Permabanned
- Joined
- 8 Feb 2004
- Posts
- 4,539
Thats not really the same though is it, if I want my character to turncoat and aid the bad guys by attacking the group I am with (or aid the good guys by attacking the group of bad guys I am with) then I should be able to attack my group. With as you rightly say the mobs realising that I have changed allegiance and helping me out against my former allies (healing me and so forth). Thats the kind of dynamics that we should be aiming for in MMOs after 15 years, would make for some awesome roleplay situations too.
What would be even better would be if a group of enemy players were also in the "dungeon" and upon seeing you betray your group they came to help you out and a battle ensued.
Nice idea but unfortunately if such a mechanism were possible then most groups wouldnt get far before beople started back stabbing, double crossing or just going crazy and shooting everything that moves to see what happen. I suppose this would limit you to only grouping with people that you knew and trusted which would be interesting but in terms of being able to play the game would be highly limiting.
The thing about betrayal is that in order to make it not too common, realistically you would only have to do it 3 or 4 times before no one trusts you, no one will group with you and everyone will attack you on sight. That probably wouldn't be too fun in the long run. I guess what I'm saying is that there has to be penalties for it otherwise everyone would be at it and any group play in the game would rapidly turn in to a farce.
Perhaps the ability to defect could be very rare and only something that is available as an option after a certain number of criteria have been met. Obviously this would limit your freedom to an extent but it is probably a good idea if certain mechanics are limited for the benefit of the game.

