PKing Played Down

Posted 3rd Jul 2008 06:55 PM by Elly

PKing was, and still is for those playing D2, the bane of many. Although no game-specifics are included, Diablo II Community Manager Bashiok gives Blizzard’s philosophical view of “griefing,” in a post on the official WoW forums.

Blizzard Quote:
We’re - in general - not big fans of griefing for any game. It’s really only “fun” for one person, and that definition of fun isn’t generally something we’re going to want to encourage. It’s far more positive to encourage and support meaningful and skillful options and systems within a game, than a mechanic for people to instantly turn against one another for no meaningful gameplay reasons.

I definitely remember running with my friends, and someone toggles it, and bam everyone is dead and your one friend is laughing. Ok, ok, good joke I guess, and then you run back and *bam*, you’ve toggled it to get them back. After a while everyone usually agrees to a truce because it’s just a waste of time. But I also remember running with random players and losing extremely nice items because of it, not cool. I’m sure that it was a feature that was right up some people’s alleys, I won’t deny there are some that would enjoy nothing more than to see others frustrated, but is that truly something that should be encouraged through design - if not directly opposed?

We have a large focus on cooperative play for Diablo III, and the mechanics and design decisions related to multiplayer are likely going to be based on supporting and encouraging it as much as possible, and not breaking it down.

That doesn’t mean that PvP won’t have its own focus, but those are details and features we aren’t yet discussing.




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Ishmayl
Posted 03, Jul 2008 08:01 PM
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Seems like one really good way to handle this would be to allow the game maker, when creating the game, to click on an option as to whether PvP will be allowed in the game.  So if I make a game for duelling, I click on the "Allow PvP?" box.  If I want a game for versions of fun that involve more than one, maxed-out, usually glitch-and-bug-studded player, I click on the "Disallow PvP?" box.  Seems simple enough.

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slovek
Posted 03, Jul 2008 08:57 PM
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I think that limitation is never the answer. So many people in wow get angry when they get ganked. Then when they hit 70 they complain that world pvp is dead. I personally would be very disappointed if griefing is disabled totally in D3. It was a part of the fun. Yes I got griefed, but killing them later was so much more satisfying. Limiting a game like this spells for disaster.

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royale
Posted 03, Jul 2008 08:59 PM
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I would really like them to find some way to make it fair/fun/interesting for both PKs and and people who rally against them.  Going all the way back to the original Diablo, PKs always added something neat to the game imo.

I never really got into it myself, the only pvp I ever did were duals or mass fights outside blood moor, but it was pretty cool that you kinda had to watch your back around strangers when adventuring.  They could be helping you one minute and then looting your gold the next, so you always had to keep an eye on them until you make sure they are on the up and up.

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smartdot
Posted 03, Jul 2008 09:35 PM
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IMHO i think that either there should be no loss the the killee (including death on HC) or they should allow the toggle.  Its really not fun to just be ganked nonstop, especially when you were working towards a goal then have to start over in a new game.

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Jaklax
Posted 03, Jul 2008 09:56 PM
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Has to be some evil in the game, b/c ur most def not gonna get an evil/terror feel from the art..=P

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Elly
Posted 03, Jul 2008 09:57 PM
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[quote=slovek;6584472]I think that limitation is never the answer. So many people in wow get angry when they get ganked. Then when they hit 70 they complain that world pvp is dead.

I believe Ishmayl’s suggestion is on a game by game basis, not character so when hitting the upper levels you can toggle PvP on at game creation if you wish.

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jonnytx
Posted 03, Jul 2008 10:10 PM
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I lost a couple hc characters in D2 and otherwise felt pretty annoyed from time to time because of hostile players, but the game was much more exciting for it and I wouldn’t change a thing if the decision was mine to make.

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Ishmayl
Posted 03, Jul 2008 11:45 PM
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Yes, Elly is correct, my suggestion was for a game-by-game basis.  So, everytime you create a new game, you can choose to allow PKs, or not to.

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Merick
Posted 03, Jul 2008 11:46 PM
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Honestly, I got PKed maybe once every three months in SC, it’s not really a big issue.

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Lyrs
Posted 04, Jul 2008 12:06 AM
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Here’s what I would do:
1) Everyone starts out as Co-op
2) Once you beat the game, you can choose to play on the Evil side
3) Put “human” monsters (HM) into the game, i.e. monsters that look like regular humans with all the gears of a player.  Not all HM are player controlled, most are NPC
4) Players can choose to be a HM
5) When chosen, HM is randomly inserted into a game with relevant difficulty settings
6) The HM is attackable by all, players and other monsters, etc.  HMs deal 1/4 dmg to normal monsters, and monsters deal 3x dmg to HMs.
7) The HM only gets XP from killing players, not monsters, etc.  HM levels like a Player.
8) The HM gets Ears, gold, and xp from killed players (automatically picked up).  Ears & gold can be traded for stuff, bonuses, etc.
9) When the HM kills a player, the player looses whatever they typically do when killed.
10) When an HM dies, the player gets xp, gold, a randomly chosen item from the HMs active worn slots
11) The HM only has so many lives, 3?, unless HC.  Lives can be replenished by buying with gold and ears.  If all lives are consumed, HM character is ghosted.
12) HM cannot talk to Players, but may talk to each other.
13) HM have a Save&Exit; counter of time, 10secs(?).  HM must play/wait time length before game exits.
14) If HM is disconnected/dies, loses 1 life and/or if HC, character gets stripped of all XP and half of his randomly selected worn gear, but retains level.

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