For now, PVP on the server is full-rp-only. I mean, it has no purpose except playing your character as she/he should behave. I suggest adding different PVP Tools and tweaking the OnDeath consequences.
As an example, on eFu server, there are 3 ways of PVPing :
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Subdual mode : You can fight until you “knock down” someone. His PC will be on the floor, stuck at 1 HP, There are no consequences, except that you have to roleplay everything properly.
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There is another way which is called "Blackout mode " : when a player character is reduced to zero health points, they are knocked unconscious and transported to a “blackout” area to represent this. A placable/item is then spawned to represent a corpse which is able to be awoken/moved by the party that knocked the player unconscious (or perhaps other parties)
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Full Damage Mode : when a player character is reduced to negative ten hit points, they die, and cannot respawn.
Well, i’m not saying that we should follow how it works on EfU.
I think, though, that we might need a more challenging or competitive way of PVPing, especially when every involved PC agrees.
First, as general changes for every players, I would increase durability loss on death and add a money loss percentage (let’s say 10%).
Not really a penalty, but you have to be more cautious than what i’ve seen for now on the server.
Then, i’d add some PVP tools.
By default, i would use the “subdual mode”, which is different from classic death because you don’t suffer any penalty (no durability loss, no money loss). You’re just knocked down, and have to roleplay it long enough. Then you can get on your feets and continue playing. That mode would be nice for cantinas fights, training with friends, small street brawls…
If players want to have a more challenging PVP, i’d add a "classic death" mode, where you suffer durability loss, money loss AND loose your handed weapons. I don’t think it is an amazing penalty to loose your favorite weapon : yes, it could have been expensive or long to find all the needed components and bonus. But still…
Then, i’d add a third mode, “punishing death” where you can kill a PC and loot his backpack. PC would suffer durability loss, money loss, but may have a chance to reach their backpacks after respawning.
By default, “subdual” mode would be used, and “classic death” or “punishing death” modes would only work if ALL involved players have set said mode on their pvp tool.