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Naivatkal
 
PostPosted: Tue, Mar 26 2013, 15:53 PM 

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Recently it's been brought up that perhaps the PvP rules should change. In an effort to divert such a discussion from the Bane thread, here we go.

Personally, I'm leery depending on what the changes are. There needs to be rules, of course, especially ones on griefing. I'm of a mind that says the 24-hour block on PvP needs to remain as well.

I'd like to hear everyone's thoughts. Please share!

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
IronAngel
 
PostPosted: Tue, Mar 26 2013, 16:01 PM 

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For reference, it's probably useful to actually have the rules here:
Quote:
The following are rules to be used when engaging in PvP (Player vs. Player) combat. These rules are not optional (unless stated otherwise) and are to be used by ALL parties in PvP situations.

Principles:

1. Amia is a role-playing server, not a PvP arena server.

2. All PvP must have a role-playing reason. PvP without a sensible reason is not allowed. Your character's alignment is not a valid reason for PvP. Summons, such as undead, are a valid reason but do not excuse you from the below protocol.

3. You must give the other party a reasonable chance to back down from the PvP In Character.

4. IC Actions lead to IC Consequences. If you initiate a conflict (by insults or thievery, for example), you can't expect to get away with it. You cannot ignore other players' RP or declare it null.


Technicalities:

5. You must give the other party clear IC indication of your intentions to attack, and make sure they have reasonable time to react and possibly back down IC.

6. You must set all members of the opposing party to Hostile before performing hostile actions. You can do this with the tool in your inventory or through the player list.

7. If you do not give the other party time to observe the usual protocol, you can't expect them to stick to the protocol. This means that by resting, buffing or other such preperations to hostility, you forfeit your right to a warning: The other party may attack you immediately to stop you. If you have not set them to Hostile before, you can't blame them for having to act without it. Both parties should strive to set eachother to Hostile after the immediate reaction, however.

8. The above goes for fleeing from hostile situations: If you turn tail and run without a word to avoid IC consequence, you can expect to be stopped by any means possible. Always give others reasonable time to react with RP!

9. Subdualing/killing: see http://www.amiaworld.net/about/pvp.html

10. Assassinations: Assassins must inform a DM that they are about to perform a hit. If a DM is unavailable, the assassin must inform the target instead.

11. If you clearly escape scene, you may not continue the ”same” PvP later, unless such behaviour is explicitly agreed by all involved parties. It is a new encounter with all the above rules. Parties may agree to a "mutual aggression" pact, where it is agreed that hostilities may commence whenever these parties interact. This must be supported by previous role-play, and is generally done when two factions (such as drow houses) have on going IC disputes that end in hostilities. It is the responsibility of the faction leaders to make sure everyone involved knows about the situation. Should this be the case, please inform the DMs about this in advance so that they know what is going on.

12. Traps are considered PvP. Do not set them down to damage random people: you are responsible for your traps and their victims.

13. Portalling to party leader into a PvP situation is forbidden.

14. Taunting someone with the Taunt-skill, using Turn Undead summons and casting spells such as Darkness is considered initiating PvP. You should set Hostile before doing that.

15. If robbed, you are not required to hand over items you do not wish to give away OOCly; emoting that they are transferred ICly is sufficient.

16. If your character is captured, and the character who caught him/her wishes to keep your character locked away, they can do so for a period of 24 RL hours, without your OOC consent. However, roleplay with the captive must be provided for those 24 hours. If it is not, then you cannot force the captive character to remain "locked away", unless you come to an OOC agreement on the matter. Keeping a character captive for longer than 24 RL hours requires the OOC consent of the player of the captive PC. In certain instances a DM can enforce captivity, but this is rarely done.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Herr Delta Houdini
 
PostPosted: Tue, Mar 26 2013, 16:02 PM 

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Not too sure what kind of changes would help, but at the least, the current IC out rule is better than one which had been in place prior to that, where people could insult, enflame, aggravate and provoke others, then simply disagree in a tell to being PvP'd, as per the former rule, where asking permission to PvP was in place, iirc.

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Previously known as: Anubis


 
      
IronAngel
 
PostPosted: Tue, Mar 26 2013, 16:03 PM 

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What, exactly, is the problematic clause in the above? I am rather satisfied that a compromise as even-handed as that one could be reached, given that people want different things.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Guardian
 
PostPosted: Tue, Mar 26 2013, 16:10 PM 

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PvP rules :

LetumLux wrote:
1.) Do not grief.
    1a.) Don't be a dick OOCly.
    1b.) If you have an issue, bring it up to the other person. Personal note : (a little unsure about this one, but ... why not)
    1c.) If no resolution can be found, bring it up to a DM, resolved case by case, bring your screenies.

2.) Set to hostile.
    2a). Killer determines state of victim.


Simple, short. Ideal.

