Brian wrote:RE: Songweaver, I agree in some respects, but the idea that code = RP has the potential to quickly devolve into "The code allows it, therefore it's ok!" which encourages shoot, run, hide archery, and run kill, kill, kill group tactics. I'll leave myself open to the possibility that there are players that enjoy those scenarios, but I'm not one of them. I find very little entertaining about the combat code, on its own, without scene, action, and communication preceding it, during it, and ideally afterwards as well. Just my taste and perhaps I would do better in a MUSHy setting.
I'm not disagreeing with you in your preference. I'll approach this from another angle.
This conversation has been going on for twenty years. No, really. Twenty years ago, RPIs (at least ARM) were talking about how people should play out PVP encounters. In all of that time, there has never been a consensus. For a very long period of time, SOI had ROE - Rules of Engagement. Not many folks remember ROE kindly, because ROE was clunky, and rarely followed by both sides of an encounter. ROE caused huge flame-wars and out-of-character resentment between players. In short, ROE failed.
PVP encounters aren't as static as I think they're being made out to be in this thread. There are an incredible number of variables. Aggressive wildlife mobs, wanting to apply coded advantage to represent your characters' preparation, what happens when re-enforcements arrive, what happens when some enemies flee and others do not, etc, etc. ROE tried to define how to act in every given situation, and it was just never very realistic.
I think it's okay to encourage folks, in a general way, to try to find moments before/during/after a PVP encounter to engage in some actual non-coded roleplay. But expecting it to happen before, during, AND after is very idealistic, and I don't think incredibly realistic.
Sometimes, it does happen. An awesome, crazy, well-played scene from all sides, with meaningful non-code interaction before, during, and after a coded encounter.
But it will never be the norm. By expecting the above situation all the time, and projecting your expectations onto the rest of the playerbase, I think you stand the chance (not you, personally, Brian) of actually creating more of a dichotomous atmosphere. If I read your well-written post and decide that I should always expect that high quality of scene from PVP encounters too, then I'm much more likely to feel cheated when it doesn't go that way, and to "blame the other side".
Just like there's no roadmap for RPAs to design the perfect plot or RPT, there's no roadmap for how to handle every PVP encounter perfectly, as a player. And I don't think that, beyond obvious and unbelievable abuses, players should be held accountable by staff or other players for PVP encounters that are light on emotes, for that reason.
I hope this better shows what I'm trying to get at.
EDITED TO ADD:
This isn't all to say that ROE couldn't work. But, for ROE to really work, you need the game to be designed around such a concept. Kite tried this, in a really convulted way, and it ended up being pretty terrible. For SOI3 to do this, I think that the following code changes would probably be necessary:
- Aggressive mobs don't wander in and attack PCs that are fighting each other.
- Ambush is removed.
- There is no benefit to attacking first. This means no bonus to being the person who types "hit target", including being the first person to automatically take a swing. You'd need to have some sort of initiative (agi+weapon speed or the like) roll to determine who actually gets that first coded attack.
- You'd probably need to remove, at least, same-room archery. This still wouldn't keep folks from firing, running, hiding, firing again, etc. You might have to ban that kind of play all-together, or add a coded piece that would not let people who just fired a bow to leave the room that they are in for at least 30 seconds.
There are probably other things that would need to change as well. If we want to say that the staff (or player) consensus is that some sort of ROE should be re-established, this time it would really need to be supported by the game design itself.