08-14-2024, 09:20 PM
(08-14-2024, 07:58 AM)Skimmy2 Wrote: It WAS advertised from the very beginning, y'all munchers are just allergic to reading, invest that talent point damnit!
My comment on this would be how long has it been since anyone has actually used that site? I'm sure people have glanced at it, but I think the only time it was really brought up, and its information pushed around was during the time when Korvara was brand new. All the information new players get when joining nowadays is simply what people tell them, or what rules are written in the Discord/on the forums. There's little to no mention of this sort of conflict anymore, and Korvara has shifted dramatically since these first days as well. The rules (or more lack of them in my opinion) have shifted to focus on things other than supporting PvP style content.
The rest I either agree with or have no real comment on.
I will say that, I don't think making maps simply bigger in of itself solves anything. I do think more maps/spaces to play in would help, but they'd need to be added with a purpose rather than just expansion for expansion's sake. Spaces for more morally dubious groups to exist in would be great, such as the often discussed Slums project for Meiaquar, and as an adjacent topic to this one, I think Korvara lacks extremely in spaces for players to run their own projects in general. It's all competition over pre-existing housing spaces, which drastically limits what players can do when trying to set up their own groups, or run their own events and experiences, but I've covered a lot of that in a housing thread already so I won't repeat it all here.
I do think that playing villains, in just about any public RP environment you go to, is an exceedingly difficult task though, and one that I don't think has any easy answers, no matter how much people lament. Anyone not trying to play an antagonist that's primarily an event antagonist is going to have extreme issues when playing the "classical" sort of villain, ones with grand plans and ambitions and are willing to hurt others to achieve them. Everyone wants to be Darth Vader or Sephiroth, or any of these other big names out there when they plan their antagonist, and that just clashes heavily with the environment of most RP communities on a player to player interaction level. Smaller stakes villains, or characters who are more just brusque or even just plain assholes fit in a bit better, but still suffer some similar problems.
When you only have a couple of RP hubs, you end up having your "big bad" stuck in the same bar as John Adventurer, who's out trying to (generally) be a good person, and often RPing in the same spaces. This isn't easily solved by JUST adding more spaces for the morally dubious (though it helps) as if these spaces just don't have the population to keep RP there, you're basically just playing in a sandbox by yourself. There's also the question of what consequences are allowed/can happen. If your villain is the sort to do actually horrible things; killing, kidnapping, burning down orphanages, etc, what stops a player from (probably rightfully in some capacity) deciding that it's better for your villain to just die than be allowed to run around and doing more terrible things? Is your villain allowed to kill other players?
In more PvP driven communities, these answers would just be "yes", with examples such as other Byond games as NRP or DBRP which have a massive focus on PvP aspects, and players largely allowed to do what they want so long as they're powerful enough to back up their ambitions. However, these sorts of things bring their own vast array of problems, and to be frank... I'm on SL2 because I don't like those sorts of environments, and I would not want to see SL2 become like any of those other games.
As is though, villains are just difficult to play nearly anywhere, and it's not an easy thing to fix. I'm not saying that there shouldn't be efforts to promote or allow these styles of play, but it's not something that just adding a few map spaces will resolve.