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Player versus Player
https://amiaworld.net/phpBB3/viewtopic.php?f=2&t=74758
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Author:  Overneath [ Thu, Jan 02 2014, 5:26 AM ]
Post subject:  Player versus Player

To be honest, I wanted to give this thread a name that was less overtly triggering, but I felt it would be better for people who click the link to know what they're getting into.

I spent most of this evening looking over previous threads regarding PvP and how it proceeds on the server, but a certain point of view was left out of them. And, based on my previous experience with other servers and Dungeons and Dragons in general, it was largely what I expected. Therefore, I would like to pose my main question (while fervently crossing my fingers in the hopes that my first ever thread won't be locked too soon) not as a legitimate consideration, but more as a thinking exercise. I'll follow more up on what I expect in a moment.

My question is this: What are the Pros and Cons to an Amia wherein every area has PvP turned off (like Wiltun used to)?

I ask this question because, while I have considered both sides of the issue myself, I only have one brain to work with. In essence, I'm curious as to how the playerbase perceives something that is, as far as I can tell, fairly integral to the server, both as a blessing and as a curse.

Again; this is, ideally, a 'list' topic. I'm grasping for a series of logical arguments resulting from both standpoints: No PvP at all OR the server as it stands today. Which means I'd really prefer that we all work in tandem to keep it civil. This is a touchy subject, I know, but I feel as though there is a lot to be learned from exploring this. I'll do my best to become directly involved with the stances raised, as well, assuming no one else raises any problems - a point isn't much of a point if there is no counterpoint, it's just a fact. And I'm looking for opinions. To demonstrate, I'll begin.


Pro: With a fairly large portion of inter-player disputes eliminated, the DM team won't have as many social issues to deal with, allowing them to devote more time to other pursuits.

Counterpoint: Many more situations will arise in which a DM must be contacted because, without PvP, their intervention is the only option.

Con: There will be no feasible way for players to fight in an IC manner wherein a fight must occur.

Counterpoint: The dice rolling system allows for a hostile encounter in which not only is Roleplaying a necessity, but character statistics still matter, just not in the exact same way.

Author:  Liz [ Thu, Jan 02 2014, 5:31 AM ]
Post subject:  Re: Player versus Player

Overneath wrote:
Pro: With a fairly large portion of inter-player disputes eliminated, the DM team won't have as many social issues to deal with, allowing them to devote more time to other pursuits.

I think the opposite of this is true. With no mechanical PvP, the DMs will be constantly harassed to intervene in every situation that could previously have been resolved IC via PvP. The total demand for DM problem-solving would go way, way up, not down.

Author:  MyOwnDestiny [ Thu, Jan 02 2014, 6:05 AM ]
Post subject:  Re: Player versus Player

Overneath wrote:

Counterpoint: The dice rolling system allows for a hostile encounter in which not only is Roleplaying a necessity, but character statistics still matter, just not in the exact same way.


My initial reactions was *snarl/growl* even though I don't often PvP.. in fact I don't think I ever have yet on Amia. But.... this I love. Not to derail the topic but it is the vast majority of Amians that do not use their dice bag ever. For anything. Myself included most of the time because in the past when I have, it has been ignored or started a debate of an opposed roll. So yes.. give me a roleplayed out combat session anyday over click/kill. That is all for now.

MOD

Author:  Ice [ Thu, Jan 02 2014, 6:18 AM ]
Post subject:  Re: Player versus Player

i didnt read lol

No, jokes aside, I'll reserve serious comments for further ahead, but at the moment I want to quote:

MyOwnDestiny wrote:
Overneath wrote:

Counterpoint: The dice rolling system allows for a hostile encounter in which not only is Roleplaying a necessity, but character statistics still matter, just not in the exact same way.


My initial reactions was *snarl/growl* even though I don't often PvP.. in fact I don't think I ever have yet on Amia. But.... this I love. Not to derail the topic but it is the vast majority of Amians that do not use their dice bag ever. For anything. Myself included most of the time because in the past when I have, it has been ignored or started a debate of an opposed roll. So yes.. give me a roleplayed out combat session anyday over click/kill. That is all for now.

MOD


Because this is a thing that I just didn't imagined before Amia, and once I got the hang of it, I got to RP a lot of little battles like this, and I just love it. I just love it because we are in a RP server, where clicking over an hostile target cannot even symbolize or match the beauty over depicting a motion with a clear and specific intention, over detailing ever single little thing that makes a character unique in his own style. Not everybody are combatants, but force somebody to fight this way, and you'll see more than what his words and gestures will ever speak about themselves in something as trivial as combat may be.

Author:  NaturallyCaffeinated [ Thu, Jan 02 2014, 7:10 AM ]
Post subject:  Re: Player versus Player

Pro: Due to the lack of pvp, burdensome OOC conflicts or emotions that sometimes arise from it would not get in the way of genuine roleplay.

Con: Without the simplicity and familiarity of our current pvp system, players may feel the desire to avoid conflict. This could result in character emotions that are downplayed, forced, or ignored - rather than explored freely.

Pro: With the focus on conflict resolution by roleplay and skills, non-combat designed characters would get the chance to shine.

Pro: With pvp not an option, characters could start to think more creatively with their aggressive roleplay (grappling, slapping, shoving, etc.). This in turn could lead to more exciting or unusual roleplay. (Basically what Ice said :) )

Con: Due to the change in the way conflict is handled IC, new rules would need to be written to avoid griefing. (I admittedly don't know the rules for dice rolls).

---
(I wish this were actually on the table... it sounds like such a fun idea.)

Author:  NaturallyCaffeinated [ Thu, Jan 02 2014, 7:31 AM ]
Post subject:  Re: Player versus Player

Here's another one:

Con: With the increase of aggressive roleplay in place of pvp, strict guidelines of what constitutes as graphic torture would need to be put into place.

Author:  Ice [ Thu, Jan 02 2014, 7:33 AM ]
Post subject:  Re: Player versus Player

I got a con, and punch me in the face:

With the lack of PvP variant, the RP combat would lose its unique flavor and become tiresome.

Author:  Murex [ Thu, Jan 02 2014, 7:44 AM ]
Post subject:  Re: Player versus Player

There doesn't seem to be much pvp going on anyways, but I don't think anything should change to hinder more pvp.

Author:  Gobbledygook [ Thu, Jan 02 2014, 7:52 AM ]
Post subject:  Re: Player versus Player

If Amia had only one race available, one alignment, one deity, and basically everyone agreed on everything, then this would be excellent. But as it stands, we -need- PvP. It will happen either way, so why not use the central system this game is designed around?

Edit: MOD, I remember PvPing with you! Am I the only one this whole time?

Author:  MoshingChris [ Thu, Jan 02 2014, 8:18 AM ]
Post subject:  Re: Player versus Player

Con: I don't play online to have my pacing slowed to table-top

Author:  MightNMagic [ Thu, Jan 02 2014, 8:51 AM ]
Post subject:  Re: Player versus Player

Never understood why some people seem to see pvp was even something to angst about in this server.

I've played servers where death by pvp meant permadeath, or where it meant losing every item you owned, or where it meant losing a huge chunk of levels (up to half).

On Amia, it's barely a speedbump. A minor nuisance. So trivial it's not even worth engaging in unless it's part of some storyline.

Author:  Overneath [ Thu, Jan 02 2014, 8:56 AM ]
Post subject:  Re: Player versus Player

I'd like to note first that I am impressed both by the quick responses and the thoughts behind them.

Quote:
My initial reactions was *snarl/growl* even though I don't often PvP.. in fact I don't think I ever have yet on Amia. But.... this I love. Not to derail the topic but it is the vast majority of Amians that do not use their dice bag ever. For anything. Myself included most of the time because in the past when I have, it has been ignored or started a debate of an opposed roll. So yes.. give me a roleplayed out combat session anyday over click/kill. That is all for now.

MOD


Quote:
Because this is a thing that I just didn't imagined before Amia, and once I got the hang of it, I got to RP a lot of little battles like this, and I just love it. I just love it because we are in a RP server, where clicking over an hostile target cannot even symbolize or match the beauty over depicting a motion with a clear and specific intention, over detailing ever single little thing that makes a character unique in his own style. Not everybody are combatants, but force somebody to fight this way, and you'll see more than what his words and gestures will ever speak about themselves in something as trivial as combat may be.


I'm glad to have opened up the range for this in a way, though I am mildly surprised that this method hasn't been discussed very much before now. And that the dice aren't widely used for this purpose.

Quote:
Pro: Due to the lack of pvp, burdensome OOC conflicts or emotions that sometimes arise from it would not get in the way of genuine roleplay.


Counterpoint: That having been said, OOC conflicts, given human nature, will most likely arise with some frequency regardless.

Quote:
Con: Without the simplicity and familiarity of our current pvp system, players may feel the desire to avoid conflict. This could result in character emotions that are downplayed, forced, or ignored - rather than explored freely.


Counterpoint: Emotional growth is not necessarily entirely dependent on whether you can fight or kill another sentient being. While certain paths would be unavailable, character development would still be very real. In fact, I posit that more time will be spent on it than focusing on the methods and motions of the PvP system.

Quote:
Pro: With the focus on conflict resolution by roleplay and skills, non-combat designed characters would get the chance to shine.


