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** The episode "[[Recap/SouthParkS17E2InformativeMurderPorn Informative Murder Porn]]" also features player killing, this time in ''VideoGame/{{Minecraft}}''.



* ''Franchise/{{Noob}}'' mentions it also and the Coalition has dedicated guild. A RunningGag exists in the webseries and comics due to one of its members getting in a MistakenForBadass situation with TheFool among the protagonists.

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* ''Franchise/{{Noob}}'' mentions it also and the Coalition has dedicated guild. A RunningGag exists in the webseries and comics due to one of its members getting in a MistakenForBadass situation with TheFool among the protagonists. It eventually culminates in him getting expelled from his guild, and the resulting humiluation drives him into {{Rage Quit}}ting the game.
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* ''Series/{{Noob}}'' mentions it also and the Coalition has dedicated guild. A RunningGag exists due to one of its members getting in a MistakenForBadass situation with TheFool among the protagonists.

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* ''Series/{{Noob}}'' ''Franchise/{{Noob}}'' mentions it also and the Coalition has dedicated guild. A RunningGag exists in the webseries and comics due to one of its members getting in a MistakenForBadass situation with TheFool among the protagonists.
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*** To explain how awful the Corrupted Blood Plague was for {{Blizzard}}, it took ''months'' of doing things such as quarantining an area and formatting servers, among other things. It's actually studied as an extreme example of medical terrorism.
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* In episode 5 of ''Webcomic/CtrlAltDel'' Zeke is shown to be player killing.

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* In episode 5 of ''Webcomic/CtrlAltDel'' season 2 Zeke is shown to be player killing.
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* In episode 5 of ''Webcomic/CtrlAltDel'' Zeke is shown to be player killing.

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* ''WesternAnimation/SouthPark'' had an episode based around player killing in ''VideoGame/WorldOfWarcraft'', where one player had managed to go past the rules and was using it to oppress all the other players.

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* ''WesternAnimation/SouthPark'' had an episode based around player killing in ''VideoGame/WorldOfWarcraft'', where one player had managed to go past the rules and was using it to oppress all the other players.!! Video Games



* It exists in SwordArtOnline and some of these incidents is due to the perpetrators not believing that killing another player would also kill them in real life. Though its noted that during the first year, despite there being around 1000 players choosing to become bandits in SAO, there was never a single incident of player killing. Though [[spoiler: there's an entire guild dedicated to it.]] And in SWO dying in the game kills you in real life as well.
* Somewhat meta-example, given the [[{{Machinima}} medium]]: In ''RedVsBlue'', Caboose is ridiculously guilty of this behavior by virtue of being [[TheDitz very, very stupid]]. While it's true that he only managed to kill one teammate in the original series (albeit several times), as of ''Reconstruction'' he has managed to almost empty out the base he was transferred to completely by accident.



** DungeonsAndDragons is in the middle. Challenges are built on the assumption of a balanced party that generally cooperates so opportunistic killing is discouraged but killing a teammate will generally yield the best loot to challenge ratio and the system allows players to play characters of any moral or ethical bent.

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** DungeonsAndDragons is in the middle. Challenges are built on the assumption of a balanced party that generally cooperates so opportunistic killing is discouraged but killing a teammate will generally yield the best loot to challenge ratio and the system allows players to play characters of any moral or ethical bent. bent.
!! In fiction
* ''WesternAnimation/SouthPark'' had an episode based around player killing in ''VideoGame/WorldOfWarcraft'', where one player had managed to go past the rules and was using it to oppress all the other players.
* It exists in ''SwordArtOnline'' and some of these incidents is due to the perpetrators not believing that killing another player would also kill them in real life. Though its noted that during the first year, despite there being around 1000 players choosing to become bandits in SAO, there was never a single incident of player killing. Though [[spoiler: there's an entire guild dedicated to it.]] And in SWO dying in the game kills you in real life as well.
* Somewhat meta-example, given the [[{{Machinima}} medium]]: In ''RedVsBlue'', Caboose is ridiculously guilty of this behavior by virtue of being [[TheDitz very, very stupid]]. While it's true that he only managed to kill one teammate in the original series (albeit several times), as of ''Reconstruction'' he has managed to almost empty out the base he was transferred to completely by accident.
* ''Series/{{Noob}}'' mentions it also and the Coalition has dedicated guild. A RunningGag exists due to one of its members getting in a MistakenForBadass situation with TheFool among the protagonists.
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* DarkSouls has several entire [[FactionCalculus Covenants]] based around invading another player's world and killing them for their [[OurSoulsAreDifferent Humanity]]. Whereas the Forest Hunters and Darkmoon Blades are purely reactionary (targeting trespassers and prolific player killers) and the Path of the Dragon revolves around [[DuelToTheDeath orderly one on one]], the Gravelord Servants and (especially) the Darkwraiths fill the slot quite nicely. The Servants curse an opponent's world with SuperpoweredMooks until the victim comes after them, whereas the Darkwraiths plainly and simply jump into a random world and murder to their hearts content.