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
Obsidian (inactive)


 
      
IronAngel
 
PostPosted: Tue, Mar 26 2013, 16:11 PM 

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Something that people seem to misunderstand often: the chance to back down from PvP does not mean a chance to back down from the situation. "Get captured or try to fight your way out" is a perfectly valid situation in line with the intention of the rule.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Herr Delta Houdini
 
PostPosted: Tue, Mar 26 2013, 16:13 PM 

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I have no problem with the current out rule, I think that should stay myself. But the problem with the old rule I mentioned was that people could cross the line in an IC manner then disagree to the initiation of PvP even though they provoked it. So was a way to avoid consequences for their actions unless they broke one of the other rules at the time, such as resting in a potential PvP situation or casting spells, where if the opposition chose they could attack, as it was considered hostile in a situation like that, so they forfeit their 'safety' from PvP.

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Ael'thil Rilyn'tlithar
Previously known as: Anubis


 
      
Naivatkal
 
PostPosted: Tue, Mar 26 2013, 16:17 PM 

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IronAngel wrote:
Something that people seem to misunderstand often: the chance to back down from PvP does not mean a chance to back down from the situation. "Get captured or try to fight your way out" is a perfectly valid situation in line with the intention of the rule.

This!

Just because you have to be given an out doesn't mean it won't leave a bad taste in your mouth anyways.
And yeah, I vaguely remember that myself, Anubis. I was glad to see that changed (or hear about it after the fact), even though I avoid PvP myself when possible. The current iteration just seems to make more sense while maintaining a 'fair play' atmosphere, haha.

That's something to consider as well. The PvP rules, in my humble opinion, are there to aid in providing that 'fair play' feeling for when a DM is not able to be lurking over our shoulders all the time to settle things.

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
RaveN
 
PostPosted: Tue, Mar 26 2013, 16:31 PM 

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Unfortunately, while I support those PvP rules, and it would help more fluid roleplay, I think ultimately it will just lead to more whining and pointless PvP.

I think like I said in the other countless threads, that the protocol for PvP needs to be changed, but rather the penalty for death level. That way people actually accept the IC outs that are given in a fluid timely fashion, for fear that if they don't, something bad might happen. They might not insult people as brashly and stupidly, if they fear they can get attacked. They might not open be unarmed in the middle of nowhere, pretending to be a giant badass when noone wants them there. The possibilities are endless and amia's roleplay has been plagued by the OOC standards that if you die nothing happens, thereby making a large part of canon lore completely irrelevant and most of the time not even roleplayed.

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Naivatkal
 
PostPosted: Tue, Mar 26 2013, 16:42 PM 

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The issue you run into is if you want to impose OOC penalties to an IC thing. Why should someone be penalized more ICly because people just die/raise/repeat? Why should those of us that properly RP death or have characters that get freaked the hell out when they die and are brought back (or worse respawn), or that don't take stupid risks and minimize their chance of death even when in a stable party, be penalized more for other's transgressions? It's just that there should be a limit to the OOC/mechanical punishments given for something that's not OOC.

In fact, that's part of the issue: Death is not OOC. It's IC. Completely. Even when you die stupidly from something OOC it's still IC. I try my damnedest to RP death/revival appropriately based upon the character I am playing at the time. Everyone should. Death shouldn't be taken lightly IC by any means. The OOC penalties are just a way to stop players from running around all crazy-like. Also, you have to remember that respawning from PvP has no penalty so that you can't be killed over and over until you lose all of your gold (which would be griefing anyways, but still). So really having no penalty on death forces it to be dealt with in more of an IC fashion. I should clarify, also, that I am referring to the curent death penalties, not any thing might be changed in the future (ie stat penalties for x amount of time that I have seen proposed before).


Ultimately the onus should be on the players to RP death and such properly. I know if I'm a baddie (I say baddie because typically a goodie wouldn't do this, but it can go either way) and someone gets the 'oh you can kill me but I'm going to just come back' attitude I will damn sure ridicule that person IC every time they die. Might even start a tally for people. Don't want to RP IC consequences? Cool, I'll give you IC consequences to deal with, creatively :mrgreen:

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
RaveN
 
PostPosted: Tue, Mar 26 2013, 16:52 PM 

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Quote:
The OOC penalties are just a way to stop players from running around all crazy-like.


It works so well, you can't even begin to imagine. When you have something to lose, you will find that people will actually change their attitudes IC. Playing on a server where you lost roughly anywhere from .5 weeks to 2 months of XP and there were no safe levels, I can certainly say that hunting slowed down, people took time to rest, and RP, and plan things out IC. Right now, as it stands, everyone just hastes, buffs and plows everything. I've been in countless hunting parties and while some have tried to have RP, nothing even begins to compare to experiences I've had hunting on other servers. Everything is much too fast paced and forced to really mean anything big.

