08-28-2019, 03:36 AM
DiscoGC,
What do you think about having an /attack or /atk command to serve as a PvP warning?
There are various ways this can be implemented.
I think the simplest may be to not tie it to any ingame mechanic at all, and having it only serve recordkeeping purposes.
There is no real life warning when someone is attacked; a fair ingame translation would be a "silent enemy" (such as the Nomads). A neuralnet warning (message that the victim would receive, after someone executes /atk on them) may suffice. In other words, not every character should be expected to "talk" to their intended victims, and this proposal addresses that, plus it prevents whorage of "/setmsgs".
The biggest concern for me is: time. If you agree with this idea and decide to post in this thread, can you help brainstorm about how much time should go between the /atk command (proposed PvP warning) and the time that players should be allowed by the rules to engage other players?
Let's discuss!
Regards,
Sky
What do you think about having an /attack or /atk command to serve as a PvP warning?
There are various ways this can be implemented.
I think the simplest may be to not tie it to any ingame mechanic at all, and having it only serve recordkeeping purposes.
There is no real life warning when someone is attacked; a fair ingame translation would be a "silent enemy" (such as the Nomads). A neuralnet warning (message that the victim would receive, after someone executes /atk on them) may suffice. In other words, not every character should be expected to "talk" to their intended victims, and this proposal addresses that, plus it prevents whorage of "/setmsgs".
The biggest concern for me is: time. If you agree with this idea and decide to post in this thread, can you help brainstorm about how much time should go between the /atk command (proposed PvP warning) and the time that players should be allowed by the rules to engage other players?
Let's discuss!
Regards,
Sky