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*** Worth noting that if a player kills enough players, they become a bandit, changing the appearance to resemble one. Also bandit kills are scored separately from player kills.
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Games that allow PlayerKilling may result in player killer killers. These people focus on killing other player killers only, as a form of in-game police to punish [[{{Griefer}} grefers]] and otherwise discourage pointless killing. This inevitable leads to others pointing out that they are themselves player killers, and [[HeWhoFightsMonsters rather they are any better then the player killers]].

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Games that allow PlayerKilling may result in player killer killers.some players becoming [[SerialKillerKiller Player Killer]] [[BullyHunter Killers]]. These people focus on killing other player killers only, as a form of in-game police to punish [[{{Griefer}} grefers]] and otherwise discourage pointless killing. This inevitable leads to others pointing out that they are themselves player killers, and [[HeWhoFightsMonsters rather they are any better then the player killers]].

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Player killing can be done either directly or indirectly. Direct player killing is just fairly straightforward attacking of other players. Indirect player killing can take many forms. Whether it be through manipulating other monsters to attack a player, causing a monster currently being fought to perform an otherwise avertable action, abuse of the game mechanics, or simply abandoning the poor victim to fight a monster much stronger than he is without helping out one bit, this has become significantly more common due to the fact that most {{MMORPG}}s don't allow non-consensual player versus player any more.

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Player killing can be done either directly or indirectly. Direct player killing is just fairly straightforward attacking of other players. Indirect player killing can take many forms. Whether it be through manipulating other monsters to attack a player, causing a monster currently being fought to perform an otherwise avertable action, abuse of the game mechanics, or simply agreeing to team up to defeat a more powerful opponent, then abandoning the poor victim to fight a monster much stronger than he is can't possible defeat by himself without helping out one bit, any of your promised support, this has become significantly more common due to the fact that most {{MMORPG}}s don't allow non-consensual player versus player any more.


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Games that allow PlayerKilling may result in player killer killers. These people focus on killing other player killers only, as a form of in-game police to punish [[{{Griefer}} grefers]] and otherwise discourage pointless killing. This inevitable leads to others pointing out that they are themselves player killers, and [[HeWhoFightsMonsters rather they are any better then the player killers]].
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** A similar phenomenon happens in ''DayZ'' where the only people you can kill are zombies or other players and killing another player usually means you get access to their gear. However, teaming up with another player ensures someone has your back against other trigger happy players or the horde of zombies.
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Really sorry about all the edits.


** DungeonsAndDragons is in the middle. Challenges are built on the assumption of a balanced party that generally cooperates so opportunistic killing is discouraged but killing a teammate will generally yield the best loot to challenge ratio and the system allows characters to play characters of any moral or ethical bent.

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** DungeonsAndDragons is in the middle. Challenges are built on the assumption of a balanced party that generally cooperates so opportunistic killing is discouraged but killing a teammate will generally yield the best loot to challenge ratio and the system allows characters players to play characters of any moral or ethical bent.
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** MutantsAndMasterminds by default strongly discourages this in a couple of ways. The genre calls for cooperation and do-gooding, the players can't loot each others stuff (your stuff has to be paid for with your build points if it becomes a regular part of your equipment so looting won't get you ahead of the game) and by default its impossible to accidentally kill your opponents (though the game has optional rules to support more lethal play styles reflecting darker comic book genres and eras).