But that doesn't only apply to PvM. This is PvP we're focusing on in this thread. Why would you egg someone on just to get the chance to kill them? Should you realistically expect in D&D to come back unscathed if you initiate a conflict? Shouldn't your character fear that perhaps the person who killed you might trap your soul in a jar using a low level spell and trap you for eternity, or do they take the OOC knowledge that it's illegal to do that on Amia in mind, and continue acting the way they were? I'm not suggesting that this will fix all of the problems but right now, whether or not you want to admit it, or even me admitting this, we are influenced by the OOC comfort that no matter what happens, in the end we can't really lose anything if we don't want to. Personally, I used to get massive adrenaline rushes when I played on a RP PvP server, because when we saw another faction, thousands of my XP and all of my gold was in jeopardy every time. I would try to weasel IC my way out of death if I didn't have good odds (and that's without the given IC out), or I would run away. I wouldn't sit there and egg them onto a fight just to see if I could win. That happens more often than not on Amia and I guess I've played here long enough that it's dulled the sharpness of any RP resulting from PvP out.

I think all in all, this has the potential to add and not really take much away. If you don't want to die, you can still take your IC outs, you can just do so more cautiously, and act less brazenly and with less confidence. If you choose to swing swords, you are accepting that you might not come out of something with as much as you went in with, but to most people, that might be alright. We haven't really decided what's "lost" yet, with a system like this, but I have a pretty good collection of ideas.

TLDR: I don't see how this solution hurts anyone but the people who get involved in PvP for the wrong reasons anyways.

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a.k.a. Audrey Zinata


 
      
Guardian
 
PostPosted: Tue, Mar 26 2013, 16:59 PM 

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More serious death penalties were discussed so many times now it's not even funny anymore.

While I completely agree with Needled and I am digging for death penalties from the beginning, I gave up the hope it'll change anytime soon.

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
Obsidian (inactive)


 
      
RaveN
 
PostPosted: Tue, Mar 26 2013, 17:01 PM 

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Guardian wrote:
More serious death penalties were discussed so many times now it's not even funny anymore.

While I completely agree with Needled and I am digging for death penalties from the beginning, I gave up the hope it'll change anytime soon.



I wouldn't give up hope completely. I am of the mindset that many capable minds and powerful souls are with us, young jedi. We need to persevere and thus make the server better for everyone. These young padawans just don't know how it's like until they realize everything will be okay.

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a.k.a. Audrey Zinata


 
      
Glim
 
PostPosted: Tue, Mar 26 2013, 17:13 PM 

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Way ahead of you guys. We've already been looking at streamlining / improving the wording of the PvP rules in an attempt to generate less confusion.


 
      
Murex
 
PostPosted: Tue, Mar 26 2013, 17:16 PM 

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A level drain after death would be nice.

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Naivatkal
 
PostPosted: Tue, Mar 26 2013, 17:21 PM 

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I had a really nice, snarky, and awesome post to make but I'll remove it and simply state:
I cannot be the only person that takes IC consideration into death. The OOC, to me, is just something to sadface over because my characters never had tons of gold so loosing 10% of what them have upon respawning is awful to me both IC and OOC.


I'll leave this though:
Needled247 wrote:
I would try to weasel IC my way out of death if I didn't have good odds (and that's without the given IC out), or I would run away. I wouldn't sit there and egg them onto a fight just to see if I could win. That happens more often than not on Amia and I guess I've played here long enough that it's dulled the sharpness of any RP resulting from PvP out.

People should be doing that regardless. Perhaps I'm just an elitists RP snob to expect people the actually RP on an RP server.

But that's just me.

Needled247 wrote:
I think all in all, this has the potential to add and not really take much away. If you don't want to die, you can still take your IC outs, you can just do so more cautiously, and act less brazenly and with less confidence. If you choose to swing swords, you are accepting that you might not come out of something with as much as you went in with, but to most people, that might be alright. We haven't really decided what's "lost" yet, with a system like this, but I have a pretty good collection of ideas.

But... what are you suggesting? Just consequences? What sort? We're mostly focusing on rules and such, but consequences are technically part of the same grouping. Lay them out so people can have a gander. It can only inspire more thought on the matter, after all.

Glim wrote:
Way ahead of you guys. We've already been looking at streamlining / improving the wording of the PvP rules in an attempt to generate less confusion.

That's good to hear. I had figured it, the thread was mostly a way to gather present playerbase input in one spot for ease of location and reading, in case the Team wanted to take it into consideration.

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
IronAngel
 
PostPosted: Tue, Mar 26 2013, 17:27 PM 

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What is the general idea the team has at present? Will it just be a clarification of the intention of the current rules, or some new principles?

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On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Guardian
 
PostPosted: Tue, Mar 26 2013, 17:27 PM 

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Naivatkal wrote:
Perhaps I'm just an elitists RP snob to expect people the actually RP on an RP server.


Just naive.

