TeckXKnight wrote:So the main fault that can be found is that if everyone decides to be outright malicious then the game isn't prone to working well. I'd suggest just not being malevolent then but that sentiment seems to be a dead concept.
Not to be cynical or anything, but isn't that exactly what happened with Salem?
If you give someone the ability to permakill other players, although it is a very good
potential tool for the discouragement of pvp, that's not what happens. It is a far more powerful tool in the hands of griefers, who by and large don't *care* if they lose stuff, so long as other people suffer while they do it. Giving an intentional outlet through monsters and a choice between thieving or murdering will help alleviate those who aren't there purely to grief.
I've seen it happen too many times with HnH and Salem to think anything else is going to happen. Skill based combat (if that's the system) will just make the situation worse. They'd actually be better off with 0 skill combat for the protection of the non-hardcore pvpers.
As for "all the flaming" it's just chief. He likes attention. I expect his warpath will involve Topia Online as well if the game proves interesting enough.
Edit: You know, your best defense against griefing is a feature you've never mentioned to us. The whole "Influence is only generated through player/player interaction". Well, that + the baseline/hour generation. Point being a social currency is far more able to hinder griefers than anything you've mentioned because people can simply choose to not fund them. It's a very hands off form of PvP that carebears will probably love.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.