10-21-2024, 11:49 PM
(This post was last modified: 10-21-2024, 11:51 PM by Sawrock.
Edit Reason: Changed "PVP to be a more plot-relevant" to "PVP to be more plot-relevant".
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(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.