A lot of recent discussions have been about evil companies, gankers, and griefers. I want to make this thread so people can really see how evil should be played in PFO in my opinion. Just to start off, you dont have to be mean to be evil and starting fights for the sake of fights is not the way. I'm going to try to cover several major issues commonly seen in MMOs and try to give reasonable advice for people to have a truly evil experience.
Violence- Whether physical, mental, or verbal violence can be played but is almost never what everyone should focus on. The most apropriate time for an evil villian to use violence is for when neutral or good have found out what he is. Not to hide behind a tree and ambush anyone who would walk by.
1. Thieves, rouges, rangers. These classes are built for getting the first hit and is hard for them to win without surprise. The best way to play these figures in the shadow is to have the community percieve you as something else. If you live off of thievery and assassination, do it in moderation. Become an artist at it; not a matomiton.
2. Warriors, anti-paladins, helknights. These classes become renowned through violence but not because they are violent. Being strong and being a bully can be easily distinguished. An orc war chief, being a prime example of chaotic control, still does not go around picking fights just to show how strong he is. He waits for someone to challenge him. Soldiers are paid to fight; they should never do it for free.
Good grief, it's a game; it's meant to be fun. If you are making money from ambushing caravans, that's fine; it's part of the game. Just remember an ounce of self control is worth a pound of anti-griefing.
Power- Everyone wants it but only a few actually need it. It is one thing to play a power hungry character it is another to play a power gamer. Going through mathmatics calibrating your character harvesting best gear for ten days to do as much damage and have insane stats is probably going too far.
Mages, clerics, and other spellcasters are infamous for power gaming even though other classes do it too. Yes, in a game the idea is to be a great, powerful figure. When a game ceases to be fun and becomes more a job working five hours a day, you will never again have fun. Be the best you can be but please do not dwell over it.
Rules of conduct
1. Don't be all of the above.
2. First learn rule number one.
Okay, so I have covered some ground basics. Let me give you a few ideas on how to improve YOUR evil enjoyment.
We are evil- Sometimes the best evil is the one that gets away. To win small victories but loose the war.
Thief, robbing a mansion can be fun but the eight hundred pound gold gorrilla might look a little silly sticking out of your back pocket. Go for the gold but don't get greedy.
Spellcaster, summoner, necromancer, cleric with planar allies. Sometimes playing from afar letting your familiar and conjured creatures fight for you is the best way to go. The same is for evil; a great fight is destroying all the minnions and the bad guy teleports away. A small sacrafice for evil and what feels like a major win to the heros is an opening for a great RP future.
Sellswords, mercanaries, soldiers of fortune. Fighting for your own profit or a need to be a power hungry king of fighters all evil warriors can have a basic idea of just how far they should go. There are so many worse fates than death. Destroying someones home, ruining their business, and taking away their loves. Like the old saying goes a fighter will always go for the heart.
I will add more later when I have more time.