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Massively Speaking Podcast
Massively Speaking Episode 185: Bree-to-play
Latest episode: Tuesday, February 7th, 2012



Reader Comments (1)
Posted: May 5th 2009 10:20PM (Unverified) said
Furthermore, having npc's hound the gank-er makes his life all the more rogue like, making the game itself interactive with his persona.
It would create- a piracy/bandit/criminal style of gameplay.
Then you can create dangerous area's designed only to accept criminals with bounties* and criminal backgrounds, like basically, creating a faction you slowly get accepted to over time.
Perhaps even, a faction who has benefiting quests/player interaction along the lines of the ganker's interests.
Imagine a daily quest enabling the player to gain things from eliminating players within limits of the faction areas, or assaulting a normal city. Accruing faction from killing city guards/police.
So on and so fourth, be the bad guy!