I believe the standard scenario is : Check if there's a Dm online and act accordingly. If the DM is online, try to RP. If not, let's go crazy.

Or maybe I am just a sceptical twat. However, I have numberous experiences with such behavior (aka. "Respawn me back to the place where I died" when the hunting party went out of ress scrolls. And then continue the happy hunting like if nothing happened. Or rpl returning back after being trashed in PvP with "You happy now, bitch? Not leave me to my exp. hunts when you had your five minutes of PvP fun."

And mind you, it is not just me who witnessed such situations.

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
Obsidian (inactive)


Last edited by Guardian on Tue, Mar 26 2013, 17:29 PM, edited 2 times in total.

 
      
RaveN
 
PostPosted: Tue, Mar 26 2013, 17:29 PM 

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Quote:
People should be doing that regardless. Perhaps I'm just an elitists RP snob to expect people the actually RP on an RP server.

But that's just me.


Playing devils advocate, why is it bad RP to ignore death on this server? You don't lose anything and no one ever stays dead.

_________________
a.k.a. Audrey Zinata


 
      
QPR
 
PostPosted: Tue, Mar 26 2013, 17:29 PM 

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The problem with harsher death penalties is of course that it gives less caring players the chance to inflict real setbacks on other players.

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"Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II

Valygar 'Stonesnake' Stark -Human Ranger
Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
RaveN
 
PostPosted: Tue, Mar 26 2013, 17:30 PM 

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QPR wrote:
The problem with harsher death penalties is of course that it gives less caring players the chance to inflict real setbacks on other players.


Then maybe other players shouldn't fight. They still have an option not to. If you're not willing to lose, why are you willing to fight?

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a.k.a. Audrey Zinata


 
      
IronAngel
 
PostPosted: Tue, Mar 26 2013, 17:33 PM 

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Death penalties are a separate topic. I have already given the solution to all our death system problems, on multiple occasions, but you are just too squeamish to accept it. Arrogant as it may sound, you probably won't find a better, simpler solution than mine. But not everyone accepts the premise, and it's absolutely certain that compromise will not satisfy anyone.

_________________
On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Guardian
 
PostPosted: Tue, Mar 26 2013, 17:34 PM 

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QPR wrote:
The problem with harsher death penalties is of course that it gives less caring players the chance to inflict real setbacks on other players.


Guardian wrote:

If you do not want to get involved in PvP, play that way. Don't be cheeky, don't play heroic. There is no shame in playing a "normal" person that is afraid of dying. In fact, it'll promote you to a higher level of RP in my eyes (like it means anything, right?)



Applies on both PvE and PvP.

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
Obsidian (inactive)


 
      
QPR
 
PostPosted: Tue, Mar 26 2013, 17:39 PM 

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I mean: If I decided that today I want to be an obnoxious turd and go out of my way to see how far I can stretch the definition of 'not griefing', I could make life quite frustrating for others if death penalties on PvP exist. One of the reasons why PvP death are exempted from xp and gold loss is just to prevent that from happening.

then again, if wer are to move towards harsher death penalties, I want to ressurect another suggestion I presented some years ago: Soft caps on leveling. In other words, a limit on how fast you can progress in level with your characters, only x levels in x days. Taken togheter, this perhaps make both death and leveling meaningful. Maybe.

_________________
"Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II

Valygar 'Stonesnake' Stark -Human Ranger
Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
Murex
 
PostPosted: Tue, Mar 26 2013, 17:40 PM 

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If a player doesn't like PvP, they can always run away. At times RP comes to a climax, and it is sometimes combat. Deal with it as your character would, even if they will die doing so.

As much as I think PvP should be simplified, I honestly don't think any new PvP rules would be drastically different from what they allready are....so maybe suggestions should be more like ammendments to the current rules....? I just don't see them getting simplified to the extant some of you desire.

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QPR
 
PostPosted: Tue, Mar 26 2013, 17:41 PM 

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You just want to see people die Iron :P

Not that I disagree mind you.

_________________
"Edwin do this, Edwin do that. Somebody get this jerk a banana!" - Edwin, BG II

Valygar 'Stonesnake' Stark -Human Ranger
Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
Naivatkal
 
PostPosted: Tue, Mar 26 2013, 17:44 PM 

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Guardian wrote:
sceptical twat

Also, the 'respawn back to where I died needs to go'. Not to mention I've also accidentally clicked it once and then died immediately again. That was irritating, hahah.

Needled247 wrote:
Playing devils advocate, why is it bad RP to ignore death on this server? You don't lose anything and no one ever stays dead.

... Because you died? I can't imagine you just wake up fresh as a daisy. In PvE, you loose XP/gold so you lose something. In PvP you could just be knocked out, or you are dead. You died. I mean, seriously you died. How the hell is not taking that into account IC good RP? And I never said ti was good/bad RP anyways, just acting like it never happened is a lack of RP.