Counterpoint: Amia seems to have an odd relationship with non-combat skills. I still haven't seen a consensus regarding Diplomacy and its sibling skills...if that's what you meant. Also, if dice combat does become the standard, characters min/maxed towards those aspects will remain prevalent.

Quote:
Pro: With pvp not an option, characters could start to think more creatively with their aggressive roleplay (grappling, slapping, shoving, etc.). This in turn could lead to more exciting or unusual roleplay. (Basically what Ice said :) )


Counterpoint: But that same roleplay would lack the same feel as a real PvP match. The players would be able to feel more calm and collected, which may contrast with actions taken in a hostile situation.

Quote:
Con: Due to the change in the way conflict is handled IC, new rules would need to be written to avoid griefing. (I admittedly don't know the rules for dice rolls).


I have no counterpoint to this, only the addition that special attention would need to be paid towards the onslaught of situations in which, for example, a player takes a hunting area away from another person simply because the other player cannot stop them in any meaningful way.

Quote:
Con: With the increase of aggressive roleplay in place of pvp, strict guidelines of what constitutes as graphic torture would need to be put into place.


Counterpoint: Such rules may end up becoming fuzzy at best. In its essence, lethal combat IS graphic torture. It just isn't represented in as much detail when emotes aren't as necessary. Thus, such guidelines may end up as suggestions for common sense at any rate.

Quote:
With the lack of PvP variant, the RP combat would lose its unique flavor and become tiresome.


My counterpoint is arguably more controversial. Thus: In the PvP system we have now, when simplified, there are only five ways to kill another player. Up-front melee martial, up-front ranged martial, stealthy melee martial, stealthy ranged martial, and magic. Whereas with an RP system, each character would have a chance to show their own unique combat style's flavor. No two fights would be the same.

Quote:
There doesn't seem to be much pvp going on anyways, but I don't think anything should change to hinder more pvp.


I agree with this, to a point. The PvP we DO have should be either a last resort or very deliberate. I've read multiple horror stories of players breaking all sorts of rules simply to either gain something they desire or show off how well they can orient themselves in combat. While I'll read into both sides for the purpose of this topic, my personal opinion, for now, is that combat should further a story, and all involved should be certain that it will further a story. Under no circumstances should a character be made specifically and only for PvP interaction, for example, because that choice implies that the player believes they will be engaged in the act very often. Simple probability dictates that at least some of those encounters be purely for the sake of having an encounter, even if other reasons are given.

Sorry, bit of a tangent there. But it does lead me to another Pro.

Pro: With a lesser degree of PvP, more players will begin focusing on working with and assisting other players. I'm fond of this concept (despite that it's essentially just a re-wording of what NaturallyCaffeinated said about skill-based characters, to a certain extent) because it may even give players a chance to think out something I always love to see. That is, an attempt to form a party with a good and an evil character who know with absolute certainty the other's alignment, but manage to work together regardless. I don't think this happens very often on Amia (correct me if I'm wrong - I haven't been here very long, after all), because if PvP is the most obvious solution with clear alignment boundaries at stake, why bother? This isn't a condemnation of that line of thought, either. It's definitely easier to do and, in many cases, makes more RP sense.

Quote:
If Amia had only one race available, one alignment, one deity, and basically everyone agreed on everything, then this would be excellent. But as it stands, we -need- PvP. It will happen either way, so why not use the central system this game is designed around?


Counterpoint: As before, I agree with the opinion that PvP offers something not easy, or even impossible, to replace. I do not, however, entirely agree with the assessment that it is crucial to the development of the server, and certainly not the game. I assume you meant the mechanics in place for a game essentially made exclusively for the purpose of being a hack'n'slash dungeon crawl, but it was originally supposed to be PvM balanced, not PvP balanced.

Here's a question, though. A prompt, really. Why do we need PvP, in your opinion? Conflict is essential to a realistic world, yes, but why that specific method?

Quote:
Con: I don't play online to have my pacing slowed to table-top


Counterpoint: In this hypothetical scenario, PvP was optional even before the change. The new dice method (or what have you) would be similarly up to the individual to engage in. As an aside, if the concern is combat, PvM wouldn't be affected in terms of mechanics.

I don't want to start an argument (not in the socially recognized sense, at least), so don't take this harshly, but I'm curious and want to ask. There are numerous well-honed servers out there that focus on inter-player combat, even today, if that's your focus. But Amia has Roleplaying value whether PvP is an aspect or not. And that facet can take a very long time, if invested in. So, another prompt. What does Amia mean to you, specifically, if you strip away the PvP aspects? Let's go one step further and assume combat has been eliminated entirely. How would that shift your paradigms? Would you find yourself investing more in RP via interest or necessity? Would you find some way to mimic the old system enough to be to your tastes? I'm sure a player could find some way to liven up the pacing even with a no-PvP zone being enacted server-wide, let alone a former DM.

Quote:
Never understood why some people seem to see pvp was even something to angst about in this server.

I've played servers where death by pvp meant permadeath, or where it meant losing every item you owned, or where it meant losing a huge chunk of levels (up to half).

On Amia, it's barely a speedbump. A minor nuisance. So trivial it's not even worth engaging in unless it's part of some storyline.


Counterpoint: Ideally, this conflict serves a purpose, whether or not it's part of a larger scope. While the consequences are quite a bit less severe on this particular server, they can still play a role outside of a brief tryst with 'death'.

Prompt: Severity aside, what does PvP mean/do for you, personally? Not necessarily on Amia, but as an RP concept.

Keep going, everyone! I like where this topic is going, and I deeply enjoy the exchange of ideas.

Author:  MyOwnDestiny [ Thu, Jan 02 2014, 10:52 AM ]
Post subject:  Re: Player versus Player

Gobbledygook wrote:
If Amia had only one race available, one alignment, one deity, and basically everyone agreed on everything, then this would be excellent. But as it stands, we -need- PvP. It will happen either way, so why not use the central system this game is designed around?

Edit: MOD, I remember PvPing with you! Am I the only one this whole time?



Was it hostile? O.o The only 'PvP' I remember having was during training or 'friendly' duels... What toon was this on? OMG I feel old.. I'm getting 'oldtimers' :P

Author:  Eizendur [ Thu, Jan 02 2014, 11:04 AM ]
Post subject:  Re: Player versus Player

I have no desire to support or oppose any of the opinions here but felt a response was in order for:
Overneath wrote:
Counterpoint: Such rules may end up becoming fuzzy at best. In its essence, lethal combat IS graphic torture. It just isn't represented in as much detail when emotes aren't as necessary. Thus, such guidelines may end up as suggestions for common sense at any rate.


CounterCounterPoint: the server bans any form of cybering/sexting/whatever (not supporting or rebuking this behavior) one would want to call it - to maintain this ban while promoting the removal of the ban on graphic torture is simply hypocritical since what makes the difference between the two? Both form explicit content so that anyone who wishes an environment free of sex also would wish it free of torture and explicit violence.

Sidenote: Servers that allow free reign on this pretty much lose their player base (since the playerbase for such activities has been clustered in one server already)

Author:  Kudark [ Thu, Jan 02 2014, 15:00 PM ]
Post subject:  Re: Player versus Player

Overneath wrote:
...I am mildly surprised that this method hasn't been discussed very much before now.

You haven't been here very long, have you?
It's been over-discussed quite often. If you prefer this form of combat, then do it, no one is stopping you. Just don't get all bent out of shape when not everyone chooses to do the same.


Overneath wrote:
In its essence, lethal combat IS graphic torture.

No, it is not. Not even close. Not even in its 'essence'.
This has also been discussed in great detail, and does not need to be rehashed.

Author:  Lutra [ Thu, Jan 02 2014, 15:07 PM ]
Post subject:  Re: Player versus Player

I still do not see the point of this discussion. What is wrong with the current system? It works just fine.

Author:  Gobbledygook [ Thu, Jan 02 2014, 16:13 PM ]
Post subject:  Re: Player versus Player

Hehe MOD, it was the time when Ronnie attacked Jandar in the Dale. I think she was having a bad day!

As for this discussion, I think my last post wasn't so clear about this. This whole world is character vs character. Some work together, others don't. Players have the option to be a LG Paladin, and a CE Necromancer. Those two characters don't go together. They work against each other. Translates to player vs player. That's just how this setting/game works.

If we're just talking about the combat system, then it works better than any alternative. People very rarely understand PnP rules whilst they're trying to 'RP fight'. Rolls like Initiative and various rules that the combat system just takes into account automatically don't really get incorporated into these RP fights. It makes sense to RP it out in some situations. In others, it's just easier to set hostile, and attack them. Both of these methods are totally acceptable. If people are aware of and follow the PvP rules, then there shouldn't really be an issue.

Author:  Murex [ Thu, Jan 02 2014, 18:08 PM ]
Post subject:  Re: Player versus Player

If I'm forced to roll dice for pvp, I'm not going to play on this server anymore. I really don't understand how anyone would think rolling dice is better. Don't try to explain it to me, because I will still be against it. Amia is slow-paced enough already, we don't need more goop to slow it down, and I think most people agree that pvp is fine as it is.

Author:  MyOwnDestiny [ Thu, Jan 02 2014, 19:12 PM ]
Post subject:  Re: Player versus Player

Kudark wrote:
Overneath wrote:
...I am mildly surprised that this method hasn't been discussed very much before now.

