Moderator: Elder Staff
by Brian » Sat Feb 28, 2015 9:31 am
by Songweaver » Sat Feb 28, 2015 9:42 am
by radioactivejesus » Sat Feb 28, 2015 10:53 am
by cfelch » Sat Feb 28, 2015 11:14 am
by tehkory » Sat Feb 28, 2015 5:07 pm
Coded combat is the primary goal of PvP. Emoted/speech based roleplay is a secondary consideration, desirable, but not of the same primary importance as making sure you're able to engage in coded combat. I'm getting this from the statements that people have made about how players will be given one chance and then zero leniency, or that using the archery code means you'll get rushed, etc.
by krelm » Sat Feb 28, 2015 5:54 pm
Brian wrote: Archery = instacombat.
by Grommit » Sat Feb 28, 2015 6:58 pm
pmote is willing to RP this out, OOC
by WorkerDrone » Sat Feb 28, 2015 7:01 pm
Brian wrote:See, the thing that I admire about WorkerDrone is that he's an optimist!
by krelm » Sat Feb 28, 2015 7:13 pm
by radioactivejesus » Sat Feb 28, 2015 9:16 pm
Grommit wrote:So would damage adjustments rehabilitate archers in your mind, or is archery just never part of PvP?
What if they, say
- Code: Select all
pmote is willing to RP this out, OOC
before shooting once?
by tehkory » Sat Feb 28, 2015 9:21 pm
radioactivejesus wrote:Grommit wrote:So would damage adjustments rehabilitate archers in your mind, or is archery just never part of PvP?
What if they, say
- Code: Select all
pmote is willing to RP this out, OOC
before shooting once?
if you want to fix archery, you just need to do a couple things.
1) make it so that shields can block arrows
2) make it so that arrows do more initial damage, but less bleeding damage. The bleeding damage should be comparable to the bleeding damage caused by a spear, rather than the hemmorhaging bleeders from a severe wound that need 5 guys binding you or you're dead thing we have now.
by Melkor » Sat Feb 28, 2015 9:41 pm
radioactivejesus wrote:Grommit wrote:So would damage adjustments rehabilitate archers in your mind, or is archery just never part of PvP?
What if they, say
- Code: Select all
pmote is willing to RP this out, OOC
before shooting once?
if you want to fix archery, you just need to do a couple things.
1) make it so that shields can block arrows
2) make it so that arrows do more initial damage, but less bleeding damage. The bleeding damage should be comparable to the bleeding damage caused by a spear, rather than the hemmorhaging bleeders from a severe wound that need 5 guys binding you or you're dead thing we have now.
by Tepes » Sat Feb 28, 2015 9:43 pm
by tehkory » Sat Feb 28, 2015 9:49 pm
by Justanothacivy » Mon Mar 02, 2015 6:43 pm
Icarus wrote:I'm going to kill the next character I see doing stuff like that. I'm not joking.
by Patty » Fri Apr 10, 2015 8:51 am
by Gobbo » Fri Apr 10, 2015 9:05 am
by Songweaver » Fri Apr 10, 2015 10:06 am
by Gobbo » Fri Apr 10, 2015 10:38 am
Songweaver wrote:Part of the problem with PVP is that bad behavior begets bad behavior. Pointing fingers (no offense, Gobbo) is actually part of the problem here.
Example: I get screwed in PVP scenes a couple of times, blame the other players involved, and change how I choose to participate in PVP. I, in turn, screw other players in PVP, which then changes their approach to PVP.
It's why it's just not feasible to have high expectations of PVP scenes. Sure, if you get a great scene, awesome. Otherwise, let the code act as your roleplay during the encounter as necessary, and make sure the post-PVP roleplay is significant and meaningful.
As I've said elsewhere in this thread, there is meaningfulness for PVP beyond the actual roleplay during the PVP encounter. It takes pressure off of the RPAs to create a dangerous environment, it allows for planning/strategy/preparation roleplay from both sides, sometimes culminates in meaningful RPTs, creates meaningful dialogue back at home base for both sides, creates ongoing enemies on both sides worth talking about, and instigates loss and character death in a game that is - for the most part - far too safe and death free.
Don't underestimate the value of these things, and don't get bent out of shape when a PVP encounter isn't the best roleplay you've had in months. It rarely will be.
by Brian » Fri Apr 10, 2015 8:24 pm
Gobbo wrote:Songweaver wrote:Part of the problem with PVP is that bad behavior begets bad behavior. Pointing fingers (no offense, Gobbo) is actually part of the problem here.
Example: I get screwed in PVP scenes a couple of times, blame the other players involved, and change how I choose to participate in PVP. I, in turn, screw other players in PVP, which then changes their approach to PVP.
It's why it's just not feasible to have high expectations of PVP scenes. Sure, if you get a great scene, awesome. Otherwise, let the code act as your roleplay during the encounter as necessary, and make sure the post-PVP roleplay is significant and meaningful.
As I've said elsewhere in this thread, there is meaningfulness for PVP beyond the actual roleplay during the PVP encounter. It takes pressure off of the RPAs to create a dangerous environment, it allows for planning/strategy/preparation roleplay from both sides, sometimes culminates in meaningful RPTs, creates meaningful dialogue back at home base for both sides, creates ongoing enemies on both sides worth talking about, and instigates loss and character death in a game that is - for the most part - far too safe and death free.
Don't underestimate the value of these things, and don't get bent out of shape when a PVP encounter isn't the best roleplay you've had in months. It rarely will be.
You are right. I'm sure there is plenty of others who would've got into that situation and instant sprinted home before the enemy even finished searching. Meaning the aggressor has to attack without much rp or miss their chance.
by Doublepalli » Fri Apr 10, 2015 9:54 pm
Gobbo wrote:I just had my first experience of pvp. It left a bad taste in my mouth. I mean I love that I finally got some pvp. But I had a pc warg and pc orc search me out while I was hidden in a room. When I was revealed the warg gave a 1 liner emote then immediatly attacked. I was typing out an emote because I really wanted to rp it out.
I had to flee and spam run away because I simply wasn't going to get the rp. I felt dirty spam running, but they were dirtier for not rping it out.
The truly annoying part is that WARG players should have LOTS of RPP and the admins trust them. Why not act like it.
by Gobbo » Fri Apr 10, 2015 10:04 pm
by Doublepalli » Fri Apr 10, 2015 10:16 pm
by tehkory » Fri Apr 10, 2015 10:22 pm
Gobbo wrote:Its fine I understand the situation.
I was just half way through typing an emote about the situation before it went to code and I had to delete the whole emote and flee for my poor little lifeThat got me pee'd. I have no problems with how you found me.
But at least with me, you would've had me no problem if you never went to code. I would've rp'd my obviously hopeless situation accordingly and liked the bait idea. I realize others would not feel the same so your hand is forced to go to code preemptively. I only spam fled because I still like my character too much to get murdered without a nice rp scene. It would've been a poor death. (Not realizing you may have just uncon'd me and used me for bait)
by Icarus » Sat Apr 11, 2015 7:29 am