IronAngel wrote:
Death penalties are a separate topic. I have already given the solution to all our death system problems, on multiple occasions, but you are just too squeamish to accept it. Arrogant as it may sound, you probably won't find a better, simpler solution than mine. But not everyone accepts the premise, and it's absolutely certain that compromise will not satisfy anyone.

What's the jist of it?

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
IronAngel
 
PostPosted: Tue, Mar 26 2013, 17:45 PM 

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You can't use the OOC Respawn function after PvP. There. Every conceivable issue solved.

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On Joon, Kjetta wrote:
The guy that probably has sexual fantasies about masturbation. I mean, Iron, you're a bookworm nerd that even in your wildest escapism fantasies flee to the internet to play the role of another bookworm nerd? Come on!


 
      
Herr Delta Houdini
 
PostPosted: Tue, Mar 26 2013, 17:46 PM 

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I don't fully agree with more harsh penalties for death, because while people die in PvM, they can suffer large drops in gold and if they aren't maxed level they can suffer being put further from next level, where being killed in PvP, the only set backs besides actually dying and not able to be raised for five mins other than using the PvP-tool for OOC reasons, such as the rule to provide it and to move the body if the RP leads that way are what you decide to RP yourself from the effects of dying.

I also think that PvM raising shouldn't have been given a set timer, unless there is something I don't know of, the main abuse of raising came with PvP - fight, die, raised, fight, die, raised and so on. For me it just adds headache to it all and can be quite frustrating, when I actually decide to hunt if I am unlucky enough to die (which happens a lot less as I was more careful later on compared to how I was when I started here), not only does it kill my mood to hunt, but also to play the game at all.

Atleast with PvP you are OOC'ly raised and even if not, the Respawn is free after five mins go by.

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Previously known as: Anubis


 
      
exquisitelyme
 
PostPosted: Tue, Mar 26 2013, 17:54 PM 

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LetumLux wrote:
1.) Do not grief.
    1a.) Don't be a dick OOCly.
    1b.) If you have an issue, bring it up to the other person. Personal note : (a little unsure about this one, but ... why not)
    1c.) If no resolution can be found, bring it up to a DM, resolved case by case, bring your screenies.

2.) Set to hostile.
    2a). Killer determines state of victim.


If something like this flies, I will be doubly happy my chars are based on research and the Job System. Having spent a lot of time by NPC guards and a Racial Gate to see how many people ignored IC kindness and bypassed limitations placed by the DMs to further their plots, I cannot bring myself to trust everyone indiscriminately when it comes to the fabled common sense.


In my humble opinion death without perma but with meaning means when your character dies in PvM or PvP and there is no friendly soul to raise them, they should be out of the game for a while. This time could represent how long it took for someone to take a piece of them to a priest, the time his deity took to decide if they are given another chance, etc.

Otherwise if Villain kills City Mayor they will have all of 5 minutes to act on the person's absence. If PvP is serving a RP purpose here, shouldnt the Villain be rewarded with more time to act?

It takes me an average of 1 gaming session to get a level on my lvl 22 Druid if I set myself into XPing. He donated 1.000.000+ gold to the Hold, spends 50k a week with his warehouse and is sitting on 300k + gold he has no use for. That is without selling a single item to players for a decent price, or selling a single potion, etc.

So at least in mind the problem is less with regaining what the penelties took from you, but rather how to make the penalties reflect what should happen IC, common sense or not (the whole purpose of rules).

I wouldnt mind a one-reset "go to the showers" time in the Fugue for every death. 8 hours is very little time to act upon someone's absence, but infinitely better than 5 minutes. The way I see it you can penalise people in NWN by taking their items or their time. Items are a bitchy subject due to epic loot bins and DC items, so my suggestion would be changing the time a death takes from your playing time.

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Guardian
 
PostPosted: Tue, Mar 26 2013, 17:58 PM 

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Naivatkal wrote:
Also, the 'respawn back to where I died' needs to go


Yep, full support on this one as well. Yet again, mind you, because I mentioned it in previous posts months ago.

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Alex - Life is adventure or nothing!
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Naivatkal
 
PostPosted: Tue, Mar 26 2013, 18:00 PM 

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IronAngel wrote:
You can't use the OOC Respawn function after PvP. There. Every conceivable issue solved.

How is that a bad thing? I mean, worst case you can get a raise in the entry after reset (since that's enabled again). It would actually enforce you having to wait until someone comes along to do raise you or else force you to wait x hours (or minutes) to get brought back to life.

People would still have to acknowledge it (ie that they died) IC, though.

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IronAngel
 
PostPosted: Tue, Mar 26 2013, 18:03 PM 

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No, I mean: if a PC kills you, a PC must raise you. You stay dead until someone bothers to find you and raise you. Over resests. Forever.