You haven't been here very long, have you?
It's been over-discussed quite often. If you prefer this form of combat, then do it, no one is stopping you. Just don't get all bent out of shape when not everyone chooses to do the same.


Overneath wrote:
In its essence, lethal combat IS graphic torture.

No, it is not. Not even close. Not even in its 'essence'.
This has also been discussed in great detail, and does not need to be rehashed.


Kudark.. no he/she hasn't been here long and there is no need for getting 'hostile' toward the player wishing for a 'discussion'. No one is bent out of shape. You don't agree with it, fine. Then don't. I do agree that both of these combat methods are available IG already so this really is a moot point but I am still glad the topic came up because maybe it will make others realize they don't have to click/kill in every situation. Thanks for that Overneath.

Sidenote: I do think that those that wish to have no mechanical PvP should put a visible note in their character Bio, just so that others are aware that this player expects reason and roleplay behind any altercation. I may just do that myself.

MOD

Author:  Kudark [ Thu, Jan 02 2014, 19:21 PM ]
Post subject:  Re: Player versus Player

I wasn't being hostile at all, and I never claimed anyone was bent out of shape.
Furthermore, I neither agreed, nor disagreed with the concept.
I happen to agree that RP'd combat would better suit an RP server.

Author:  vidar999 [ Thu, Jan 02 2014, 19:28 PM ]
Post subject:  Re: Player versus Player

I'd actually love to see the opposite: that all other players were red (hostile) unless you set them otherwise, or joined in a party with them.

That way each player could decide who their friends are, instead of having to decide who your enemies are, which kind of gives away your intentions. This would more realistically reflect the setting of being out in a dangerous forest/dungeon/whatever where you have no idea of the intentions of any of the beings around you. It would also reduce the advantage that melee builds have in that they can still attack with weapons when you are blue to them, but an offensive spell cast on a blue target does nothing.

I realize there are too many people here who would get their feelings hurt by being killed if this was done, but that is just unfortunate. I still can not understand how a grown adult can get upset about being killed in a game.

Author:  Dergaii [ Thu, Jan 02 2014, 19:30 PM ]
Post subject:  Re: Player versus Player

This would cause some issues with summons attacking automatically.

Author:  Kamina [ Thu, Jan 02 2014, 20:09 PM ]
Post subject:  Re: Player versus Player

Dergaii wrote:
This would cause some issues with summons attacking automatically.

You say issue, I say hilarity

Author:  NaturallyCaffeinated [ Thu, Jan 02 2014, 21:11 PM ]
Post subject:  Re: Player versus Player

Con: Without pvp as an option, characters who rely solely on spellcasting would be at a major disadvantage in confrontational situations because they do not rely as much on skills or stats. Or, at the very least, there would need to be a roleplaying equivalent for spell casting, which might need DM oversight. This in turn could lead to another con: that DM oversight won't always be available - possibly limiting the roleplay.

I guess there are ways to handle that, but it wouldn't be easy.

Overneath wrote:
Counterpoint: Emotional growth is not necessarily entirely dependent on whether you can fight or kill another sentient being. While certain paths would be unavailable, character development would still be very real. In fact, I posit that more time will be spent on it than focusing on the methods and motions of the PvP system


I think you are right.

MyOwnDestiny wrote:
Sidenote: I do think that those that wish to have no mechanical PvP should put a visible note in their character Bio, just so that others are aware that this player expects reason and roleplay behind any altercation. I may just do that myself.


Love this idea! Sort of like the waiver thing. :)

Author:  Cerpin Taxt [ Thu, Jan 02 2014, 21:31 PM ]
Post subject:  Re: Player versus Player

In the eyes of a character there is no difference between an NPC and a character played by another person.
We should ban all combat and leveling should be based on the amount of text a person writes.

Author:  LordSithaelon [ Thu, Jan 02 2014, 21:50 PM ]
Post subject:  Re: Player versus Player

You are discussing PnP style on an online game.... and the biggest problem with that is the online game completely destroyed the PnP imagination. The visual aspects you can plainly see on your computer screen, leave no room for said imagination. In PnP.. it is all about DICE rolls. You take your chances. On here, you have no real consequence for dying. Yeah, you lose XP and gold... but that XP loss does not let you lose a level. You lose ten percent of your gold.. but hell... if you die, just type in party chat and have your party members come rescue you with a raise scroll while you go and make a sandwich.

Add that to the fact that so many people build power based toons, and just level them up, and -THEN- RP. Once they are bad ass, they start encounters and conflict. People who build a toon for the RP aspect have to deal with these "I wanna be an airborne ranger" bad asses that constantly come in and act like dicks... knowing full well no one can stop them. And, even on the off chance that bad ass does get a beat down... of course, it will get shrugged off, and then the person will begin to talk once more, and eventually come back. So it becomes a never ending cycle.
One of the biggest drawbacks I see to PvP, is the needing to ask permission from a player, to take the PvP to the next step. Example: A toon gets killed in PvP. The killer then cuts said dead toons heart out and tosses it into the river to float many miles down stream. Dead toon would have a harder time living without a heart. But How many people can honestly say that they would give someone permission to do something like that to their character? Of course not many would, because it cuts into the uber awesomeness that they portray. So the person gets beat, respawns or gets raised, and just continues on as if nothing bad happened. I have seen it happen repeatedly IG, and so have many others who have made OOC comments concerning that very thing.

Yes.. click kill is so much easier.. and actually seeing the things your character can do is more visually appealing, but in the end... it ruins the experience that gaming was supposed to be about.

Dergaii wrote:
This would cause some issues with summons attacking automatically.


Honestly... if casters were played correctly, they would not be walking around with summons. Magic is generally distrusted by common folk, and just because you do not see them, does not mean that common people are not traveling the roads, or tending the fields and crops of the town you just happened to walk through like a bad ass with your celestial avenger, or undead skeleton. In most cases, those common folk would grab their tools and lynch you or at the very least try to, because they would be freaked the f**k out. But it goes back to the whole lack of imagination thing.

People take what they see on their screen at face value. "I dont see commoners, so they are not really there".

Cerpin Taxt wrote:
In the eyes of a character there is no difference between an NPC and a character played by another person.
We should ban all combat and leveling should be based on the amount of text a person writes.


I would support this. Or support an XP cap per level, and an XP auto fairy... so people would have to get to max level, then wait, instaed of hitting 30 in a week, then interacting with others.

Author:  Overneath [ Thu, Jan 02 2014, 22:30 PM ]
Post subject:  Re: Player versus Player

Quote:
CounterCounterPoint: the server bans any form of cybering/sexting/whatever (not supporting or rebuking this behavior) one would want to call it - to maintain this ban while promoting the removal of the ban on graphic torture is simply hypocritical since what makes the difference between the two? Both form explicit content so that anyone who wishes an environment free of sex also would wish it free of torture and explicit violence.

Sidenote: Servers that allow free reign on this pretty much lose their player base (since the playerbase for such activities has been clustered in one server already)


Agreed. Thus my suggestion of 'common sense' rules. An example would be that when engaged in 'DPvP', keep emotes easy to follow and non-explicit. That does not mean you can't use flowery prose, just that the intent needs to be clear, and also that the effects aren't very much detailed. For example, 'He somersaults over the outstretched blade, attempting to land in a crouch, then kicks out behind himself at his opponent's Popliteal Fossa, arming his position so as to better roll forward and away if he needs to' is fine. 'He twists the rapier as it enters the soft tissue of the arm, shearing millimeters off of its muscular structure and annihilating the tendons therein' is not.

Another good rule for this sort of thing is that you should always phrase your emotes as an attempt. 'He stabs John' is a lot less ambiguous (and thus difficult to counter) than 'He reaches out his arm to stab at John', especially if the dice hasn't actually been rolled yet.

Quote:
No, it is not. Not even close. Not even in its 'essence'.
This has also been discussed in great detail, and does not need to be rehashed.


Allow me to rephrase. If we are assuming that the combat in question is representing a sense of realism, a lethal confrontation is torture. The difference between a fight to the death and a torture session is that the latter lasts longer. When viewing the situation from the perspective of the character, they are taking gashes, deep puncture wounds, torn arteries, severe burns, ruptured eardrums, and various other horrible things during the course of a fight. As this is not virtual reality, we simply do not need to care or empathize with the pain, we only need click a button to cure all of these wounds. Just because it isn't being emoted doesn't mean it isn't happening.

That being said, if one assumes that 'hit points' are merely a measure of fatigue before an opponent manages to knock you unconscious or finish you off, you are absolutely correct, and a lethal encounter would be only tiring before that final blow.

Quote:
I still do not see the point of this discussion. What is wrong with the current system? It works just fine.


I am not suggesting we change the system. I in fact hold the stance, currently, that we should not change the basics of the system. This topic serves as a thought exercise to investigate the commonly-held whys and hows behind how others view the system. Think of this topic as a thesis being written by many different people, rather than a legitimate argument for or against something. If I had wanted to suggest the change, this topic would be in the Improving Amia forum.

Quote:
As for this discussion, I think my last post wasn't so clear about this. This whole world is character vs character. Some work together, others don't. Players have the option to be a LG Paladin, and a CE Necromancer. Those two characters don't go together. They work against each other. Translates to player vs player. That's just how this setting/game works.