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** MutantsAndMasterminds by default strongly discourages this in a couple of ways. The genre calls for cooperation and do-gooding, the players can't loot each others stuff (your stuff has regular equipment/power devices have to be paid for with your build points even if it becomes a regular part of your given to you by or stolen from another player though they can lend you their equipment so looting won't get you ahead of the game) temporarily) and by default its impossible to accidentally kill your opponents (though the game has optional rules to support more lethal play styles reflecting darker comic book genres and eras).
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** MutantsAndMasterminds by default strongly discourages this in a couple of ways. The genre calls for cooperation and do-gooding, the players can't loot each others stuff (your stuff have to be paid for with your build points if it becomes a regular part of your equipment) and by default its impossible to accidentally kill your opponents (though the game has optional rules to support more lethal play styles reflecting darker comic book genres and eras).

to:

** MutantsAndMasterminds by default strongly discourages this in a couple of ways. The genre calls for cooperation and do-gooding, the players can't loot each others stuff (your stuff have has to be paid for with your build points if it becomes a regular part of your equipment) equipment so looting won't get you ahead of the game) and by default its impossible to accidentally kill your opponents (though the game has optional rules to support more lethal play styles reflecting darker comic book genres and eras).
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** Paranoia is a comedic game set in a dystopia run by an insane computer. The missions are supposed to end badly due to the massive number of conflicting goals and agendas handed to the players and each player is given a six pack of backup clones as a result. A good game of Paranoia will result in everyone dying at least once before the player make it to the initial mission briefing.
** MutantsAndMasterminds by default strongly discourages this in a couple of ways. The genre calls for cooperation and do-gooding, the players can't loot each others stuff (your stuff have to be paid for with your build points if it becomes a regular part of your equipment)

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** Paranoia is a comedic game set in a dystopia run by an insane computer. The missions are supposed to end badly due to the massive number of conflicting goals and agendas handed to the players and each player is given a six pack of backup clones as a result. A good game of Paranoia will result in everyone dying at least once before the player make group even makes it to the initial mission briefing.
** MutantsAndMasterminds by default strongly discourages this in a couple of ways. The genre calls for cooperation and do-gooding, the players can't loot each others stuff (your stuff have to be paid for with your build points if it becomes a regular part of your equipment)
equipment) and by default its impossible to accidentally kill your opponents (though the game has optional rules to support more lethal play styles reflecting darker comic book genres and eras).
** DungeonsAndDragons is in the middle. Challenges are built on the assumption of a balanced party that generally cooperates so opportunistic killing is discouraged but killing a teammate will generally yield the best loot to challenge ratio and the system allows characters to play characters of any moral or ethical bent.
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* Tabletop RPG's are usually open for this style of play although some groups have a strong social pressure against fellow players who do this or just flat out prohibit it unless there's a strong story reason for two player characters to fight. The rules themselves can influence the frequency and openness to this trope as seen below:
**Paranoia is a comedic game set in a dystopia run by an insane computer. The missions are supposed to end badly due to the massive number of conflicting goals and agendas handed to the players and each player is given a six pack of backup clones as a result. A good game of Paranoia will result in everyone dying at least once before the player make it to the initial mission briefing.
**MutantsAndMasterminds by default strongly discourages this in a couple of ways. The genre calls for cooperation and do-gooding, the players can't loot each others stuff (your stuff have to be paid for with your build points if it becomes a regular part of your equipment)
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* ''SouthPark'' had an episode based around player killing in ''WorldOfWarcraft'', where one player had managed to go past the rules and was using it to oppress all the other players.
* In the actual game ''WorldOfWarcraft'', this has existed in a several forms but two variants are exceptionally notable:

to:

* ''SouthPark'' ''WesternAnimation/SouthPark'' had an episode based around player killing in ''WorldOfWarcraft'', ''VideoGame/WorldOfWarcraft'', where one player had managed to go past the rules and was using it to oppress all the other players.
* In the actual game ''WorldOfWarcraft'', ''VideoGame/WorldOfWarcraft'', this has existed in a several forms but two variants are exceptionally notable:



* Plays a big part in the "[[http://www.sluggy.com/daily.php?date=080728 Years of Yarncraft]]" StoryArc from ''SluggyFreelance''.

