Player Killing (PK) checklist for MUDs
This checklist provides a technical and design framework for implementing or auditing Player Killing (PK) systems in a MUD environment. It focuses on mechanical balance, grief prevention, and administrative visibility to ensure a sustainable competitive ecosystem.

Combat Balance and Scaling
0/5Stun and Lockout Audit
criticalVerify that no combination of skills or spells allows for a 100% uptime stun loop against a single target.
Damage-to-HP Ratio Validation
criticalConfirm that the highest possible burst damage from a single player does not exceed 60% of an equivalent-level player's maximum HP.
Consumable Stack Limits
recommendedCheck that healing items and buff scrolls have internal cooldowns or 'satiety' limits to prevent infinite sustain during combat.
Latency Compensation Testing
recommendedTest command queuing to ensure players with 200ms+ latency are not mechanically disadvantaged by the server heartbeat.
Escape Mechanism Evaluation
recommendedVerify that 'flee' or 'retreat' commands have a success rate tied to stats rather than being purely RNG or 100% guaranteed.
Death and Corpse Mechanics
0/5Corpse Access Permissions
criticalTest that only the killer, the victim, or authorized party members can access a player corpse for a set duration.
Equipment Flag Verification
criticalAudit item 'NO_DROP' or 'KEEP' flags to ensure quest-essential items are not lost during PK deaths.
Corpse Decay Timers
recommendedVerify that corpse decay timers allow enough time for a player to travel from the furthest respawn point to the death room.
Experience Loss Calibration
recommendedConfirm that PK death penalties are distinct from PvE death penalties to prevent players from being de-leveled into a lower bracket.
Resurrection Sickness Logic
optionalVerify that resurrected players receive a temporary debuff to prevent immediate 'revenge killing' without recovery.
Zoning and Safe Room Logic
0/5Safe Room Flag Audit
criticalVerify all respawn points, shops, and entry portals are flagged as 'SAFE' and prevent the initiation of combat.
Boundary Projectile Check
criticalConfirm that ranged attacks or area-of-effect spells cannot be cast from a PK-enabled room into a Safe room.
Teleport/Recall Restrictions
criticalTest that 'recall' or 'teleport' spells are disabled for a set duration after a player deals or receives damage.
Exit Blocking Prevention
recommendedVerify that players cannot use 'guard' or 'block' commands on room exits in newbie-trafficked zones.
Arena Instance Isolation
optionalCheck that deaths within designated 'Arena' zones do not trigger global death penalties or item loss.
Anti-Griefing and Newbie Protection
0/5Level Range Enforcement
criticalValidate that players cannot initiate combat with others who are more than X levels below them.
Newbie Grace Period
criticalVerify that new accounts are immune to PK for the first 10 hours of playtime or until they reach a specific level.
PK Toggle Cooldown
recommendedIf PK is optional, verify a 15-minute cooldown exists between disabling PK and it actually taking effect.
Chain-Killing Detection
recommendedImplement a script that flags admins if the same two players engage in combat more than 5 times in an hour.
Multi-play Enforcement
criticalVerify that automated checks prevent two characters from the same IP address from being in the same PK combat.
Logging and Administration
0/5Combat Log Persistence
criticalEnsure all PK kills are logged to a flat file containing killer, victim, room ID, and timestamp.
Damage Source Attribution
recommendedVerify that logs correctly attribute kills to the player who dealt the most damage, not just the final blow.
Bounty System Integration
optionalTest that 'Infamy' or 'Bounty' points are correctly added to a player's profile upon a successful PK in restricted zones.
Automated Leaderboard Updates
optionalConfirm that PK stats (Kills/Deaths/Ratio) update in real-time on the global leaderboard or 'score' command.
Link-Dead Combat Behavior
criticalVerify that if a player disconnects during combat, their character remains in the world for 60 seconds to prevent 'combat logging'.