Agreed. Regardless, Counterpoint: There are other methods for conflict to take place. In drow society, for example, causing an opponent to lose face or glory in a public setting is quite often a more pleasing form of action than simply stabbing them, though the stabbing does have its place. On the other side, would a paragon of everything that represents good in the world like a Paladin always jump immediately to combat? Mine would, but she's incredibly naive. Redemption, or at least attempted redemption, seems much more likely to be their first choice.

Quote:
If we're just talking about the combat system, then it works better than any alternative. People very rarely understand PnP rules whilst they're trying to 'RP fight'. Rolls like Initiative and various rules that the combat system just takes into account automatically don't really get incorporated into these RP fights. It makes sense to RP it out in some situations. In others, it's just easier to set hostile, and attack them. Both of these methods are totally acceptable. If people are aware of and follow the PvP rules, then there shouldn't really be an issue.


I agree with this...mostly. Barring the absolutes. It works well, yes, but is it the best? How does one define 'better' or 'worse'? I'll withhold judgment on this topic.

Quote:
Kudark.. no he/she hasn't been here long and there is no need for getting 'hostile' toward the player wishing for a 'discussion'. No one is bent out of shape. You don't agree with it, fine. Then don't. I do agree that both of these combat methods are available IG already so this really is a moot point but I am still glad the topic came up because maybe it will make others realize they don't have to click/kill in every situation. Thanks for that Overneath.


You're quite welcome.

Quote:
Sidenote: I do think that those that wish to have no mechanical PvP should put a visible note in their character Bio, just so that others are aware that this player expects reason and roleplay behind any altercation. I may just do that myself.


Question: I've heard mention of players who have signed a waiver stating that they constantly agree to PvP altercations without needing an out. This seems similar, but how much would this new notification be respected?

Quote:
I wasn't being hostile at all, and I never claimed anyone was bent out of shape.
Furthermore, I neither agreed, nor disagreed with the concept.
I happen to agree that RP'd combat would better suit an RP server.


But at the same time, why fix what isn't broken, yes? I think I understand. I can state quite assuredly that I am not bent out of shape, as well. I'm pleased to have your opinion on the subject, regardless.

Quote:
I'd actually love to see the opposite: that all other players were red (hostile) unless you set them otherwise, or joined in a party with them.

That way each player could decide who their friends are, instead of having to decide who your enemies are, which kind of gives away your intentions. This would more realistically reflect the setting of being out in a dangerous forest/dungeon/whatever where you have no idea of the intentions of any of the beings around you. It would also reduce the advantage that melee builds have in that they can still attack with weapons when you are blue to them, but an offensive spell cast on a blue target does nothing.

I realize there are too many people here who would get their feelings hurt by being killed if this was done, but that is just unfortunate. I still can not understand how a grown adult can get upset about being killed in a game.


I can think of two ways this could be resolved in such a manner. Fixing every spell that has problems with non-hostile players (a feat of scripting that I would not wish on anyone), or removing the notice that occurs when you hostile another player. I will note that Player Tools do not signify their use via animation and are instantaneous. Thusly, if a Player Tool were assigned the same function as the PvP Tool, one would be able to set a player to hostile instantly without warning. The rules in place still apply, naturally.

Quote:
Con: Without pvp as an option, characters who rely solely on spellcasting would be at a major disadvantage in confrontational situations because they do not rely as much on skills or stats. Or, at the very least, there would need to be a roleplaying equivalent for spell casting, which might need DM oversight. This in turn could lead to another con: that DM oversight won't always be available - possibly limiting the roleplay.

I guess there are ways to handle that, but it wouldn't be easy.


Counterpoint: Spells would still work as they always have, technically, however...

CounterCounterpoint: Use of hostile magic would require very in-depth cooperation between players, as well as honesty. For example, to use a fireball, the caster would have to accurately calculate and relay its Reflex DC, then roll its damage. The other player would need to roll their Reflex save and, in the event they take damage, use the 'Hurt Yourself' rest option (very likely multiple times) to represent the damage taken. It would be time-consuming and I can see at least two places in which one mistake or malicious intent can botch the whole process.

Quote:
In the eyes of a character there is no difference between an NPC and a character played by another person.
We should ban all combat and leveling should be based on the amount of text a person writes.


I can see the appeal in this, but at the same time, extremes rarely work well for those involved. While I certainly think there should be a much greater mechanical incentive to Roleplay without lethal conflict, it's been pointed out in this very topic that removing the ability to initiate that conflict takes away from a very large portion of the world itself. Interaction means compromise, which in this case means taking what you perceive to be good with what your perceive to be bad.

Quote:
You are discussing PnP style on an online game.... and the biggest problem with that is the online game completely destroyed the PnP imagination. The visual aspects you can plainly see on your computer screen, leave no room for said imagination. In PnP.. it is all about DICE rolls. You take your chances. On here, you have no real consequence for dying. Yeah, you lose XP and gold... but that XP loss does not let you lose a level. You lose ten percent of your gold.. but hell... if you die, just type in party chat and have your party members come rescue you with a raise scroll while you go and make a sandwich.

Add that to the fact that so many people build power based toons, and just level them up, and -THEN- RP. Once they are bad ass, they start encounters and conflict. People who build a toon for the RP aspect have to deal with these "I wanna be an airborne ranger" bad asses that constantly come in and act like dicks... knowing full well no one can stop them. And, even on the off chance that bad ass does get a beat down... of course, it will get shrugged off, and then the person will begin to talk once more, and eventually come back. So it becomes a never ending cycle.
One of the biggest drawbacks I see to PvP, is the needing to ask permission from a player, to take the PvP to the next step. Example: A toon gets killed in PvP. The killer then cuts said dead toons heart out and tosses it into the river to float many miles down stream. Dead toon would have a harder time living without a heart. But How many people can honestly say that they would give someone permission to do something like that to their character? Of course not many would, because it cuts into the uber awesomeness that they portray. So the person gets beat, respawns or gets raised, and just continues on as if nothing bad happened. I have seen it happen repeatedly IG, and so have many others who have made OOC comments concerning that very thing.

Yes.. click kill is so much easier.. and actually seeing the things your character can do is more visually appealing, but in the end... it ruins the experience that gaming was supposed to be about.


Four thoughts occur to me.

Thought 1: Death. I'm not absolutely certain whether this would be a change for better or for worse, but the situation you just mentioned might be solved if Raise Dead scrolls were replaced by double-price Resurrection scrolls. That spell allows for recovery even if parts are misplaced. On the one hand, this alleviates a frustrating situation in which a character cannot come back until someone 'happens' to find them and bring them to a cleric of 15th level or higher. On the other, this would make players even LESS afraid of IC consequences, and make raising all but inaccessible to low-level characters.

That being said, I might like to see low-level characters take significantly fewer penalties for dying regardless, since it tends to happen more often to them, and it isn't as though they can afford countermeasures as easily.

Thought 2: The Game. I don't think RP servers have the same focus as any other kind. When we attempt to live in a semi-realistic world, we generally exchange a gamer's mindset for immersion. We need to become the character to some degree, and thus live in the world. This is also, I feel, why such harsh feelings revolve around PvP, generally. Whenever our character loses, we lose too. It's easy to scoff at the notion of becoming emotionally invested to that degree in pixels from here on the forums, and it's definitely illogical, but...we're humans. We're not a logical species.

Thought 3: PvP limits. This is a very action-server concept, but I'm interested to see if anyone can improve on the basic idea. Institute a rule that states a high-level character can only PvP other high-level characters. This doesn't necessarily solve the problem of level 30 being the go-to level for mass amounts of conflict, but it could help prevent it from trickling down to those who absolutely cannot handle it. For that matter...

Thought 4: Powergaming. This is going to make me instantly unpopular, but here goes. There should be much harsher penalties for high-level characters built specifically for combat in excess. There are already a few safeguards in place for this, but my thoughts edge somewhere closer to this: If the game detects that you have a certain amount of gold in your inventory, you lose items on death instead. And it starts with the best items you have. And 'death' includes PvP death. I desperately hope that it wouldn't take away PvP interaction entirely, but it would make very sure that one would have to think long and hard on the benefits or disadvantages of charging into an encounter.

Quote:
Honestly... if casters were played correctly, they would not be walking around with summons. Magic is generally distrusted by common folk, and just because you do not see them, does not mean that common people are not traveling the roads, or tending the fields and crops of the town you just happened to walk through like a bad ass with your celestial avenger, or undead skeleton. In most cases, those common folk would grab their tools and lynch you or at the very least try to, because they would be freaked the f**k out. But it goes back to the whole lack of imagination thing.

People take what they see on their screen at face value. "I dont see commoners, so they are not really there".


Counterpoint: Faerun is a high-magic world. Amia is an island wherein the most powerful adventurers ever conceived run amok daily. The common folk should be well used to such events by now, and desperately afraid of taking hostile action against hooded strangers who they know could be packing Hellballs. That doesn't mean the have to like these people, just that they would rather stay out of their way than die a horrible death by trying something as foolish as forming a lynch mob. It's not very realistic, but neither is magic itself.

Quote:
I would support this. Or support an XP cap per level, and an XP auto fairy... so people would have to get to max level, then wait, instaed of hitting 30 in a week, then interacting with others.