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* Plays a big part in the "[[http://www.sluggy.com/daily.php?date=080728 Years of Yarncraft]]" StoryArc from ''SluggyFreelance''.''Webcomic/SluggyFreelance''.



* In ''UrbanDead'', ''every'' killing is a PK since there are no [=NPCs=]. Thus, the term only refers to people who kill those of their own factions... except for bounty hunters, who are hired to kill PKers for their victims.

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* In ''UrbanDead'', ''VideoGame/UrbanDead'', ''every'' killing is a PK since there are no [=NPCs=]. Thus, the term only refers to people who kill those of their own factions... except for bounty hunters, who are hired to kill PKers for their victims.
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* It exists in SwordArtOnline and some of these incidents is due to the perpetrators not believing that killing another player would also kill them in real life. Though its noted that during the first year, despite there being around 1000 players choosing to become bandits in SAO, there was never a single incident of player killing. Though [[spoiler: there's an entire guild dedicated to it.]] And in SWO dying in the game kills you in real life as well.
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The issue of player killing is as old as {{MMORPG}}s themselves, with Ultima Online becoming infamous for player killing right from launch. The game initially had all incentive and no recourse for player killing, leading to a very hostile world that made starting out extremely difficult. Due to the fact that other players can steal from the corpse after they killed a player, it became a case where the best way to gain wealth was not to actually go out and earn it, but instead to mug other players. All the richest players would end up being sociopathic killers. Over time, many attempts were made to alleviate this issue, but it took a fully optional system of whether or not you would be subject to player killing before players were happy.

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The issue of player killing is as old as {{MMORPG}}s themselves, with Ultima Online ''UltimaOnline'' becoming infamous for player killing right from launch. The game initially had all incentive and no recourse for player killing, leading to a very hostile world that made starting out extremely difficult. Due to the fact that other players can steal from the corpse after they killed a player, it became a case where the best way to gain wealth was not to actually go out and earn it, but instead to mug other players. All the richest players would end up being sociopathic killers. Over time, many attempts were made to alleviate this issue, but it took a fully optional system of whether or not you would be subject to player killing before players were happy.
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Making Ralph Wiggum into a redirect for The Ditz as per this thread.


* Somewhat meta-example, given the [[{{Machinima}} medium]]: In ''RedVsBlue'', Caboose is ridiculously guilty of this behavior by virtue of being [[RalphWiggum very, very stupid]]. While it's true that he only managed to kill one teammate in the original series (albeit several times), as of ''Reconstruction'' he has managed to almost empty out the base he was transferred to completely by accident.

to:

* Somewhat meta-example, given the [[{{Machinima}} medium]]: In ''RedVsBlue'', Caboose is ridiculously guilty of this behavior by virtue of being [[RalphWiggum [[TheDitz very, very stupid]]. While it's true that he only managed to kill one teammate in the original series (albeit several times), as of ''Reconstruction'' he has managed to almost empty out the base he was transferred to completely by accident.
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* In the actual game ''WorldOfWarcraft'', this has existed in a several forms but two variants are exceptionally notable:
** The Kiter: A player, usually a hunter, would attack an extremely powerful enemy and draw it away from its usual spawn site. The ultimate goal of this was generally to lure a mob to a capital city, where it would proceed to murder everything in sight. Most such mobs now "leash" back to their spawn.
** The Corrupted Blood Plague: An exceedingly memorable event and held as proof of the {{GIFT}}. Players discovered an ability cast by a raid boss could be brought out of the instance to populated cities, where it would proceed to spread and kill everything. When Blizzard attempted to eliminate this, the {{Griefer}}s buckled down and found new, inventive ways of spreading it.
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Examples:

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Examples:!Examples:
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* Player killing in "The World R:2" is SeriousBusiness in [[DotHack .hack//G.U.]] Player Killers are opposed by... [[SerialKillerKiller Player Killer]] [[BullyHunter Killers]].

