Chris Tou, the Producer of Flyff, answers questions from our own Garrett Fuller about their micro-payment MMORPG that was localized recently for the North American market.
| MMORPG.com: How does Player vs. Player action affect character development and storyline?
Chris Tou: Our PvP system is unrelated to the storyline, because it is a free PK (Player-Killing) system. However, it does change game play and character development quite a bit.
On the PK server, any player level 15 and above becomes PvP enabled once they step outside of town, meaning, anybody is fair game for anyone else to kill. A player who is killed stands to drop items in their inventory, and/or penya (money). Additionally, they also will lose a small percentage of their experience points. PK players is a good way for players to make a lot of money and gain new items, however, they also stand to lose a lot!
That’s not to say that players who kill indiscriminately will not be punished, as we also have a Karma point system in place. Killing other players may earn you negative Karma points. After accumulating too many negative Karma points, the player becomes kill-on-sight for town guards. The next time the player with high negative dies, they are teleported to “Jail” island. On this island, a player has to complete quests in order to clear their Karma and off the island.
A bounty system is also in place. There is a NPC in all the 3 major towns where, for example, Player A, who has been killed by Player B, can place a bounty upon that Player B. Any aspiring bounty can speak to the NPC and see a list of current bounties, and, for a small fee, see where the target bounty is currently on the world map. This definitely adds an interesting element to PvP/PK that no other game has.
You can read the full interview here.