I'd like to posit an addition to this. Some sort of script that prevents certain level 'gates' from being surpassed until the player has engaged in enough roleplay. This isn't a very good idea, admittedly, and it would require vast amounts of micromanaging for the DM team, but I like the feel of the general idea. I like the feel of your suggestions too, actually. Could to elaborate on 'XP cap per level' and 'XP auto fairy' for me?

Author:  LordSithaelon [ Thu, Jan 02 2014, 23:24 PM ]
Post subject:  Re: Player versus Player

Overneath wrote:
Quote:
I'd like to posit an addition to this. Some sort of script that prevents certain level 'gates' from being surpassed until the player has engaged in enough roleplay. This isn't a very good idea, admittedly, and it would require vast amounts of micromanaging for the DM team, but I like the feel of the general idea. I like the feel of your suggestions too, actually. Could to elaborate on 'XP cap per level' and 'XP auto fairy' for me?


I do not think it would create more micro managing for the DM's, and I will elaborate as to why.

The XP cap, and auto XP fairy I referred to is fairly simple. I will use level 10 as a starting point. level 3 through 9 are immune. But to get from level 10 to level 11 requires 10 thousand XP (45000 to 55000). Start at level 10, and give characters something like 6000 XP they can get from adventuring(XP gained from solo grinding), and maybe another category from party XP (XP gained only when in a party) of say 3000 XP. That would leave 1000 XP to get to level 11. Put in an auto fairy that gives players "X" amount of XP automatically for ever "X" amount of minutes they are in game. Example: 100 XP every ten minutes.

That means the player would spend roughly the next one hour and fourty minutes doing nothing, and most often, compel him to find some RP somewhere.

Now, for the micro managing. I do not think it would compel more on the part of the DM's, because nothing for them would change. They give out Dream coins, which can be burned for XP and gold already based on RP. So if people are needing DC's, they will RP while waiting to get to next level. Or burn pre existing DC's. Or, when a DM runs an event or something, players could get involved, and the DM's could give out XP as well as DC's as a reward for the involvement and RP. So those that worry it would slow things down, it would only do so with their leveling, unless they are really active gaining DC's or DM granted XP. Also, as the character gains levels, the XP amount gained from adventuring and party increases as well; but marginally... making it more difficult to get to those "Epic" levels

This does compell people to get involved in RP and develop a character, rather than just grinding the snot out of their time in game to gain XP and gold. People will say it is difficult enough to level... but I have seen players take their toons from brand new Level 2, to 25 in four real life days. If that is slow to you... then there is an issue somewhere to be addressed.

These are just some of my thoughts.

Author:  Kamina [ Thu, Jan 02 2014, 23:31 PM ]
Post subject:  Re: Player versus Player

Leave it be, I say.

Author:  Shadowfiend [ Thu, Jan 02 2014, 23:47 PM ]
Post subject:  Re: Player versus Player

I haven't read through the whole post but I'd like to give a con to removing PvP completely.
What if two factions fight? are 20 people, with mages, supposed to rp their fight all at the same time? that would get messy

Author:  corypx [ Fri, Jan 03 2014, 0:22 AM ]
Post subject:  Re: Player versus Player

Overneath wrote:
Thought 4: Powergaming. This is going to make me instantly unpopular, but here goes. There should be much harsher penalties for high-level characters built specifically for combat in excess. There are already a few safeguards in place for this, but my thoughts edge somewhere closer to this: If the game detects that you have a certain amount of gold in your inventory, you lose items on death instead. And it starts with the best items you have. And 'death' includes PvP death. I desperately hope that it wouldn't take away PvP interaction entirely, but it would make very sure that one would have to think long and hard on the benefits or disadvantages of charging into an encounter.



You would be correct about it making you unpopular (at least with me :lol: )

You say they should have harsher penalties for building for combat.... most of Amia is combat, Combat to level, combat to get money, combat in events...combat, combat, combat.

Also why because someone has more or less gold makes it any different it should not matter.... like the gold removed on respawn is kind of lame, it should be a flat rate. level 30 and die... take away 300k or something don't take away 100k from one person and 1mil from another...

I find people seem to like to treat people who work hard on increasing in power and wealth as second class citizens.... its all IC RP type stuff, some people want to be stronger, on amia its never ending impending doom from uber powered threats... and hippy tactics of flower power and hugging it out wont work, so why because a player want to do his best to combat the threats should he lose more then anyone else....

Author:  TheWrathOfInnos [ Fri, Jan 03 2014, 0:39 AM ]
Post subject:  Re: Player versus Player

The typical argument goes that those that don't build for excessive combat feel overshadowed. All the talking and such you care to do can be null and void the instant someone good at combat punches either you or what you want to talk with in the face. Same goes for player to player interactions. Powerbuild is going to have, well, 'power' over the non powerbuild unless the latter is a part of some establishment.

Not taking a stance, playing devil's advocate more than anything.

Author:  Overneath [ Fri, Jan 03 2014, 1:24 AM ]
Post subject:  Re: Player versus Player

Quote:
I do not think it would create more micro managing for the DM's, and I will elaborate as to why.

The XP cap, and auto XP fairy I referred to is fairly simple. I will use level 10 as a starting point. level 3 through 9 are immune. But to get from level 10 to level 11 requires 10 thousand XP (45000 to 55000). Start at level 10, and give characters something like 6000 XP they can get from adventuring(XP gained from solo grinding), and maybe another category from party XP (XP gained only when in a party) of say 3000 XP. That would leave 1000 XP to get to level 11. Put in an auto fairy that gives players "X" amount of XP automatically for ever "X" amount of minutes they are in game. Example: 100 XP every ten minutes.

That means the player would spend roughly the next one hour and fourty minutes doing nothing, and most often, compel him to find some RP somewhere.

Now, for the micro managing. I do not think it would compel more on the part of the DM's, because nothing for them would change. They give out Dream coins, which can be burned for XP and gold already based on RP. So if people are needing DC's, they will RP while waiting to get to next level. Or burn pre existing DC's. Or, when a DM runs an event or something, players could get involved, and the DM's could give out XP as well as DC's as a reward for the involvement and RP. So those that worry it would slow things down, it would only do so with their leveling, unless they are really active gaining DC's or DM granted XP. Also, as the character gains levels, the XP amount gained from adventuring and party increases as well; but marginally... making it more difficult to get to those "Epic" levels

This does compell people to get involved in RP and develop a character, rather than just grinding the snot out of their time in game to gain XP and gold. People will say it is difficult enough to level... but I have seen players take their toons from brand new Level 2, to 25 in four real life days. If that is slow to you... then there is an issue somewhere to be addressed.

These are just some of my thoughts.


A few more thoughts occur to me upon reading this. I'll have to consider it more later, but mostly I have to wonder if that four-day timeline is the norm or a more noticed outlier. Also, I can see the issue of someone simply finding a secluded area and stepping away from the game for a few hours. Otherwise, as I said before, I rather like the feel of this, and don't have much to add to it.

Quote:
I haven't read through the whole post but I'd like to give a con to removing PvP completely.
What if two factions fight? are 20 people, with mages, supposed to rp their fight all at the same time? that would get messy


Counterpoint: One would assume such a large encounter should include DM oversight. Twenty characters is only slightly less than half of the total amount of players I notice on average days.

Quote:
You would be correct about it making you unpopular (at least with me :lol: )

You say they should have harsher penalties for building for combat.... most of Amia is combat, Combat to level, combat to get money, combat in events...combat, combat, combat.

Also why because someone has more or less gold makes it any different it should not matter.... like the gold removed on respawn is kind of lame, it should be a flat rate. level 30 and die... take away 300k or something don't take away 100k from one person and 1mil from another...

I find people seem to like to treat people who work hard on increasing in power and wealth as second class citizens.... its all IC RP type stuff, some people want to be stronger, on amia its never ending impending doom from uber powered threats... and hippy tactics of flower power and hugging it out wont work, so why because a player want to do his best to combat the threats should he lose more then anyone else....


I'd like to make a correction first. I didn't say 'building for combat'. I specified 'building for combat in excess. The difference between building a fighter/weaponmaster and taking feats that don't actually penalize you so that you can engage in combat and making a character that operates, both in the process of mechanical design and the actions they take, under the assumption that they will be fighting nigh-constantly. This is a Roleplay server, not an Action server. [opinion]If the counterpoint to an argument against building for combat in excess is that the server is 'mostly combat', then my opinion is that there is a larger underlying problem at work than PvP. Players should be spending at least as much time simply talking as they do fighting.[/opinion]

Note that this is not to say making a character who is good at fighting is a bad thing. A lack of strong warriors in a high-magic world would be ridiculous. Nor do I mean to disparage the way you personally play the game, or imply that you do so in a specific way that you do not. But, again, I hold that extremes tend to be less desirable than mediums.

A side note about that. "Players should be spending at least as much time simply talking as they do fighting." and "I hold that extremes tend to be less desirable than mediums" is hypocrisy. I tend to do this often, as the way I phrase opinion pieces is usually more absolute than the opinions themselves. So don't anyone shy away from notifying me if I slip up in a manner horrendous enough to cause offense.