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* Player killing in "The World R:2" is SeriousBusiness in [[DotHack .''[[DotHack .hack//G.U.]] ]]'' Player Killers are opposed by... [[SerialKillerKiller Player Killer]] [[BullyHunter Killers]].



* The same in ThunderDome MUD, where the implementor's policy was 'If you want to be a big ass, you're going to meet a bigger ass.'. And players who went on unjustified killings typically got [[strike:corrected]] humiliated by more veteran players. For this to work, there has to be a core group of generally cool players with the muscle and know-how.
*** TDX, a later version of the MUD, hardcoded a justice and enforcement system that also protected NPC's in civilized areas. Law was a learnable skill though, so a good lawyer could walk in to face multiple counts of crimes and argue them away in one session (easiest for savages, with high natural stamina, and cyborgs with stamina overboost and a supply of batteries.) This also provided a new layer of player vs. player screwage, as a good lawyer could not only get off scott free, but could successfully prosecute another player, bumping up their penalty. Bounty hunting was also SeriousBusiness.
** Also the same in Sociolotron, which implemented the means for players to handle the justice system themselves. Players could elect district Judges, prosecutors and jury, who appoint guards and investigators. And there are still lawless districts, corrupt and/or gang-run districts, but this is also by design. Fortunately, the prison system is hardcoded and doesn't require player oversight, it also by design still provides the possibility of jailbreak, but with a ridiculously high possibility of permanent character death. Some player guards took the role for the perks and status, and unfortunately fewer took it as SeriousBusiness.

to:

* The same in ThunderDome ''ThunderDome'' MUD, where the implementor's policy was 'If you want to be a big ass, you're going to meet a bigger ass.'. And players who went on unjustified killings typically got [[strike:corrected]] humiliated by more veteran players. For this to work, there has to be a core group of generally cool players with the muscle and know-how.
*** TDX, ** ''TDX'', a later version of the MUD, hardcoded a justice and enforcement system that also protected NPC's in civilized areas. Law was a learnable skill though, so a good lawyer could walk in to face multiple counts of crimes and argue them away in one session (easiest for savages, with high natural stamina, and cyborgs with stamina overboost and a supply of batteries.) This also provided a new layer of player vs. player screwage, as a good lawyer could not only get off scott free, but could successfully prosecute another player, bumping up their penalty. Bounty hunting was also SeriousBusiness.
** Also the same in Sociolotron, ''Sociolotron'', which implemented the means for players to handle the justice system themselves. Players could elect district Judges, prosecutors and jury, who appoint guards and investigators. And there are still lawless districts, corrupt and/or gang-run districts, but this is also by design. Fortunately, the prison system is hardcoded and doesn't require player oversight, it also by design still provides the possibility of jailbreak, but with a ridiculously high possibility of permanent character death. Some player guards took the role for the perks and status, and unfortunately fewer took it as SeriousBusiness.
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* In [[AirRivals Ace Online]], Player Killing within either nation is not a major issue, as players are unable to attack fellow members of their nation without declaring a duel and having the duel accepted. However, players from the enemy nation are always fair game.

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* In [[AirRivals ''[[AirRivals Ace Online]], Online]]'', Player Killing within either nation is not a major issue, as players are unable to attack fellow members of their nation without declaring a duel and having the duel accepted. However, players from the enemy nation are always fair game.



