We're moving forward with implementing the next stage of our new Brawler system, and based on our original ideas and some suggestions and observations from Stage 1, I think we're looking at rolling out features some fun new features.
A major component that we're currently lacking is the ability for the game to know that a particular fight is a brawl as it's happening; right now, brawls only become brawls when the victory command is used. To address this best, we're planning to add a command that will act as an "opening move" to initiate a brawl called "clobber."
We envision this clobber command functioning like backstab, where one Brawler uses it to tag another Brawler, and thereafter, both combatants are identified as brawling each other. This establishes a nice framework where we can implement some features exclusive to brawls to make it easier, safer, and cheaper to learn PK as a brawler.
One of the significant (and controversial) features we'd like to include immediately is ultra-low-cost healing for brawls. This has the benefit of letting people get up and running in PK without having to grind for gold, and really turns brawling into its own minigame within Dark Risings. However, there are a lot of potential issues here:
PROS:
- no grinding for gold if you just want to pk for fun
- potentially attracts new players who may start out just looking for a good PK mud (but get sucked into RP in search for a vamp, etc)
- cements in PK as a distinct minigame within Dark Risings
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CONS:
- less of a need for pure-PK players to actually play the game since they don't need to worry about collecting gold
- LOTS of potential for abuse if not coded properly
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I think the pros are self-evident, but let's look at the cons a little more closely.
1. Less of a Need for Pure-PK Players to Actually Play the Game
"and stay IC" should be tacked on to the end of this con, and it's one of the bigger reservations I have. Catering to PK-only players draws in a bigger pbase, and as long as they aren't disruptive to the rest of the game, I don't really mind. However, I like to think that the process of getting money can often involve RP (e.g., collecting people to go kill mobs for equipment), and if we obviate the need for pure-PK players to get gold, it's easy to envision them having no reason to bother trying to roleplay at all.
Realistically though, gold farming has become the norm these days, and there's really no RP involved in that process anyway. So I guess the damage has already been done, and giving Brawlers cheap healing won't cause too much more trouble. It's just that the nightmare scenario for me is having a game full of players used to pure-PK MUDs who log in and are totally OOC in says, tells, over the brawler channel, etc, and generally degrade the quality of the game. I absolutely do not want this, and I hope catering to PKers in this way won't effect that.
2. LOTS of Potential for Abuse
Of course, this is the most immediately problematic, because there are a number of ways this healing discount can be abused. Here are a few scenarios.
- An Inferno named Jane jumps Bob the Brawler who has a contract on his head. The Bob the Brawler just initiates a brawl against Jane so that Brawler rules (and cheap healing) are in effect and Jane can no longer loot on KO, etc.
- In a real PK, player Bob is getting attacked by player Jane. He has a buddy, Harry, initiate a brawl against him so that Bob gets discounted healing since the game thinks he's brawling Harry when in fact he's fighting for his life against Jane.
- The opposite happens, and Bob initiates a brawl to get discounted healing, then jumps Jane.
Unfortunately, I really only see two solutions to these sorts of abuses. The first one, which perhaps is what many players would immediately think, is to have an immortal arbitrate cases of abuse like this, and have stiff punishments for people who do this sort of thing. This is a possibility, but we don't really have the staffing manpower to be micromanaging brawls and this is not really a good solution.
The second solution is to make it so that this "clobber" command to start a brawl can only be used when both participants are not in PK fightlag. This solves the issues of people initiating brawls mid-fight to abuse the perks of brawling, but it also means that if you forget to make your initial tag with clobber, you have to flee safe before you can correct the issue and re-tag to initiate the brawl. In practice, I suspect this might get annoying.
Another idea would be to create the opposite command of "clobber" and have it be something like "nobrawl." If Jane wants to jump Bob for real, she can issue the "nobrawl" command on him after tagging him to lock Bob (and Jane) out of initiating brawls until they leave fightlag. This is getting a bit complicated though, as Jane would have to remember to keep issuing nobrawl throughout the fight in case Bob momentarily got out of fightlag. It also all operates under the assumption that Bob is definitely going to cheat to get out of getting KO'ed by Jane, which should be a pretty remote possibility to begin with. Throwing a ton of complicated code at such a narrow problem is not something I like doing.
At any rate, for stage 2, the only brawler perk we're looking to put in would be this discounted healing. However, we might also consider features such as...
- people flagged as being in brawls never leave fightlag (this was suggested a few times)
- people flagged as being in brawls cannot be looted (by either anyone, or their brawling opponent) once they are KO'ed
- announcements over the Brawler channel that Bob and Jane have begun brawling
For right now though, just figuring out how to prevent people from spuriously declaring brawls mid-fight to get out of a real PK is challenging enough. Tying it to fight lag is tricky because there may be times when brawlers get out of fightlag but aren't actually done fighting (running to heal, running for a trap, etc), but we're not quite ready to force brawlers to remain in fightlag until someone gets KO'ed.
Comments, ideas, or suggestions are welcome. Since this post won't fit into a note in the game, it's probably best to leave replies (anonymously or otherwise) as comments to the blog here.