In the basic rules only one character can attack other players (the dwarf) and he is limited to one attack per player via bounty warrants.
I would like to add more PVP but there are design constraints I am struggling to satisfy.
Several ideas I am working with that are almost working:
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There is no PVP, except that one player is secretly an agent of the end boss. Once revealed (by attacking a player or sabotaging something) this player can be freely attacked or attack others. The agent wins if the mission fails, and loses if the end boss is defeated.
- No agents. There is free PVP. However in order for the action to be meaningful in game, there has to be gain for the winner and a loss for the loser. (Example: winner gains experience and/or takes an item from the loser). There must be loss to prevent players farming each other, but the loss can't be so significant that it puts a player out of contention for winning the game. Perhaps some areas are "safe" (towns) or perhaps we have an artificial mechanism like having to purchase bounty warrants (like the dwarf) - which would give the specific players warning.
I'd like hear peoples comments on the issue, even if they are "I hate it" or "it won't work". So long as you explain why, it's still helpful to me; if no reasons given then its just a rant! :-)