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GreatPigeon
 
PostPosted: Tue, Mar 26 2013, 18:04 PM 

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I will say in my experience the "opt out" has been well done by both parties. To allow folks to be tough but also to avoid it when needed. I have been given IC outs after explaining to folks Im on a laptop that is impossible to use for anything besides following summons and the like and they have been pretty cool OOC with it and allow both characters to save face.

So Props to Amia. Its not all bad like Im reading.

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exquisitelyme
 
PostPosted: Tue, Mar 26 2013, 18:08 PM 

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GreatPigeon wrote:
I will say in my experience the "opt out" has been well done by both parties. To allow folks to be tough but also to avoid it when needed. I have been given IC outs after explaining to folks Im on a laptop that is impossible to use for anything besides following summons and the like and they have been pretty cool OOC with it and allow both characters to save face.

So Props to Amia. Its not all bad like Im reading.


I dont have much experience with PvP in Amia, but the last offered IC out I had consisted of a mute character having to speak. So your mileage may vary.

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Herr Delta Houdini
 
PostPosted: Tue, Mar 26 2013, 18:14 PM 

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exquisitelyme wrote:
8 hours


That long sounds far too harsh to me. I don't agree with being kept from RP in such a way in general and not only that I hate PvP'ing on RP servers, in the past if I felt a need to PvP I'd go on a PvP server temporarily, which mostly happened when Amia was down for maintenance etc.

If that was in place I'd just feel inclined to never travel anywhere that may get my character killed and exclude me from RP as them for 8 hours and if I did do that and others did too, then would have more reclusiveness/cliquey groups formed.

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Naivatkal
 
PostPosted: Tue, Mar 26 2013, 18:17 PM 

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IronAngel wrote:
No, I mean: if a PC kills you, a PC must raise you. You stay dead until someone bothers to find you and raise you. Over resests. Forever.

Right, which can be done in the entry :p
Unless you mean that you would be sent immediately back to where you died, which I think the Devs have said isn't in the cards? idk

exquisitelyme wrote:
So your mileage may vary.

Yeah. Without specifics, in the few PvP instances I have been in:
1 had an out, 4 had no outs. The one with an out and one of the ones without an out were good PvP experiences, the rest were meh due to shenanigans.

So yep, it just depends on your luck, haha.


But the idea about death-time is interesting as well.

_________________
Whomst've'll'd'mn't I play:
Salema Nefahri :: A penny for your thots
Zrae'a'stra'fryn :: That which nightmares are made of
Khasir :: From the East a storm is coming


 
      
RaveN
 
PostPosted: Tue, Mar 26 2013, 18:30 PM 

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Quote:
I don't fully agree with more harsh penalties for death, because while people die in PvM, they can suffer large drops in gold and if they aren't maxed level they can suffer being put further from next level, where being killed in PvP, the only set backs besides actually dying and not able to be raised for five mins other than using the PvP-tool for OOC reasons, such as the rule to provide it and to move the body if the RP leads that way are what you decide to RP yourself from the effects of dying.


So what are you saying that you don't agree with? More PvM penalties? Noone's talking about that -- in my opinion that might be fine,save for the ridiculous option to respawn where you last died.

Dying and not being able to be raised for 5 minutes is what you consider a penalty? Even if you RP torturing someone for 24 hours, you still can't inflict any real damage to their PC if they don't want it to happen, further reinforcing the assertion that people are basically pleaded by other RP'ers with to give a shit about death or its following effects but unfortunately, pleading only gets you so far.

Nothing about PvP death penalizes you in any way if you choose to not let it. It is ICly and OOCly acceptable to pretend as if you never were decapitated not 5 minutes prior. It happens every day, at least once. Not to me, since I gave up PvP a long time ago, but to a ton of other people.

I'm glad you've had only good experiences with it Pigeon, I envy you. I wish I could say the same.

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LetumLux
 
PostPosted: Tue, Mar 26 2013, 18:36 PM 

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I feel like the actual rules should be simplified, but their context explained. I don't really care for PvP, myself, and tend to suck at it but part of my anxiety about it is because I always feel like there some "paragaraph 5, section C, subsection gamma" nuance to one of the rules that I've overlooked or misconstrued that I'll get into trouble about, even when I have to rules up.

My response about 2 rules, 1) Don't Grief and 2) Set Hostile is a little tongue in cheek, but I also believe in a community being able to police itself - that's why I added the thing under Don't Grief about the players hashing it out which each other if they have an issue. That it seems right now that a lot of people aren't comfortable or don't consider talking to the other players is symptomatic of an issue with the way we think and treat about each other in general. If something about the PvP rubbed me wrong, I should feel comfortable sending the other person(s) involved a message and explain, and they should feel comfortable about receiving it and troubleshooting with me without acting like I'm just a sore loser.

A successful player-player resolution means the community gets strengthened, those people might become a little closer to becoming game-friends OOCly, which generally reduces the stress about conflicts IC anyway, and it doesn't turn into a case of spouses who can never actually talk to each other and always bitch about each other through the therapist (the DMs).

