.
[Edited to finish thought.]