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Im a newb here, but I have played many, many online games. Im a kind of a dilettente and even run some sucky games of my own.
The fact is a lack of a nemesis, or even of danger, is great to some. It spells ultimate demise to a long term player base, however.
I hate to get "Cived" as much as the next guy, but if it werent for the constant danger of other player's unscrupulous activity, I would not play with other players. Id play a single player game. Against the computer.
If I want society, I'd go to mySpace or somesuch thing.
Everytime I launch there is the chilling feeling that I may come across some devilish bastage that has no scruples about taking me out. I think that feeling of danger is what seperates play against a machine from the sneaky underhanded and challenging play of other sentients.
My only peeve of this game is the rules against all-out PvP are to complex. I dont know whether I should shoot or whether I will get penalized by the system. There is no terms laid out (that I can find) that define what is good or what is evil. It is to damn complex. Add to that the overlying politics of your small set of hard-core players, it is impossible to learn. From what I read, you are about to add another layer of complexity. This, IMHO, is a silly thing to do.
It seems to me that these rules were intended from the inherent game design to be "player-based" from the inception but at the insistant whining of carebears they have become so occluded with bs as to be undecipherable by a newb like me.
Simplify things. Let players make thier own rules of morality. Morality cannot be "coded". It is as indescreet as individuality makes it. Make it clear that leaving the base is a dangerous business. You will find the flux are superfluent then except as an (arg) leveling "gold faucet". Telling newbs that they WILL die is a good buffer from the incessant complaints. It will also shore up the defined alliances of veteran players in order to protect...well...thier order.
Bonnie and Clyde smacked me the other night. I should have paid the ransom but, being untested in combat, I wanted to scrap. It was still the coolest thing ever. "Pay me or Die". So cool. I died instantly, of course. It was worth it.
This is the sort of thing people like. If carebears want to play, you should first guarantee a base of hardcore PvPr's to protect them against the most likely people to join - the pirates.
Open Horizons and imaginations - dont constrict them with fallible rulesets.
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A relatively enlightened approach stolen from the jossh forums (as I can't post there). I can't believe anyone would consider the current system (pre-mil) complicated.
If ur civ you're only allowed to shoot bounties, as HG you're allowed to shoot HGs and bounties. Any other agression incurs a bounty.
Aside from that, the civ/HG tags gave noncombatants a false sense of security. They made them 'usually safe', which made escorting a boring waste of time, and yet the bounty system failed to discourage people with enough friends, or multiple accounts, or just luck enough to civ rip and get away with it.