Originally Posted by mfr


Point 3 - This defeats the whole purpose of the original suggestion. It is a reward which is not available to "good" players.



Bovine Defense Initiative in Witcher 3.....check it out. That was dev response for 'punishing' players that wanted to farm weak cows for infinite gold in the game.

A punishment system should be there to discourage certain actions by making a player question if they want to follow through. "Discourage" is not the same as "impossible." By removing the ability to see something through, you remove choice.

If an 'evil' player can legitimately over come a punishment system in the form of higher level opponents trying to stop him using skill and tactics, then obviously he's not being evil cause he needs it to beat the game.

So, why should it matter that he wants to imbalance difficulty more his way?


Furthermore, all efforts deserve a reward, in all context. The idea that any action is unviable or gets one nothing is, frankly, bad game design as it begins making players question "why do it at this point?" if there's nothing tangible to go along with an action.

Instead of arguing that evil players should be stripped of their rewards, I have proposed the alternative idea.

Consider how to make a 'good' player feel more rewarded for his choices.

Evil -> Kill everyone -> More power in leveling and stuff
Good -> Save everyone -> ??????

XP is not the only reward system. Could give them special items or skills, special quest lines and story bits, ect....

The most I'm willing to conceded is that killing everyone shouldn't be so 'easy' as to make it a non thinking choice for power. Some mechanics to balance out the thought going into the action would be nice. Either a karma system or some high level enemies interfering would be nice.