* In UrbanDead, ''every'' killing is a PK since there are no [=NPCs=]. Thus, the term only refers to people who kill those of their own factions... except for bounty hunters, who are hired to kill PKers for their victims.

to:

* In UrbanDead, ''UrbanDead'', ''every'' killing is a PK since there are no [=NPCs=]. Thus, the term only refers to people who kill those of their own factions... except for bounty hunters, who are hired to kill PKers for their victims.
Is there an issue? Send a MessageReason:
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Player killing can be done either directly or indirectly. Direct player killing is just fairly straightforward attacking of other players. Indirect can take many forms. Whether it be through manipulating other monsters to attack a player, causing a monster currently being fought to perform an otherwise avertable action, abuse of the game mechanics, or simply abandoning the poor victim to fight a monster much stronger than he is without helping out one bit, this has become significantly more common due to the fact that most {{MMORPG}}s don't allow non-consensual player versus player any more.

to:

Player killing can be done either directly or indirectly. Direct player killing is just fairly straightforward attacking of other players. Indirect player killing can take many forms. Whether it be through manipulating other monsters to attack a player, causing a monster currently being fought to perform an otherwise avertable action, abuse of the game mechanics, or simply abandoning the poor victim to fight a monster much stronger than he is without helping out one bit, this has become significantly more common due to the fact that most {{MMORPG}}s don't allow non-consensual player versus player any more.
Is there an issue? Send a MessageReason:
None


* Player killing in "The World R:2" is SeriousBusiness in [[DotHack .hack//G.U.]] Player Killers are opposed by...[[SerialKillerKiller Player Killer]] [[BullyHunter Killers]].
** Both are frowned on in the series; and given that The World is made up psychically of the people who play it; it probably isn't healthy even without the MindRape powers that Haseo and others acquire.
** Popped up from time to time in the first version of the world; at first, the game had full [=PKing=] but was primarily player governed, and the large Guild, Crimsion Knights, handed out punishments and sometimes worked with CC corp for breaking rules set by CC corp. After they disbanded, things got really out of hand causing CC Corp to remove PKing entirely. (Thus setting the stage for the first set of games.) They later (After the games were finished) restored it.

to:

* Player killing in "The World R:2" is SeriousBusiness in [[DotHack .hack//G.U.]] Player Killers are opposed by... [[SerialKillerKiller Player Killer]] [[BullyHunter Killers]].
** Both are frowned on in the series; series, and given that The World is made up psychically of the people who play it; it, it probably isn't healthy even without the MindRape powers that Haseo and others acquire.
** Popped up from time to time in the first version of the world; at first, the game had full [=PKing=] but was primarily player governed, and the large Guild, Crimsion Knights, handed out punishments and sometimes worked with CC corp Corp for breaking rules set by CC corp. Corp. After they disbanded, things got really out of hand hand, causing CC Corp to remove PKing [=PKing=] entirely. (Thus setting the stage for the first set of games.) They later (After the games were finished) restored it.
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** Popped up from time to time in the first version of the world, at first the game had full PKing but was primarely player governed, the large Guild, Crimsion Knights, handed out punishments and sometimes worked with CC corp for breaking rules set by CCcorp. After they disbanded things got really out of hand causing CC Corp to remove PKing entirely. (Thus setting the stage for the first set of games) and later (After the games were finished) restored it.

to:

** Popped up from time to time in the first version of the world, world; at first first, the game had full PKing [=PKing=] but was primarely primarily player governed, and the large Guild, Crimsion Knights, handed out punishments and sometimes worked with CC corp for breaking rules set by CCcorp. CC corp. After they disbanded disbanded, things got really out of hand causing CC Corp to remove PKing entirely. (Thus setting the stage for the first set of games) and games.) They later (After the games were finished) restored it.



*** TDX, a later version of the MUD, hardcoded a justice and enforcement system that also protected NPC's in civilized areas. Law was a learnable skill though, so a good lawyer could walk in to face multiple counts of crimes and argue them away in one session (easiest for savages, with high natural stamina, and cyborgs with stamina overboost and a supply of batteries.) This also provided a new layer of player vs. player screwage, as a good lawyer could not only get off scott free, could successfully prosecute another player, bumping up their penalty. Bounty hunting was also SeriousBusiness.
** Also the same in Sociolotron, which implemented the means for players to handle the justice system themselves. Players could elect district Judges, prosecutors and jury, who appoint guards and investigators. And there are still lawless districts, corrupt and/or gang-run districts, but this is also by design. Fortunately the prison system is hardcoded and doesn't require player oversight, it also by design still provides the possibility of jailbreak, but with a ridiculously high possibility of permanent character death. Some player guards took the role for the perks and status, and unfortunately fewer took it as SeriousBusiness.
* Somewhat meta-example, given the [[{{Machinima}} medium]]: In ''RedVsBlue'', Caboose is ridiculously guilty of this behavior by virtue of being [[RalphWiggum very, very stupid]]. While it's true that he only managed to kill one teammate in the original series (albiet several times), as of ''Reconstruction'' he has managed to almost empty out the base he was transferred to completely by accident.