I think the RULES of PvP should be simple and concise - it doesn't have to be a incredibly simplified as what I suggested - and then there should be guidelines, or whatever, that discuss conduct such as Don't Be A Dick.
LetumLux wrote:
How about: "Do not do the following: harass other players OOCly, take IC conflicts to be an OOC one, deliberately antagonize other players by insulting or disrespecting them, go out of your way to seek conflicts where it isn't warranted ICly, disregard other player's fun - if they aren't having it, back off and reevaluate."
Etcetera.

I'll be interested to see what will come of the rules streamlining that Glim mentioned.

On death: I'm not sure if I have anything more to say on the IC aspect of death penalties because much of it has already been said over the years, to the point I've found myself swinging back and forth between feeling it's fine as it is and that people can manage themselves how they wish about it, and feeling like maybe more severe consequences being enforced could get the 'whippersnappers' into shape. So I'm going to mention an OOC side of it.

The biggest problem about making death more like PnP (and I choose to describe it that way because death usually sucks a great deal in PnP, with level loss and so forth) is the abusable and griefable aspect of it.

It's abusable because of the way our rebuild system works; people could get themselves murdered down several levels and then essentially rebuild however they like, to the point they could radically alter their builds over time, and there wouldn't be much way to separate the people who are just bad at remembering what they had before and took whatever when they re-leveled, from the people who were actively using it to change their character around below the radar of the current rules.

It's griefable because I don't really want to deal with a character I've put a great deal of my real, actual, finite lifetime into de-leveled to a commoner because some asshole decided to kill me a bunch, and every time I get killed I'm just that much easier to get ganked. There could be IC reason for it, absolutely, ranging from my character insulted someone (accidentally or otherwise) and got a bounty put on their heads. It might be they are involved in a faction that's in an open, bleeding war with another faction. Or whatever. My point is that actual de-leveling would be bollocks while people who get their rocks off on making other people not enjoy the game exist and play.

A death token system could possibly work, where it applies death-like penalties like Level Drain without actually removing stuff, but I dunno what it would end up looking like.


 
      
RaveN
 
PostPosted: Tue, Mar 26 2013, 18:39 PM 

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Losing XP is pretty much off the table anyways since removing levels potentially breaks characters and is abuseable. That much was never in question. There are other ways to handle it though, and hopefully provide an similar experience of loss.

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QPR
 
PostPosted: Tue, Mar 26 2013, 18:46 PM 

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Iron's suggestions is excellent.

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Garret Smith - Archer and peddler of deity-statuettes
Dáin Saltbeard - Dwarven sailor and fencer. No, I'm not joking.


 
      
exquisitelyme
 
PostPosted: Tue, Mar 26 2013, 18:47 PM 

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Anubis wrote:
exquisitelyme wrote:
8 hours


That long sounds far too harsh to me. I don't agree with being kept from RP in such a way in general and not only that I hate PvP'ing on RP servers, in the past if I felt a need to PvP I'd go on a PvP server temporarily, which mostly happened when Amia was down for maintenance etc.

If that was in place I'd just feel inclined to never travel anywhere that may get my character killed and exclude me from RP as them for 8 hours and if I did do that and others did too, then would have more reclusiveness/cliquey groups formed.


Yes, I knew the time in the suggestion would be more controversial than the suggestion itself, and I confess I am not sure 8 hours (I used this time frame because I think that is the time between resets?). As for cliques, those come to be due to similarity in personalities and likes, rather than playing areas. Also with the age of Amia, whatever cliques already in place (which I really dont think is a bad thing) will stay, and new ones will be formed or mingled with existing ones due to people digging one another, and not for playing in Cordor, for instance.

I may also have left unclear that that is my suggestion for penalty if you go to the Fugue Plane. If you suffer your PC's body to lay there and wait for a passerby (*cough*Tell*cough*) with a scroll, alright.

It may be a utopian view, but at least in my mind that would encourage hunting parties to form, encourage said parties to tackle areas they arent likely to wipe completely in, and whatever groups are in conflict would have to act as such.

More specifically towards PVP rules and not death penalties, I was reading the waiver thread and saw a link provided by Tormak about his perfect example of a waiver. It was something called PVP Club.

So I suggest the rules in the entrance contain this:

-If you agree to PvP without a need for consent or an IC out, only Hostile settings needed, place "PVP" in the first line of your Bio

-If you agree to PVP only with consent and aneed for a possible IC out, place "PVP consent" in the first line of your bio

I was tempted to suggest an option that said you dont agree to PVP at all, and would agree to play your character accordingly so you can always be offered an IC out and the attacking player would help you with it. But that counts too much on courtesy and common sense.