Two more things. As to your mention of lump sums vs. scaling rates, I see the death penalties as a tax. The more money you have, the more you have to pay, even if the percentages are the same between two people. That's just how taxes work. If a lump sum were applied to level 30s who lack large amounts of money, and I'm sure they exist, they would go bankrupt quickly. Whereas a 10% strike isn't much even if you carry ten million gold, assuming your mention of losing one million wasn't hyperbole.

For discrimination...this one is trickier. I won't say I necessarily have a side, despite my stance on the nature of the server, but I've seen a fine line between those who have a focus on gaining power and those who gain power to the exclusion of all else. I don't believe anyone on this server is a part of the latter group, but to those not even close to the line, like me, the two can become virtually indistinguishable. So, actually, pixelized classism is something of a compliment, if it usually comes about by those so far below the upper echelon.

Neither side is wrong or inferior. They just belong to different mindsets.

Quote:
The typical argument goes that those that don't build for excessive combat feel overshadowed. All the talking and such you care to do can be null and void the instant someone good at combat punches either you or what you want to talk with in the face. Same goes for player to player interactions. Powerbuild is going to have, well, 'power' over the non powerbuild unless the latter is a part of some establishment.


And here is Niryain, putting my last point better than I did, if from different terms. :)

Author:  BoogieBard Jaks [ Fri, Jan 03 2014, 1:32 AM ]
Post subject:  Re: Player versus Player

Having read through all of this, my conclusion is no i do not like it, this is just my opinion however. :)

No,for having this forced on anyone, whether directly via it becoming a rule, or indirectly by people opting to only resolve conflict with the dice. This is despite, myself, being a prolific reader and budding writer and loving descriptive text.

My reasons are similar to the example stated a little above where more than two or three players are involved, it would become unwieldy. Also because some people are just not that fast at typing (or descriptive writing), let alone adding in the having to click on the dice bag as well.

The dice are usefull in certain circumstances and have their place in the server but to have entire combats resolved with them would be tedious in the extreme. I just tested it on a tester module a friend and I play about with in the toolset (its his baby but it has a dice bag option as well), with just one friend and good gracious did it take a long time with just a simple fight.

Leave such PnP style stuff to where it belongs... The table. Some people who play Amia just do not have the time for such things, they are grabbing a few hours play between working, a partner, kids and other important RL stuff... They NEED it to be fast.

The powergaming arguement is moot, as far as i can see. As they exist in RL. They are the bosses, the CEO's. The real people who have real power and got there because they knew how too and in some cases utterely crushed any competition to themselves during their meteoric rise to where they got to.

These "winners" played the game of life and they min max it to the hilt. So if they exist in RL they should in a game that emulates such, albiet, in a fantastical way. But, the concept of character should come first.. If the Characters personality is that of a RL powergamer then they would be built as such and strive to be the best of/at whatever they are.

Author:  corypx [ Fri, Jan 03 2014, 2:19 AM ]
Post subject:  Re: Player versus Player

Overneath wrote:
I'd like to make a correction first. I didn't say 'building for combat'. I specified 'building for combat in excess. The difference between building a fighter/weaponmaster and taking feats that don't actually penalize you so that you can engage in combat and making a character that operates, both in the process of mechanical design and the actions they take, under the assumption that they will be fighting nigh-constantly. This is a Roleplay server, not an Action server. [opinion]If the counterpoint to an argument against building for combat in excess is that the server is 'mostly combat', then my opinion is that there is a larger underlying problem at work than PvP. Players should be spending at least as much time simply talking as they do fighting.[/opinion]


Note that this is not to say making a character who is good at fighting is a bad thing. A lack of strong warriors in a high-magic world would be ridiculous. Nor do I mean to disparage the way you personally play the game, or imply that you do so in a specific way that you do not. But, again, I hold that extremes tend to be less desirable than mediums.

A side note about that. "Players should be spending at least as much time simply talking as they do fighting." and "I hold that extremes tend to be less desirable than mediums" is hypocrisy. I tend to do this often, as the way I phrase opinion pieces is usually more absolute than the opinions themselves. So don't anyone shy away from notifying me if I slip up in a manner horrendous enough to cause offense.


See I would have to disagree, if something is worth talking about, they would talk about it, but chatting for the sake of talking is kind of silly.... oh the island is getting raped by.... EVERYTHING IN FR LORE!, lets talk about the weather, who you porked last night, or you like the new colour of my cloak?

I don't really PVP but I don't think its fair to punish people who focus on combat, its a 100% valid thing to focus on IC, and then who gets to set what the "extremes" are?


Overneath wrote:
Two more things. As to your mention of lump sums vs. scaling rates, I see the death penalties as a tax. The more money you have, the more you have to pay, even if the percentages are the same between two people. That's just how taxes work. If a lump sum were applied to level 30s who lack large amounts of money, and I'm sure they exist, they would go bankrupt quickly. Whereas a 10% strike isn't much even if you carry ten million gold, assuming your mention of losing one million wasn't hyperbole.


Any why punish people who go out and earn gold more then others, all that makes people do is horde Epic loot so they don't lose as much or they buy like 3000 heal pots to put them in a lower tax bracket so to speak. Also I would lose more like..... 4.2 million if the "death tax" is 10%

How is my guys death any different then someone else's no matter how much gold I may or may not have, if it bankrupts them quickly so be it... if the death tax is you being mugged on death, they can only carry so much coin AKA flat rate, the idea they look at your total and basically pull a botched robin hood and only take more from the rich and less from the poor is silly.


Overneath wrote:
For discrimination...this one is trickier. I won't say I necessarily have a side, despite my stance on the nature of the server, but I've seen a fine line between those who have a focus on gaining power and those who gain power to the exclusion of all else. I don't believe anyone on this server is a part of the latter group, but to those not even close to the line, like me, the two can become virtually indistinguishable. So, actually, pixelized classism is something of a compliment, if it usually comes about by those so far below the upper echelon

Neither side is wrong or inferior. They just belong to different mindsets..


Quote:
The typical argument goes that those that don't build for excessive combat feel overshadowed. All the talking and such you care to do can be null and void the instant someone good at combat punches either you or what you want to talk with in the face. Same goes for player to player interactions. Powerbuild is going to have, well, 'power' over the non powerbuild unless the latter is a part of some establishment.


Again Amia is a combat heavy server, I assume around 90% of the zones have monsters, almost all the events have had a large combat aspect, money can really only be earned by combat....

The idea of being looked down upon because one focuses on combat and earn more gold then someone else I view as very unfair

Author:  MyOwnDestiny [ Fri, Jan 03 2014, 6:23 AM ]
Post subject:  Re: Player versus Player

corypx wrote:
Again Amia is a combat heavy server, I assume around 90% of the zones have monsters, almost all the events have had a large combat aspect, money can really only be earned by combat....

The idea of being looked down upon because one focuses on combat and earn more gold then someone else I view as very unfair


I would very much disagree with this. Yes, there are a lot of areas with monsters... but there are also a lot that do not. You say that Amia is a 'combat heavy server' when in fact I believe when the listing was still available through Gamespy, it was under "Roleplay" and not "Action" servers. You talked about how it is disgusting to you to have 'tea party' discussion or what have you but some people like to play a more social, mundane, non-combative toon. Hells, we have deities dedicated to stuff like this. That is FR LORE.. as you put it. People get tired of discussing the next big catastrophe. Some people play toons that worship a deity like say.. Liira... who is all about happiness. Why shouldn't that person have a picnic and cloud gaze while talking about the next dress they are going to buy?

As for the idea that money can only really be earned by combat.. that is just absurd. We have a job system for two reasons... to make money/xp and to give people a path and something to RP about. One of my toons is an herbalist. I put time and effort into researching her RP, which is fun for me. Through this job she can not only harvest but actually make potions. With just harvesting alone and exhausting the resources at the Salandran temple.. I once made 18k in like 10 minutes. If that's not making money.. I don't know what is. And that is not considering the amount of coin I have made selling her potions. You know how many people prefer to spend 25k on a ten stack of heal potions as opposed to 35k or more? Everyone! So not only do I get xp from doing my job, I get DCs from roleplaying my job (which I can burn if I should need to) and I get coin from selling the stuff I make from my job. So yeah.. IMHO... that point is invalid.

Author:  Uncle-Opustus [ Fri, Jan 03 2014, 10:00 AM ]
Post subject:  Re: Player versus Player

I just couldn't read the thread through and through due to some of the lengthier posts, so if I roll out something old, to heck with it.

Pro: Even Cordor at its prime used to be a PvP area. There were frequent hellballings, assassinations, the works, but most of all there was an insufferable amount of butthurt. People simply didn't get along for whether dying was just too humiliating to weather or whether they thought their style had been cramped by bad taste. Also, realistically, no-one can RP a guard if need be. Or well, could, but I think that for a very obvious reason of prestige, all official authority is left to the DMs' discretion. Unless of course your character happens to be a guard.

Counterpoint: I don't know if the community has matured. Personally, I feel it has and that people could find opportunities in RP were they given more responsibility and leeway to act according to common sense and mutual respect towards fellow players. For example, the former criminal activity of South Cordor, even though conspiring on the dark side of the law, offered a world of pain to people who were part of it. The fact that at times there were ongoing gang wars and a bunch of heroes trying to stop them ensued exhilaration, a sense of urgency to keep the gears shifting, and fun cat-and-mouse RP, where parts changed on the fly. Babysitting and no-PvP is simply a hindrance to a portion of spontaneous and potentially meaningful RP, and futhermore, it undermines the independence of the community. The good point is that it naturally encourages scrutiny, so the DMs have to stay on top of things in order to affect.