to:

*** TDX, a later version of the MUD, hardcoded a justice and enforcement system that also protected NPC's in civilized areas. Law was a learnable skill though, so a good lawyer could walk in to face multiple counts of crimes and argue them away in one session (easiest for savages, with high natural stamina, and cyborgs with stamina overboost and a supply of batteries.) This also provided a new layer of player vs. player screwage, as a good lawyer could not only get off scott free, but could successfully prosecute another player, bumping up their penalty. Bounty hunting was also SeriousBusiness.
** Also the same in Sociolotron, which implemented the means for players to handle the justice system themselves. Players could elect district Judges, prosecutors and jury, who appoint guards and investigators. And there are still lawless districts, corrupt and/or gang-run districts, but this is also by design. Fortunately Fortunately, the prison system is hardcoded and doesn't require player oversight, it also by design still provides the possibility of jailbreak, but with a ridiculously high possibility of permanent character death. Some player guards took the role for the perks and status, and unfortunately fewer took it as SeriousBusiness.
* Somewhat meta-example, given the [[{{Machinima}} medium]]: In ''RedVsBlue'', Caboose is ridiculously guilty of this behavior by virtue of being [[RalphWiggum very, very stupid]]. While it's true that he only managed to kill one teammate in the original series (albiet (albeit several times), as of ''Reconstruction'' he has managed to almost empty out the base he was transferred to completely by accident.



** Which gives an interesting problem if an enemy from an opposing nation is able to go unopposed deep within friendly territory. It is always a good idea for newcomers to level up in Safe Zones...except of course, when they don't.

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** Which gives an interesting problem if an enemy from an opposing nation is able to go unopposed deep within friendly territory. It is always a good idea for newcomers to level up in Safe Zones... except of course, when they don't.



* In UrbanDead, ''every'' killing is a PK since there are no [=NPCs=]. Thus, the term only refers to people who kill those of their own factions...except for bounty hunters, who are hired to kill PKers for their victims.

to:

* In UrbanDead, ''every'' killing is a PK since there are no [=NPCs=]. Thus, the term only refers to people who kill those of their own factions... except for bounty hunters, who are hired to kill PKers for their victims.
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One of the major issues of TheGreatPlayerVersusPlayerDebate. Also can be in the form of a {{Griefer}} where a person kills other players (friend or foe and mostly weak players at that) for the sheer humor of it.

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One of the major issues of TheGreatPlayerVersusPlayerDebate. Also can be in the form of a {{Griefer}} where a person [[TeamKiller kills other players players]] (friend or foe and mostly weak players at that) for the sheer humor of it.
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* In UrbanDead, ''every'' killing is a PK since there are no NPCs. Thus, the term only refers to people who kill those of their own factions...except for bounty hunters, who are hired to kill PKers for their victims.

to:

* In UrbanDead, ''every'' killing is a PK since there are no NPCs.[=NPCs=]. Thus, the term only refers to people who kill those of their own factions...except for bounty hunters, who are hired to kill PKers for their victims.
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Just Potholin\'


* Player killing in "The World R:2" is SeriousBusiness in [[DotHack .hack//G.U.]] Player Killers are opposed by...Player Killer Killers.

to:

* Player killing in "The World R:2" is SeriousBusiness in [[DotHack .hack//G.U.]] Player Killers are opposed by...[[SerialKillerKiller Player Killer Killers.Killer]] [[BullyHunter Killers]].

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