06-09-2009, 04:34 PM
I guess technically speaking if you kill Jim and Fred its not griefing. Our faction game is an open pvp game so you would therefore only be pking them. The only people you could grief technically are people in your own guild. That is easily resolved.
It is possible all three of you were soloing and decided to group up to complete some quest for the orcs however in general just like other open pvp games you take your chances when grouping with strangers. Pking openly is allowed but the penalties are purely in faction hits.
When you think about it, this model isn't very appealing to your solo pve guy.
Their is one way to solve the faction by osmosis.
When killing solo Orcs in isolated locations if you can catch them alone that is one thing. However when you kill villages of orcs you can set up a formula for calculating the creation of runners.
For example I run over to Orc village1. If I catch a pat in the back of the village and I kill him out of site of others their is a good chance I can get away with it. Obviously maybe another pat saw me that I didn't see however since the towers we discussed earlier didn't sound any alarms and send 40 to kill me that is a good sign I got away with it.
However if I do get caught and start to slay many Orcs for every (put in number here) Orc I kill a runner is created. As we talked about earlier for larger cities and villages the towers automatically send runners out.
However lets assume for one second that the village I am killing at is its lone faction and their is no where to send runners for help. You can simulate the action that some Orcs got away as we were killing off this village. Those Orcs that got away get up and move away to join some other Orc village and they share what happened.
You can simulate this by spawning runners for every (put in your number here) Orc you kill. Instead of requiring them to run all over the map in game (tons of memory) you just keep them on the map for like 60 or 120 seconds. If they aren't caught and killed in 60/120 seconds it is assumed they got away. You despawn them and they are added to Orc Village2 up the road. The runner is assumed to have made it to Orc Village2 and the rumor of your deeds are now there. You don't really need to even spawn the runner at the new village. Once one gets away you can just write the faction in to the nearest faction the runner joins.
Vllad
It is possible all three of you were soloing and decided to group up to complete some quest for the orcs however in general just like other open pvp games you take your chances when grouping with strangers. Pking openly is allowed but the penalties are purely in faction hits.
When you think about it, this model isn't very appealing to your solo pve guy.
Their is one way to solve the faction by osmosis.
When killing solo Orcs in isolated locations if you can catch them alone that is one thing. However when you kill villages of orcs you can set up a formula for calculating the creation of runners.
For example I run over to Orc village1. If I catch a pat in the back of the village and I kill him out of site of others their is a good chance I can get away with it. Obviously maybe another pat saw me that I didn't see however since the towers we discussed earlier didn't sound any alarms and send 40 to kill me that is a good sign I got away with it.
However if I do get caught and start to slay many Orcs for every (put in number here) Orc I kill a runner is created. As we talked about earlier for larger cities and villages the towers automatically send runners out.
However lets assume for one second that the village I am killing at is its lone faction and their is no where to send runners for help. You can simulate the action that some Orcs got away as we were killing off this village. Those Orcs that got away get up and move away to join some other Orc village and they share what happened.
You can simulate this by spawning runners for every (put in your number here) Orc you kill. Instead of requiring them to run all over the map in game (tons of memory) you just keep them on the map for like 60 or 120 seconds. If they aren't caught and killed in 60/120 seconds it is assumed they got away. You despawn them and they are added to Orc Village2 up the road. The runner is assumed to have made it to Orc Village2 and the rumor of your deeds are now there. You don't really need to even spawn the runner at the new village. Once one gets away you can just write the faction in to the nearest faction the runner joins.
Vllad
