» Sun May 03, 2009 11:49 pm
zinguzi, in response to your ideas the first thought i have is, "Why?"
i see a couple things in your suggestion:
1) lessening the penalty for player death in PvP
2) offering tangible item reward for player kills in PvP, scaled to the quality of the kill
I feel the simplest solution is usually the best, and i'll be honest and say your solution seems a little too much -- a loot table scaling with the quality of player gear or level, if I undestand you correctly. lets say for the sake of argument that PvP is very popular in pv13... yet every kill generated an item drop based on the quality of the kill. that would be a lot, a *lot*, of loot. it would also seem somewhat counter to the theme of item scarcity that pervades the Fallout world.
admittedly, full looting is a tough prospect -- the player becomes averse to engaging in PvP. no looting has a nearly inverse effect, leaving little reason for players NOT to frivilously and/or carelessly engage in PvP.
a middle ground is tough to find. perhaps the first question the Dev team will have to answer, before they begin to puzzle out the question of looting, is "What does player death mean in pv13?" I'm sure they've got a few competing ideas up on the board right now... hang in there and i'm sure we'll know eventually.