Good vs. Chaos Idea
Posted: Wed Oct 21, 2009 10:40 am
I was thinking about the debate about GvC, and this is what I understand of the system so far.
Good=Existence
The only thing you get rewarded for is creating an account. Your characters automatically gain good points and you get more good points if you log in. Ergo the anti-thesis Chaos
Chaos=Corrosive
Where ever the chaos is, we cannot go. the black barrier around explorable land just does not exist. Therefore in order to become chaotic you must not only kill other players, but do so to the extent of preventing them from playing the game. Being a player kill 3 or 4 times a day (or even 10 times if you haven't killed in a while) doesn't make you chaotic.
Good Players are rewarded by not dropping gear as often when they die. Then can be justified because there is a NEXUS, and it appears that existence is in the NEXUS's best interest, and therefore it would reward those who encourage existance
Chaotic Players are rewarded with freedom to take whatever is within their power to take. Be it a hunting area, gear, a player's stock of potions and charms, etc.
I currently love this system, but I can see how someone who truly desired to be a chaotic player full up would eventually find it impossible to play the game. I don't think the path should be encouraged but I do realize that it takes away from concept of being able to choose your path. Here are some ideas that might be compatible with the system if my above assumptions are correct.
As the Nexus pushes back the chaos, there could be areas of weakened chaos that do massive damage to Heroic Players and would do incrementally less up to barely damaging as much as a character regenerates, based on alignment. (It could never be dmg free because you Exist) These are areas where chaotic players could escape and delude themselves into thinking they are unpunished, and feel that they are not dependant on the NEXUS, and this would leave the majority of the game favoring Good players.
Since the area would always move after map expansions, Chaotic players would have to live a versatile life on the run. It would also give good players breaks from chaotic influences. (If the weakened chaos carried a decent leveling area, chaotic players would spend a lot of time hunting with only having to worry about other chaotic players, and not have to worry about heroic ones.) and also give periods where Chaotic players can do nothing but take over areas of free land (when the weakened areas contain nothing but landscape or an unoccupied city) I don't think this would cause an imbalance because it would be a small part of the map most of the time. And sometimes it can contain monsters of such high level that Chaotic players can't even use it.
Good=Existence
The only thing you get rewarded for is creating an account. Your characters automatically gain good points and you get more good points if you log in. Ergo the anti-thesis Chaos
Chaos=Corrosive
Where ever the chaos is, we cannot go. the black barrier around explorable land just does not exist. Therefore in order to become chaotic you must not only kill other players, but do so to the extent of preventing them from playing the game. Being a player kill 3 or 4 times a day (or even 10 times if you haven't killed in a while) doesn't make you chaotic.
Good Players are rewarded by not dropping gear as often when they die. Then can be justified because there is a NEXUS, and it appears that existence is in the NEXUS's best interest, and therefore it would reward those who encourage existance
Chaotic Players are rewarded with freedom to take whatever is within their power to take. Be it a hunting area, gear, a player's stock of potions and charms, etc.
I currently love this system, but I can see how someone who truly desired to be a chaotic player full up would eventually find it impossible to play the game. I don't think the path should be encouraged but I do realize that it takes away from concept of being able to choose your path. Here are some ideas that might be compatible with the system if my above assumptions are correct.
As the Nexus pushes back the chaos, there could be areas of weakened chaos that do massive damage to Heroic Players and would do incrementally less up to barely damaging as much as a character regenerates, based on alignment. (It could never be dmg free because you Exist) These are areas where chaotic players could escape and delude themselves into thinking they are unpunished, and feel that they are not dependant on the NEXUS, and this would leave the majority of the game favoring Good players.
Since the area would always move after map expansions, Chaotic players would have to live a versatile life on the run. It would also give good players breaks from chaotic influences. (If the weakened chaos carried a decent leveling area, chaotic players would spend a lot of time hunting with only having to worry about other chaotic players, and not have to worry about heroic ones.) and also give periods where Chaotic players can do nothing but take over areas of free land (when the weakened areas contain nothing but landscape or an unoccupied city) I don't think this would cause an imbalance because it would be a small part of the map most of the time. And sometimes it can contain monsters of such high level that Chaotic players can't even use it.