Whoops, lost my Pro and Con plot there. I genuinely couldn't make sense of it, though.

Author:  corypx [ Fri, Jan 03 2014, 13:06 PM ]
Post subject:  Re: Player versus Player

MyOwnDestiny wrote:
I would very much disagree with this. Yes, there are a lot of areas with monsters... but there are also a lot that do not. You say that Amia is a 'combat heavy server' when in fact I believe when the listing was still available through Gamespy, it was under "Roleplay" and not "Action" servers.


I could go and count every zone with and without monsters but it would be a waste of time, but I am willing to bet its at least around 15 zones with monsters for every 1 without.

Also just because they listed it under RP does not mean its anymore or less a combat heavy server, you could take a action server and toss it under RP and toss on our DMs and it would be a RP server, its how WoW had RP server with it still being the exact same thing.

MyOwnDestiny wrote:
You talked about how it is disgusting to you to have 'tea party' discussion or what have you but some people like to play a more social, mundane, non-combative toon. Hells, we have deities dedicated to stuff like this. That is FR LORE.. as you put it. People get tired of discussing the next big catastrophe. Some people play toons that worship a deity like say.. Liira... who is all about happiness. Why shouldn't that person have a picnic and cloud gaze while talking about the next dress they are going to buy?


At no point did I ever use the word "disgusting" so re-read it, I did respond to his statement that talking for the reason just to talk is silly because its being suggested that I as a person who is better at combat or has more money should be penalized more then another player when my actions are a fully valid and IC reaction to the setting we are in, I will use Caraigh as a example.

Player A patrol Caraigh at night time killing the undead threat to the Mill so they get attacked and die... to do such he have to be better at combat, he also earns more gold because he was looting monsters. lets say he earn 100k each night cycle( for the sake of simple easy numbers) over the span of 7 days he earn 10milion coin.

Player B instead hangs around town, RPs in the bar, maybe picks some apples outside, fishes on the dock...ect he earns 1milion coins over a span of 7 days.

On the 8th day the town gets attacked and they both die and pick to respawn, why should Player A lose 1milion coin and Player B only lose 100k? both of them Roll played and reacted to the setting they are in....



MyOwnDestiny wrote:
As for the idea that money can only really be earned by combat.. that is just absurd. We have a job system for two reasons... to make money/xp and to give people a path and something to RP about. One of my toons is an herbalist. I put time and effort into researching her RP, which is fun for me. Through this job she can not only harvest but actually make potions. With just harvesting alone and exhausting the resources at the Salandran temple.. I once made 18k in like 10 minutes. If that's not making money.. I don't know what is. And that is not considering the amount of coin I have made selling her potions. You know how many people prefer to spend 25k on a ten stack of heal potions as opposed to 35k or more? Everyone! So not only do I get xp from doing my job, I get DCs from roleplaying my job (which I can burn if I should need to) and I get coin from selling the stuff I make from my job. So yeah.. IMHO... that point is invalid.


The Server has been around for how many years now? 10+, job system has been around 1-2? its a newer system so for all us much older players it was never a option.

Also not all jobs are so easy where you can find nodes and nodes of stuff right in front of your face in a non-combat zone, then when you factor in the server now reset every 8 hours instead of 4, your money pre-reset is cut in half over a 8 hour time and you once you pick all the herbs you cant anymore, a lot of jobs also don't produce anything of use sure heal potions have use, but a lot of the base jobs earn crap money, Stonemason, lumber jack, sawer....ect

Sure you made 18k in 10mins but you cant do that non-stop, killing the endless never ending spawns on the other hand.... so the money from hunting is far better then the job system.




Again I have no problem with people who don't want to focus on combat or enjoy more social types of RP.... all the power to them its valid RP.....TILL... they start trying to screw me over because I'm better at combat and have more money because they view my RP actions as less then theirs and should be punished more for it, then I have a problem with them.

Author:  Kudark [ Fri, Jan 03 2014, 16:24 PM ]
Post subject:  Re: Player versus Player

corypx,
You're looking at the final numbers of gold loss upon char death. It's a percentage of what the char has, so obviously the one with more gold can afford the heavier loss. If your character has so much gold, and it's so easy for you to farm gold, why is this such a problem for you?

There should be penalties for death, and since we have no level loss (I personally think that level 30's should lose a level as a death penalty, but it's my opinion), then XP and gold are what the DM's have set as the penalty. And a percentage of the gold a character has, is only fair to everyone.

Author:  BoogieBard Jaks [ Fri, Jan 03 2014, 16:33 PM ]
Post subject:  Re: Player versus Player

corypx wrote:
Again I have no problem with people who don't want to focus on combat or enjoy more social types of RP.... all the power to them its valid RP.....TILL... they start trying to screw me over because I'm better at combat and have more money because they view my RP actions as less then theirs and should be punished more for it, then I have a problem with them.


I agree with Corypx. Why? Well I shall use an example.

Amia, if it was a film, would be an action Fantasy adventure film:- Lord of the Rings, Willow, Princess Bride, The Indiana Jones Films, Star wars, Aliens, BladeRunner etc etc etc. Where action is interspaced with sections of just talking.

Yes romance side line stories can and do happen in these films and yes so do the normal type conversations and interactions between characters, used as breaks from the thrills and action, to act as scenes to help increase the thrill of the next action scene that is normally pertaining to the situation they are in.

It could also be a character driven film like :- The Elephant man or a Romance like Gone with the Wind but even they had thrill/ conflict action/ horror and, in the case of Gone with the wind, war scenes in them. These are more talk heavy but still have action.

Amia as I see it, is not a soap opera type film.. Before Midnight.. Springs to mind in this category as a very good example of such a film.

RP talking is fine. I have nothing against it and have enjoyed, in the past, getting involved in such. There was even a time when my Kalithia, the nasty Blackguard Banite, got involved in talking about dresses and gowns with other female Banites and asking the males their opinion. In secret of course.. wouldn't do for the heretics to see that now would it. :) How could fear be spread by someone who's worried about the colour and cut of their dress :lol: . And this serves as an example of why forcing talking RP as the epitome of the server is not the way to go.

Talking RP should not be the utter top of the game at the determent of other types of RP be it Action/ Player conflict/ Mystery/ Horror/ Exploration etc etc. Talk RP should get no more or less than any other form of RP in any way shape or form and action/ combat / conflict RP should not be penalised any more than Talk RP.

Author:  Lutra [ Fri, Jan 03 2014, 17:04 PM ]
Post subject:  Re: Player versus Player

I am too lazy to read the posts in this topic but I will add a few thoughts:

-The dice system doesn't cover as much as the mechanical system does. Whenever you roll with dices you don't have the modifiers against evil, against mind affecting spells and so on. Even during a DM event you would have to tell that to a DM as additions. It takes time and it can be annoying to some people at this point.

- Action is part of roleplaying...like it or not. If you want to do that with dices, then feel free but playing on Amia and rping takes a lot of time already. If you want to spend the rest of your life on the server, by using the dice system for combat, then feel free........though I would recommend get a life in the real world instead.

- Social rp is also a way to make your character realistic, create the character's personality and such. But the point of creating roleplaying games was to create something extraordinary....not creating families for imaginary figures and such (this is my personal opinion, I do not mean to offend anyone though). Personally I like this stage of upcoming Armageddon on Amia, the general tensions that is causes between various people, groups, cities, states. Confronting with others can be a lot more fun than just simply hugging eachother. (My opinion again...dun take it personally)

- The fact that Amia is combat based sometimes or there are combat based DM events is pretty similar to a PnP rp, however, if you look around in the DM events it does not apply to every event. In fact there are many that you have to solve in a non-combatant manner (magic, pulling a plug, uncovering a secret etc.........even using your character's social skills).

- I still cannot see the point of this topic

Author:  Murex [ Fri, Jan 03 2014, 19:20 PM ]
Post subject:  Re: Player versus Player

Lutra wrote:

- I still cannot see the point of this topic


The point is to argue a silly idea forever, even when nobody really likes the idea and never will.

Author:  NaturallyCaffeinated [ Fri, Jan 03 2014, 20:29 PM ]
Post subject:  Re: Player versus Player

I, for one, did like the idea (regardless of feasibility) - and more importantly, I loved playing this little logic game. It was fun. Thanks, Overneath. :)

Author:  MyOwnDestiny [ Fri, Jan 03 2014, 20:32 PM ]
Post subject:  Re: Player versus Player

Sorry Overneath... this topic is one that will never be agreed upon and I can see that while many of us are supposed to be accepting of others' opinions.. those same people refuse to accept the possibility that not everyone agrees with them. At this point it is going to get flaming soon and I'd rather not be a part of it as I have nothing more to say that I haven't already and hasn't been even considered as a remote possibility by some. Thanks for the topic and giving us something to think about. I know, I for one, will be changing some of my combat tactics and asking for more dice rolls whether it is ignored or not. If such is the case.. I know who not to try that with. And maybe in the process I can teach someone that is not familiar with their dice, something. Later.

