PKing is one of the most common features of MMORPGs. Fighting with other players face to face offers much more fun than slashing those AI mobs in the single player games. Defeating other players is the most obvious way to show off your power in a MMO. During the immersive battle, elaborate control techniques will be discovered, and players will be motivated to level up. As a result, the gameplay will be promoted. Moreover, PKing can force players to form a community, to have friends to protect each other, to remember enemies for revenge, or just to make you stay cautious on your journey. However, PKing is also a double-edge sword for MMORPGs, which might destroy an otherwise terrific game.
Imagine you were a newbie again, and trying to fit in the game. However, some battle hardened veteran suddenly comes up and PKs you without any reason. As a newbie, you don’t know how to handle it and feel upset. If it happens over and over again, you will probably think that this game isn’t fun, and you’ll just delete the client and quit the game forever.
Some might suggest the MMO world should adapt to jungle rules, new players get owned until they can grow up. But please remember, an MMO is a community for players. No community can exist in a lawless state. If someone with higher level and superior equipment can run on a killing spree without restrictions, the online community will eventually be destroyed. Consequently players will leave and then the game is doomed.
Therefore, game developers should design a fair PK system in MMOs to prevent the problems mentioned above, for players and also for themselves. Like Blizzard, they provide different types of servers for players. You can choose to join a PVP or PVE server according to your attitude on PKing. Conquer Online, as a PVP oriented MMORPG, provides its players with a well-designed PK system, which can ensure that most of players, either newbie or veteran, can enjoy the fun of the game. In Conquer, killing other players will make you accumulate PK points and the color of their character name will vary so as to warn others. If someone is killed with high PK points, he/she will be sent to jail and some equipment may be detained. The detained equipment can be redeemed and the payment will be awarded to the player who captured the killer. This bounty hunter system can protect new players from repeated random PKs, while keeping the gameplay as immersive as possible.
PKing is fun, but if it runs out of control, the game will be damaged. You must temper your bloodlust, or else there will be no one left to kill.


I have a different opinion: Chaotic FFA pvp works well if the rest of the game is designed around it. Look for example at EvE Online. Anyone can PK anyone anywhere and yet the game is growing while having a decent community.
I do agree that casual solo players will be a vicitim of a FFA system because they do not want to join player guilds for protection. If he did join a known guild and the game incorporates guild wars with consequences then he could play solo and higher levels would just leave him be.
All in all it depends on who the game is for. If you want a casual and peaceful game for solo players then FFA Pvp is a problem. If you want an action oriented game for competitive players then FFA PvP is a must.
Fri Oct 31 2008 5:12AM ReportOh and about the bounty hunter system: What stops me from having two pvp characters (A and B)? When A has a high reward on him I just use the other char B to kill him. B gains the reward while A goes to jail. I then play with B until A is free again. This way the bounty hunter system is not effective.
Fri Oct 31 2008 5:15AM ReportI admit my MMORPG experience is limited but I think City of Heroes/Villians had the right idea. It has consentual PvP, you either willingly fight in an arena or you go to one of the Heroes vs Villain zones and fight.
I avoid PvP heavy games because you inevitably have people who PK for fun which ruins the fun for everyone else. Even if there's a long term penality for PKing like in EVE, the short term costs to new players can be devistating. I found this as a signature on a different board:
As it stands, PvP in MMORPGs is a haven for unskilled, number crunching, social retards with massive inferiority complexes. FFA PVP MMORPGs give these sad excuses for humanity a place to compensate for their failings without consequence while at the same time allowing them to avoid any chance of being defeated and having to face up to their own overwhelming inadequacy.
Fri Oct 31 2008 9:56AM ReportSimple Answer YES... games need danger and NPC monsters cannot supply enough.
That said PVP with no rules makes people hate pvp.... Murder should have a consequence, crime in general should have a consequence. The freedom to murder at will is what usualy drives people away from PVP centric games...
Fri Oct 31 2008 3:46PM ReportAlverant i love that sig sadly its pretty much 100% true
Sat Nov 01 2008 7:57PM Reporthow about players only pay a penalty from pk-dying for the first 5 times?
Mon Nov 03 2008 7:59AM ReportMMORPG.com writes:
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