by Zamte » Sun Apr 18, 2010 9:32 am
A karma system would definately at least make it fair. The thing is that as a person who's just playing the game for fun, to build my territory, and to enjoy having an effect on the world, I am usually going to be full change because it's what allows me to progress at the best rate. For somebody who's a griefer-type player, once they get the general skills they need for griefing (mostly the combat ones), they can put their points into stuff like unarmed/melee combat, and happily smack anybody around they like. This means that once they get a decent base to start from they can be full tradition without much negative impact at all. It'd still be slower, sure, but you don't require a constantly rising unarmed/melee skill to murder a bunch of farmers who likely have 20-30 max themselves.
I like the idea of gaining LP faster in exchange for more risk, but the problem is that there are other things which ought to be risks. When you can be full tradition and run around killing people, and only lose 25% of the LP you've probably built up plenty of you don't really need, then you're happy to run around doing it. If you actually get tracked and killed back, oh well. You remake the same character with a bit less melee skill and go back to doing your thing. Meanwhile you can relish the fact you just cost random Mr. ??? three months of his time.
There just needs to be a debuff which lowers LP saved if killed. It should be totally seperate from change/tradition values. If you've got 50% lose worth, you lose your 25-75% from death then another 50% of whatever is left over. It should be able to scale all the way to 100%. The whole point of ranging is to be able to pay people back for being griefers, and to be able to create some semblance of law and justice, or so it comes across, anyways. However when the griefer only has a low chance to be tracked (because the farmers can't do anything to him anyways most of the time) and loses very little if he does, and because the little he loses is less important to him than it would be to a different type of player, he really has no risk. There's no sense of justice or punishment if the punishee is not affected by the punishment. On the other hand however, I think when utilizing scents, a ranger should be given the opposite. If you were able to gain a boost to saved LPs, equal but opposite to the penalty the criminal has, then people would be much more likely to (and enjoy as there's little to no risk) bother ranging for others. They'd still risk losing character/name/equipment but if they could keep most or all of their LPs (only if killed while in combat with the scent criminal, even if the kill was landed by another player) then they wouldn't have to fear losing for the sake of helping.
Another thing I think would really help is a more passive component to ranging. Perhaps the ability to detect if another player you come across has a "guilty conscience" (theft, assault, vandalism), or "blood on their hands" (battery, murder). You would not require scents to detect these attributes, but would not be able to act on them either, at least not with the above mentioned benefits. However battering or killing these types of players would not leave scents. These detections would require high perception rolls against the character's stealth, but could be used by rangers to find criminals without scents, and by wary players to decide who is and isn't safe to trade or deal with. Perhaps you could even add opposite attributes for people who use this system or scents to track down criminals. Making them "heroic" for theft, assault or vandalism criminals, or "valiant" for battery and murder criminals.