MOD

Author:  LordSithaelon [ Fri, Jan 03 2014, 21:00 PM ]
Post subject:  Re: Player versus Player

Lutra wrote:
I am too lazy to read the posts in this topic but I will add a few thoughts:

-The dice system doesn't cover as much as the mechanical system does. Whenever you roll with dices you don't have the modifiers against evil, against mind affecting spells and so on. Even during a DM event you would have to tell that to a DM as additions. It takes time and it can be annoying to some people at this point.

- Action is part of roleplaying...like it or not. If you want to do that with dices, then feel free but playing on Amia and rping takes a lot of time already. If you want to spend the rest of your life on the server, by using the dice system for combat, then feel free........though I would recommend get a life in the real world instead.

- Social rp is also a way to make your character realistic, create the character's personality and such. But the point of creating roleplaying games was to create something extraordinary....not creating families for imaginary figures and such (this is my personal opinion, I do not mean to offend anyone though). Personally I like this stage of upcoming Armageddon on Amia, the general tensions that is causes between various people, groups, cities, states. Confronting with others can be a lot more fun than just simply hugging eachother. (My opinion again...dun take it personally)

- The fact that Amia is combat based sometimes or there are combat based DM events is pretty similar to a PnP rp, however, if you look around in the DM events it does not apply to every event. In fact there are many that you have to solve in a non-combatant manner (magic, pulling a plug, uncovering a secret etc.........even using your character's social skills).

- I still cannot see the point of this topic


As far as I can see, using the dice is a far cry better than the mechanics... because with the mechanics, it is click and watch the action. The rolls are auto and fly by. There is no imagination. Whereas using the dice allows you to describe what your character is doing in more detail. I would love to hear about a ranger using his tumble ability to run up the side of a tree.. and grab a branch, do a double back flip to land behind the awe struck villain as opposed to merely see the ranger stand there at a distance and fire two arrows before the villain is in melee range and the ranger and him go to swords, and kill each other with predetermined moves the game mechanics have locked in.

Murex wrote:
Lutra wrote:

- I still cannot see the point of this topic


The point is to argue a silly idea forever, even when nobody really likes the idea and never will.


What is the point of calling someones idea silly? All it makes you is a judgmental douche. Alright, you dont like it, so frickin what. If you dont like it, then dont reply.

Author:  Overneath [ Fri, Jan 03 2014, 21:06 PM ]
Post subject:  Re: Player versus Player

And I come back to you now, at the turn of the tide...

For the sake of cutting down on the length of my post, I'll not quote the back-and-forth on the topic of 'combat RP vs. talking RP'. Instead, I'll make the blanket statement that valid points have been made by both sides, and my opinion has been shifted by them. Now I can understand a given side's point of view much better, and give due consideration to them in the future. In essence, I can walk away from my keyboard today having learned something new, not just about how this server operates, but about my previous notions of it. For me, that was the point of this topic, and I'm grateful it had the chance to be fulfilled. I would further like to add that, regardless of my personal opinion (new or old), neither approach is 'wrong'. Different curtains for different rooms. So thank you to corypx, Niryain, BoogieBard Jaks, MOD, and Lutra for your enlightening contributions.

Quote:
I just couldn't read the thread through and through due to some of the lengthier posts, so if I roll out something old, to heck with it.

Pro: Even Cordor at its prime used to be a PvP area. There were frequent hellballings, assassinations, the works, but most of all there was an insufferable amount of butthurt. People simply didn't get along for whether dying was just too humiliating to weather or whether they thought their style had been cramped by bad taste. Also, realistically, no-one can RP a guard if need be. Or well, could, but I think that for a very obvious reason of prestige, all official authority is left to the DMs' discretion. Unless of course your character happens to be a guard.

Counterpoint: I don't know if the community has matured. Personally, I feel it has and that people could find opportunities in RP were they given more responsibility and leeway to act according to common sense and mutual respect towards fellow players. For example, the former criminal activity of South Cordor, even though conspiring on the dark side of the law, offered a world of pain to people who were part of it. The fact that at times there were ongoing gang wars and a bunch of heroes trying to stop them ensued exhilaration, a sense of urgency to keep the gears shifting, and fun cat-and-mouse RP, where parts changed on the fly. Babysitting and no-PvP is simply a hindrance to a portion of spontaneous and potentially meaningful RP, and futhermore, it undermines the independence of the community. The good point is that it naturally encourages scrutiny, so the DMs have to stay on top of things in order to affect.

Whoops, lost my Pro and Con plot there. I genuinely couldn't make sense of it, though.


Well reasoned. It reminds me of my brief discussion about moderation.

Quote:
-The dice system doesn't cover as much as the mechanical system does. Whenever you roll with dices you don't have the modifiers against evil, against mind affecting spells and so on. Even during a DM event you would have to tell that to a DM as additions. It takes time and it can be annoying to some people at this point.


Counterpoint: Ideally, a DM would switch a given set of areas back to Full PvP mode during an event to avoid this very problem. Otherwise, you're quite right about a lack of more specific representation. It requires players to spend more time on calculation, even when the mechanics of the process should carry most of the weight.

Quote:
- Action is part of roleplaying...like it or not. If you want to do that with dices, then feel free but playing on Amia and rping takes a lot of time already. If you want to spend the rest of your life on the server, by using the dice system for combat, then feel free........though I would recommend get a life in the real world instead.


I was in agreement with you until that last bit. I'm positive it was friendly hyperbole, though.

Quote:
- Social rp is also a way to make your character realistic, create the character's personality and such. But the point of creating roleplaying games was to create something extraordinary....not creating families for imaginary figures and such (this is my personal opinion, I do not mean to offend anyone though). Personally I like this stage of upcoming Armageddon on Amia, the general tensions that is causes between various people, groups, cities, states. Confronting with others can be a lot more fun than just simply hugging eachother. (My opinion again...dun take it personally)


Conceded, again. Also, this is off-topic, but...Armageddon? Have I missed something?

Quote:
- The fact that Amia is combat based sometimes or there are combat based DM events is pretty similar to a PnP rp, however, if you look around in the DM events it does not apply to every event. In fact there are many that you have to solve in a non-combatant manner (magic, pulling a plug, uncovering a secret etc.........even using your character's social skills).


Conceded once more.

Quote:
- I still cannot see the point of this topic


All of those legitimate points you just raised, which were only posted due to the discussion in place, are part of it. But if anyone had any sort of open-eyed epiphany like I mentioned at the top of this post...that would be the point of the thread. To advance our understanding of each other and the pixelized world in which we oeprate.

Quote:
The point is to argue a silly idea forever, even when nobody really likes the idea and never will.


I'm tempted to counter this with a wall of text (my previous posts have proven I can type for quite some time), but I'll just highlight a few key phrases from my original post and move on.

Quote:
I spent most of this evening looking over previous threads regarding PvP and how it proceeds on the server, but a certain point of view was left out of them. And, based on my previous experience with other servers and Dungeons and Dragons in general, it was largely what I expected. Therefore, I would like to pose my main question (while fervently crossing my fingers in the hopes that my first ever thread won't be locked too soon) not as a legitimate consideration, but more as a thinking exercise. I'll follow more up on what I expect in a moment.


Quote:
Again; this is, ideally, a 'list' topic. I'm grasping for a series of logical arguments resulting from both standpoints: No PvP at all OR the server as it stands today. Which means I'd really prefer that we all work in tandem to keep it civil. This is a touchy subject, I know, but I feel as though there is a lot to be learned from exploring this. I'll do my best to become directly involved with the stances raised, as well, assuming no one else raises any problems - a point isn't much of a point if there is no counterpoint, it's just a fact. And I'm looking for opinions. To demonstrate, I'll begin.



Quote:
I, for one, did like the idea (regardless of feasibility) - and more importantly, I loved playing this little logic game. It was fun. Thanks, Overneath. :)


I'm glad I could act as the instigator for such an interesting exchange of ideas.


Quote:
Sorry Overneath... this topic is one that will never be agreed upon and I can see that while many of us are supposed to be accepting of others' opinions.. those same people refuse to accept the possibility that not everyone agrees with them. At this point it is going to get flaming soon and I'd rather not be a part of it as I have nothing more to say that I haven't already and hasn't been even considered as a remote possibility by some. Thanks for the topic and giving us something to think about. I know, I for one, will be changing some of my combat tactics and asking for more dice rolls whether it is ignored or not. If such is the case.. I know who not to try that with. And maybe in the process I can teach someone that is not familiar with their dice, something. Later.


Oh goodness, I knew the thread would come crashing down at some point the moment I put up the first post. But I'm more than pleased that it accomplished something. Which, in the end, is what threads are really for.

Quote:
As far as I can see, using the dice is a far cry better than the mechanics... because with the mechanics, it is click and watch the action. The rolls are auto and fly by. There is no imagination. Whereas using the dice allows you to describe what your character is doing in more detail. I would love to hear about a ranger using his tumble ability to run up the side of a tree.. and grab a branch, do a double back flip to land behind the awe struck villain as opposed to merely see the ranger stand there at a distance and fire two arrows before the villain is in melee range and the ranger and him go to swords, and kill each other with predetermined moves the game mechanics have locked in.


I can easily see complexity as a consideration. That said, if the case ever does occur that such a duel occurs, I'm sure it would be interesting, at the least. I'm pleased this thread allowed that concept to spread out a little further.

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