My question to you wasn't whether or not you developed a PvP system, as most of us involved in this conversation have experience with that, obviously. I could respond to the name-dropping, it just isn't necessary.
My point was to say that your line of thinking is similar to many lesser experienced PvPers I run into, who are very logical and mathematical in their approach to player-killing.
My point was that if you are experienced in player-killing yourself(not design), then you would probably have experienced fighting PvPers who dominate via creativity and instinct. Without fail, I have never played a good PvP game where the best scripter or best mathematician dominated everyone else.
There's a reason for that, and that's my point. My push is that a system should encourage creativity, instinct, intuition, groupwork, leadership, suprise, etc - the system should push the biggest rush possible, and that by actually discouraging scripting, you offer your players more responsibility for their actions and therefor more danger and more rush.
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