For those that didn't read it:
https://efupw.com/efu1-forum/topic/13/13250/pvp-killing-people-on-quests/index.html?amp;highlight=
I tend to see the reasoning, but I do disagree on some levels.
1) I'd be okay with subdual if people learned to be afraid after losing. I can't count the number of people I've subdualed to teach a lesson (ie fear me and don't do whatever you're doing that makes me made) only to have them return later with friends to subdual me. Its not OOC fear of retribution that leads to FD, its the IC knowledge that if you leave a foe alive, he's going to come after you--so you better have a reason IC to want him alive.
2) Who is going to kill someone in a place where someone *CAN* walk in and catch you? QA's have the flaw that its scripted so no one can catch you, but the reverse is that they *are* the most logical areas where you can be alone, uninterrupted, and unseen to perform a murder. You *know* that 1) who ever hired you isn't hiring another party to check up on you 2) that guys friends aren't likely to come running to his rescue when they hear he left hired on a job 3) your quarry/victim is going to be in some dangerous situations that you can take advantage of.
Fantasy novels are chuck full of examples where, in the middle of a quest, the villain betrays his allies and either sides with the monsters or leaves them to die.
3) This is what makes me curious; dying for no reason is never fun-but if you have a reason to kill someone-taking them on a quest and betraying them is reasonable.
So I'm a little curious, is this a case of saying:
"Guys, it sucks to go on a quest, and then kill or allow to die a player who previously to this you had no reason or desire to kill and allow to die; so please don't do it."
or a case of saying
"Guys, no matter what just don't engage in PvP in a QA."
Because I entirely am happy with the first but find myself disagreeing with the second.