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Balrig Sootkiln, Blood and Vellum


 
      
Mobile_Svensk
 
PostPosted: Tue, Mar 26 2013, 18:48 PM 

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QPR wrote:
Iron's suggestions is excellent.


Sure. But what if you get dumped in a dungeon. ... MILES AWAY.
I predict two things - the player gets INCREDIBLY frustrated. OR - has a friend metagame his location.

What do you respond to my predictions?

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RaveN
 
PostPosted: Tue, Mar 26 2013, 18:50 PM 

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Very_Svensk wrote:
QPR wrote:
Iron's suggestions is excellent.


Sure. But what if you get dumped in a dungeon. ... MILES AWAY.
I predict two things - the player gets INCREDIBLY frustrated. OR - has a friend metagame his location.

What do you respond to my predictions?


My predictions are in line with yours. Someone logs on, they get invited to the party. They magically find their way there, and they quietly raise you and nothing changes from the existing system whatsoever.

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Mobile_Svensk
 
PostPosted: Tue, Mar 26 2013, 18:52 PM 

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It took 2 posts to shoot down that suggestion. Do we have any other?

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exquisitelyme
 
PostPosted: Tue, Mar 26 2013, 18:54 PM 

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Needled247 wrote:
Very_Svensk wrote:
QPR wrote:
Iron's suggestions is excellent.


Sure. But what if you get dumped in a dungeon. ... MILES AWAY.
I predict two things - the player gets INCREDIBLY frustrated. OR - has a friend metagame his location.

What do you respond to my predictions?


My predictions are in line with yours. Someone logs on, they get invited to the party. They magically find their way there, and they quietly raise you and nothing changes from the existing system whatsoever.


Except ambushes =) Player's choice, invite a friend to Party to go get rezz'd, or suffer the Fugue? Friend's choice, the killers are still online, should I risk my own penlaties to meta the raise, or not?

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Frums Deedone, the Green Child
Balrig Sootkiln, Blood and Vellum


 
      
Herr Delta Houdini
 
PostPosted: Tue, Mar 26 2013, 18:55 PM 

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Quote:
So what are you saying that you don't agree with? More PvM penalties?


From my experience when death penalties have been made more harsh, the reasoning was based around PvP, yet people in PvM take the hit and not the PvP'ers. Obviously I don't know the full reasoning and I could just be wrong.

I don't know how you read:

Quote:
where being killed in PvP, the only set backs besides actually dying and not able to be raised for five mins other than using the PvP-tool for OOC reasons, such as the rule to provide it and to move the body if the RP leads that way are what you decide to RP yourself from the effects of dying.


As me saying:

Quote:
Dying and not being able to be raised for 5 minutes is what you consider a penalty?


But to put it simply, that is not what I was saying. Emphasis on "the only set backs" and "are what you decide to RP yourself from the effects of dying".

PvP has only the misfortune of death, to later be raised with no penalty, but when death penalties have been put in place they hurt people who are unlucky enough to die while hunting and not players killed by another player.

Uncapped gold loss and XP according to character level compared to only temporary loss of controlling your character at all - The former weighs heavily while the latter has barely an effect in regards of IC consequences, unless people actually RP bad-effects of death and revival, such as missing limbs, weakened states, etc.

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Previously known as: Anubis


 
      
Guardian
 
PostPosted: Tue, Mar 26 2013, 18:57 PM 

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Needled247 wrote:
Very_Svensk wrote:
QPR wrote:
Iron's suggestions is excellent.


Sure. But what if you get dumped in a dungeon. ... MILES AWAY.
I predict two things - the player gets INCREDIBLY frustrated. OR - has a friend metagame his location.

What do you respond to my predictions?


My predictions are in line with yours. Someone logs on, they get invited to the party. They magically find their way there, and they quietly raise you and nothing changes from the existing system whatsoever.


And when I said these things happens, I've been called a sceptical twat.

My my...

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
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IronAngel
 
PostPosted: Tue, Mar 26 2013, 19:00 PM 

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Ban the metagamer?

Also, it would probably operate with a corpse system, so the body can be move. And I imagine intentional hiding or chopping of a body would be rare enough that DMs can be involved and oversee it.

It would work and there wouldn't be uncontrollable griefing or metagaming. That is not in doubt. But it would mean the thing you fear the most: "permadeath" for that poor bastard who has no friends or whose body is never found. Should have been nicer, maybe.

_________________
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Guardian
 
PostPosted: Tue, Mar 26 2013, 19:03 PM 

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IronAngel wrote:
Ban the metagamer?


Allow me to be sceptical again :roll:

Nevertheless, I like your idea. If not to the letter, it is a good material to start with.

And I still would like to hear at least a bit, a leak of information about the new stuff Glim mentioned.

_________________
Mercadier - *sleeps six feet under the warm sands of Khem*
Alex - Life is adventure or nothing!
Eddie - Sex, drugs and rock'n... more sex.
=========
Obsidian (inactive)


 
      
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