Server Plans
I'm configuring a new server and have a few questions for those that design and run servers, especially those with experience running PvP servers. Some of these are questions, others are just facts about the server itself. I'm looking for general opinions regarding the server.
1. I intend to make my server a RP server. This means players are REQUIRED to remain in character at all times.
2. In keeping with the RP, the server will have a 'no-holds-barred' PvP design. PvP is allowed anywhere with no level restrictions, and slain players can have their corpses looted completely clean. Also, there will not be any NO DROP items on the server.
3. To help combat griefing in this system, the Plane of Knowledge will be protected by a special faction. Players that are known for grief PvP (farming newbies, for example) will be set to KoS with this faction, making travel through the PoK, which is where several extremely useful vendors will be, impossible. This will be distinctly separated from players that murder and kill within the realm of RP (such as highwaymen that only kill those that refuse to cough up their money), whom will be treated as criminals in character without being made KoS in PoK.
4. Another way to lessen the pain of this full-looting PvP system will be to have reasonably-priced gear for sale in towns as well as the Plane of Knowledge. A player might, for example, expect to buy a full suit of plate armor on par with Fine Plate for around 150-200pp, or a suit of lesser plate for around 80-110pp.
5. To help balance PvP between melee classes and spellcasters, weapon damage has been increased significantly.
6. Also in keeping with the RP, mob HP and damage will be far more dependent on their size and makeup. For example, brownies will no longer be able to punch for 100 damage and have tons of HP, but will instead have very high AC to represent their reflexes and speed. Similarly, giants and stone golems will be very easy to hit, but will have tons of HP.
7. GMs will occasionally RP 'bounty hunter' characters to go after those that regularly commit crimes such as theft or murder. These bounty hunters will be powerful, but not unfairly so, giving the life of a criminal somewhat of an appeal while not catering to griefing.
8. The focus of the server will be on roleplaying, not farming, camping, or questing. This being the case, while many of the original quests and zones will remain in the game, players that engage in regular roleplay will find themselves rewarded in the form of special unique items, titles, and participation in GM events.
9. I also plan to, if I can find a way to work it in without having to change any hard-code, allow players that have proven themselves to obtain political positions in NPC cities, such as a human becoming a noble in Qeynos, or a dark elf earning a knight title in Neriak. Such positions will allow the player to interact with special NPCs to gain quests and tasks, and the ability to obtain items such as weapons or suits of armor that can be handed out to other players that are part of the faction. For example, the previously mentioned dark elf knight can have the royal quartermaster give him a suit of armor which he can then hand out to a loyal follower (player) as a reward for some sort of roleplayed activity.
Any opinions? Comments? Criticism? I'm welcome to it!
|