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PvP zone
#1
It would be nice if there was a way to engage in pvp that isn't just random spars in an arena. I don't like the fact that 99% of pvp that happens in this game is completely inconsequential. I love pvp and I wish I could engage in it in a more regular, rewarding fashion.

Playing a "bad guy", aka antagonist, isn't really a great way to engage in pvp

First of all, many people you engage with don't enjoy pvp. I don't want to force people into playing pvp.

Secondly, getting into a fight must happen through rp. It's not reliable, unless you're playing some psychopath that just attacks literally everyone. But even if you do, finding a person who isn't in the safety of a town isn't as easy as it sounds.

And thirdly, if you lose as a bad guy, it makes sense that you would get arrested or killed. Thus you need to make a whole new character again if you wanna do more.

Fourthly, people can take losses very personally. It can cause ooc bad feelings.

What's the solution?

I've made many suggestions on this subject in the past, but I think this is a more simple version.

I would like a zone, gamemode, or mechanic, that has people engage in pvp organically and gain rewards for winning. This would ideally take the form of an area, with a sort of safe hub that acts as a bandit town. Anyone fighting in the area would get loot when they win a fight, and those who lose don't actually lose any of their precious items, they just lose like a normal pvp match.

This would mean that characters are aware this is a dangerous area, but they can go there to fight "bad guys" or other people. Essentially it would be like a bandit dungeon but instead of bandit mobs it would be me, I'd be the bandit mob. High risk moderate reward! There could be some lore justification for this, like having a "bounty" on people, and it goes both ways. So the bandits give you loot if you beat a bounty hunter kind of deal? I dunno. It could also be magic, or a god, or something like that. Or alternatively, just don't make reference to that mechanic, just make it so the loot you get is purely a gameplay thing. After all, it doesn't make much sense already to get 30 gold out of a creature made of pure fire.

Then just have a way to check if there's people in the area so ppl know when it's active and can go there and look for a fight. We would roleplay as normal and have a serious fight and the winner gets loot. The loser gets to escape if they want, or they can die if they consent. It's a win-win.

This would mean pvp enjoyers get to fight each other, instead of getting in conflict with people who aren't into pvp. And it would make pvp actually rewarding, making it actually fun.
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#2
I upvoted this idea when you suggested it last time and i upvote again. Let Polk cook.
OOC Devourer Of Souls: it makes me feel like someone slipped me acid laced water
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#3
Law's End when.
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#4
eternia gameplay
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#5
Quote:I don't like the fact that 99% of pvp that happens in this game is completely inconsequential.


this largely comes down to 4 to 5 factors. You, Your character, the Opposite end (everyone you engage in the PVP with), the Opposite end's character(s), and the nature/tone of the PVP scene.

- if it's a rushed scene, that ruins the tone: a basic gimme your money mugging rushed to get to the fight quicker
- if it's a character people can't take seriously: monty from the meiabronx who died 17 times to a clown doing the mugging
- if it's a character you're engaging with that would find this extremely minor: a noble who has guards who has to go get his breakfast
- if it's You, yourself, not taken seriously: people who can't find You entertaining to rp with or don't enjoy your pace or how you've made antag after antag, or hero after hero, or zealot after zealot, etc.

the best solution really is a sitting with other people to see what they like out of an event, a fight, what consequences sound fair to what scene. and in the end self reflect.

that and well, alot of people are tired of fight fight fight. antags that mess with you deeply are usually the ones that stick in people's memories the most.
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#6
Can't wait for Korvara to release.
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#7
(10-21-2024, 10:02 PM)Ham Wrote:
Quote:I don't like the fact that 99% of pvp that happens in this game is completely inconsequential.


this largely comes down to 4 to 5 factors. You, Your character, the Opposite end (everyone you engage in the PVP with), the Opposite end's character(s), and the nature/tone of the PVP scene.

- if it's a rushed scene, that ruins the tone: a basic gimme your money mugging rushed to get to the fight quicker
- if it's a character people can't take seriously: monty from the meiabronx who died 17 times to a clown doing the mugging
- if it's a character you're engaging with that would find this extremely minor: a noble who has guards who has to go get his breakfast
- if it's You, yourself, not taken seriously: people who can't find You entertaining to rp with or don't enjoy your pace or how you've made antag after antag, or hero after hero, or zealot after zealot, etc.

the best solution really is a sitting with other people to see what they like out of an event, a fight, what consequences sound fair to what scene. and in the end self reflect.

that and well, alot of people are tired of fight fight fight. antags that mess with you deeply are usually the ones that stick in people's memories the most.

It sounds like you've never fought Polk or my own bandits/exorcists/bad guys of the week. We're here to play the game like any other roleplayer, and we will offer to omit any encountering of someone if those people aren't up to being robbed.

Consent in roleplay is big, but just as you described people are tired of "fight fight fight", Polk is describing how he's tired of the majority PvP being inconsequential. While I may not agree with the methods he's describing for PVP to be more plot-relevant, he's asking for opinions on his suggestion, not a basic guide on how to roleplay antagonists.

As an aside, I never make my goal to be memorable. I'm not here to be fun for others. I'm here to have fun for me, with other people that want fun for them. This is a game, not a service.
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#8
(10-21-2024, 10:02 PM)Ham Wrote:
Quote:I don't like the fact that 99% of pvp that happens in this game is completely inconsequential.

things

I was talking about spars
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#9
Quote:As an aside, I never make my goal to be memorable. I'm not here to be fun for others. I'm here to have fun for me, with other people that want fun for them. 
you realize how silly it is if a forgettable antag who is largely inconsequential asked to be consequential to someone else let alone potentially multiple others right? if your char wont matter in a day why should the mark you left matter for an hour?


if people wanted to fight bad guys they'd go looking for them ic or ooc


Quote:It sounds like you've never fought Polk or my own bandits/exorcists/bad guys of the week.
when "if you lose as a bad guy, it makes sense that you would get arrested or killed. Thus you need to make a whole new character again if you wanna do more." is a point presented? i dont think i wanna anymore either. much like you said you guys can omit because consent... rp is a collaborative effort. ask them oocly not to force you into a new character?? but i'm running out of any care to delve deeper with an actual answer 



Quote:I was talking about spars
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i know. but you gotta realize after the 11th time of giving the same issue with little to no avail you gotta either move on, self reflect to find a diff path, or go back to DU
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#10
Honestly conceptually, the idea of a PVP zone as presented by OP sounds like an alright idea and I've seen it used in plenty of games; it'd encourage conflict without conflicting with the consent based natured that SL2 currently has. Having an area where you can fight over resources or fight to gain resources is fine on paper. Runescape is a splendid example of this, utilizing bounty hunter and the wilderness to allow people to fight or risk for a gain; fighting being a way of plundering/depriving resources from another and risking being having access to an alternative skill training method that's faster or more efficient.

But the main issues I'd have with the concept is mostly that the game isn't really designed for it and I don't think the community would be receptive of it if it had meaningful rewards that you can't get elsewhere, not to mention the drama that tends to happen behind closed doors when it comes to this sorta deal.

That said, I wouldn't mind an area of the map that's considered to be a bandit den akin to Law's End, just as a neutral space for people to do petty antagonistic behavior without initial issue with being imprisoned and such.
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