loftar wrote: the best thing would be if PvP loss didn't necessarily mean death -- if the winner actually had some incentive not to go all the way and instead keep his victim alive.
I have to disagree with this. Permadeath is what makes this game great. But the fac tthat one will suffer this frequently in PvP should be taken into account. PvP charecter development shoudl reflect the combat attrition accrued.
I've been thinking there would be a credo specifically design to be easy to produce but is worthless for doing anything other than equipping it with a ranger gear (for stealth which allows climbing over walls and avoid traps) and a dagger for assasination. It can summon and murder but it's so cheap and worthless in every other respect that the only thing it's good for is doing just this. This means retaliating against an assasin is just futlie.
Perhaps the assasin can only be capable of tracking murder scents. If so I would like to see an equally balanced system of tracking thieves.
With the assasin, a 'Ranger' type would be capable of tracking a thief, summoning them and pilfering through their stuff to get the stolen items back but have an incentive not to leave a murder scent. Naturally the ranger type would reflect more investment and the question would be about if the stuff stolen was worth tracking down. Only a ranger could kill a thief and doing so would probably be a death sentence.
Otoh, it would reflect battle attrition for characters on the field causing your opponents characters to die in GvG would mean that yours still die as well.