PvP and the PK system.

Mu online season 21 - grand opening

flintxx007

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Mar 1, 2014
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Mir has always had PvP as part of its game but has always been unbalanced, low levels being killed by high levels. The PK system has always been a part of that. So what is PK? PK or Player Kill is where one player kills another player in an unprovoked way and therefore commits “Murder”. The player who commits the murder then receives PK points. PK points diminish over time (say 1 point per hour for example). If the PKer continues to “Murder” his/her name becomes Yellow and then RED. Once a name was RED for, continued “Murders”, the RED player would be attacked on sight by Town Guards, if killed by the guards the RED player would be sent to “Penal Island” where the RED player would either have to wait till their name became Yellow or White again so they can leave Penal Island or re-enter a town.

Most of you already know this so why am I writing this you ask. Well it’s because PK in Zircon is not in any way punishable and low level players are being harassed by a few individuals who enjoy and think it’s funny to “1 shot” low levels simply because they can. That’s not PvP. PvP or Player vs Player, is in most games, where 1 player has a good chance of defending yourself or killing the player that attacks you. Not being constantly harassed and killed when you’re trying to level by being “1 shoted” by some a**ehole on an ego trip.

So what is the solution? Well you could disable PvP, but that would just make some players throw their toys out of the pram. The answer has to be, make PK a punisherable offence.

We already have the turning yellow and red system and PK points in place. So why not build on that do the following:


  • · remove the Potion of Repentance from the Game Shop
  • · have the town guards kill “RED” players
  • · re-do Penal Island so PKers can’t escape (including tele and ring) till their PK points drop
  • · killing a player 10+ levels below you, you become instant RED and gain x5 PK points increasing for every 10 levels below you.
  • · If killed by guards 100% to drop your guts (drop from bag or pig) on the floor and 50% from body
  • · PK points diminish 1 every hour or so

If however a player say level 60 attacks a player level 75 the PK rule should not apply if the level 75 kills the level 60 and should be treated as “self defence”, if the level 60 kills the 75 then the level 60 gains the PK points, for example.

With a System like this in place it will not stop high level’s PKing low levels “just cuz its fun”, but it will reduce it. Please feel free to comment, add idea’s etc. No whiner’s please.
 

jaffar91

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Apr 10, 2011
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I understand where you're coming from here, but personally I don't think the above would work on a mir 3 server. I think you'd get away with it with a mir 2 server though.

I'm just thinking that if I was a high level here and used one of my many mass attacks and 1 hit 3-4 low levels (10-20 levels under me) I would be ****ed.

I've always preffered mir 3 being all about the PK. The sad fact you will always get those few norberts that like to 1 hit lower levels - that's just mir!
 

Veora

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Apr 4, 2005
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This would encourage griefing... Just suck it up and keep on grinding, most people will use PK as motivation to level.
 

Hells

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Mar 17, 2005
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with a very few adjustments to comply with current 2019 player wishes i think the pk system would be great in mir3 :) , no need to go back to mir2 standards ^_^
 

LightBringer

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Feb 13, 2014
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Not that I would personally do this but you could do a similar system to what zircon have for observers but have PvP / PvE toggle.

So if you enter PvP mode you get a buff 10%expdrop or whatever (or if you are in pvp mode you have say a -5% drop rate (you can do it either way)
The mode can only be changed on 0 pk points and in a safezone (has a CD that only reduces when outside of a safezone, so you toggle to PvP, you have to wait 30 mins outside of SZ before you can change it to PvE)