The Case for PvP
Some believe that the only fair challenge for a human is to fight another human. They believe that, given enough time, the most devoted mudders will eventually be able to kill any MOB on their MUD and lose interest if they do not face a human foe. The only options, then, are to either continually build new and harder zones, or let the players fight themselves.
The Case Against PvP
Imagine that you are a new player on a mud. You work hard and get some decent eq, start saving up some money, and gain a few levels. Others help you out and you start to feel good. Then someone asks you to group with him, takes you to a dangerous area, attacks you when you are fighting a MOB, kills you, loots your equipment and takes you gold. Well, many in that situation would quit and find a new MUD, other would never group again, and still others would take every step afraid of death. The argument against PvP is that PvP has several negative side effects from discouraging grouping to driving away new players.
Is there Middle Ground?
Many MUD have implemented features to provide a middle ground. One that gives the benefits of PvP, while reducing some of the problems associated with it. Some efforts include:
- Allowing PvP, but marking those who do it as criminals
- Allowing PvP in some zones, but not others
- Allowing players to choose PvP mode or non PvP mode
- Allowing PvP only when a challenge is agreed to
In many cases these middle ground options provide the best of both words; in other cases they provide the worst of both worlds. That said, with MUDS available that allow PvP, that do not allow PvP, and that are somewhere in between, players are better off as they can choose the option that best meets their needs.