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  • Opposing-Faction Roleplay

    .. and I'm not calling it PvP in the title, since roleplay doesn't stop the moment you hit that hostile button, though I'll slip back into the acronym later.

    There's been some discontent about the state of things, some bits justified and some bits resulting from the high tension of battles where your character's reputation and possibly life are on the line. I'd like to discuss this in a constructive way, with suggestions of things that can be done differently and openness to everyone's point of view.

    Here, from my perspective, are some of the current issues leading to discontent. Possible solutions discussed below.

    1.) Below Level 20 = Speed Bump. If that. It is the current truth that to have much effect on opposing-faction roleplay at the moment, you have to play a high-level character. There are a handful of specific exceptions, generally depending on a specific no-save effect (like Bigby's Forceful Hand) or faction gear (like the Legion ring of ... uh, Bigby's Forceful Hand). Any character fielded below level 10 will die in a single round to any combat-ready level 20 character. Any level 15 except for a fully-buffed caster will struggle to hit the level 20 due to attack bonus and saving throw advantages. It's only around level 16-18 that characters start being able to hold their own in terms of mechanics.

    Naturally, in skill challenges and combat-by-post, level doesn't matter as much.

    2.) All Downside, No Upside. Losing in PvP can be a pretty serious thing. You lose a big chunk of vitality, you could lose an item or all your carried gold (including possibly a lynchpin item like your weapon that makes you capable of surviving PvE environments in which you can get back your losses).

    What do you get if you win? Well ... you -could- take gold or an item, at the cost of making the opposing player really mad. And ... well ... yeah, that's it. This bonus isn't specifically better for picking on characters your own size-- err, level. Granted, there are story and pride benefits, but in purely mechanical terms every PvP encounter makes the players as a whole poorer in the same way that every PvE encounter makes the players as a whole richer.

    3.) Incentives Run towards Avoiding Contact. The combination of 1 and 2 provide an additional consequence I've noted: players tend to avoid, rather than seek, opposing-faction contact. This one is tricky; from an in-character perspective, this is fine and good. However, from an out-of-character perspective it leads to the server fragmenting into pieces that don't interact with each other. A playerbase of 40 can handle this; a playerbase of 5 or 10 can't, and usually ends with characters that have no interaction logging off.

    I'm -very- guilty of this, often preferring to run through hostile areas with scry turned off to avoid any hostile people popping up fully buffed after I've been punching orcs / lizards / duregar for half an hour. Isn't an RP server about interactions, though? Shouldn't I want to encounter other people, even potential adversaries, even at the cost of XP and gold, to create exciting RP circumstances?

    So! True to my word, some suggestions! Whee~

    1. Create a way to retire characters for XP. Maybe even with a bonus for a PvP death. This, I think, would solve a -big- problem. A level 20 characters is hours and hours of time investment that would have to all be repeated for a new character. Lesser but still leveled characters have the same issue. Just as a ballpark, say you restart with 40% of XP or gold normally, or 45% if the character retired just died from PvP.

    This accomplishes:
    - Turnover among established characters. If people feel their concepts are getting stale and want to try something new, they get to do so without having to start from scratch.
    - A sense of real danger. Now, people are dying when the vampire champions strike them down instead of popping up for another go. Death is real without being an imposed burden on players that would rather continue their characters.
    - A benefit to PvPing, even if the PvP ended in you getting your ass kicked in. Is it so extreme to say that these encounters benefit the health of the server, if they lead to good storytelling and atmosphere, and should be rewarded? Even if the reward is only a little boost to starting over, if you feel it's time.

    Other possibilities:

    2. Faction Rep / Gold for defeat a same-level or above character. Possibly a 1/day script, to prevent abuse or mass gain from mass slaughter.

    3. Default to subdual. Longer subdual knockdown period. I think one of the big reasons that subdual isn't used is that you default to lethal, and that even punching on them until they shown 'knocked out' doesn't keep them down long. This is especially true for characters with regen, which pop up almost instantly. A subdued character isn't locked out of roleplay, even if they're unconscious -- they get to see what's going on, even if they don't recall it, instead of just staring at the fugue. Likewise, lengthening the subdual period means that subduing a character isn't as likely to end in them just jumping back up and rejoining the fight, so it isn't as effin' stupid.
    Adama who was once called Adama Hrakness, sacred paw of Mielikki

    Lihana Farrier, Paladin of Torm and noble dalliance

    On Hold: Alandriel Ward, Actually a Vampire Groupie
    Retired for Good: Tamryn Jorandur, Hano's Wife and Conflicted Soul

  • #2
    Retirement has been under discussion for a while. I am sure we will have an answer to that part soon. As for the rest.

    2. Faction Rep / Gold for defeat a same-level or above character. Possibly a 1/day script, to prevent abuse or mass gain from mass slaughter.
    Not a bad idea, but it would really need some thought put into it. Also, adding more scripts is not likely to happen right away.

    3. Default to subdual. Longer subdual knockdown period. I think one of the big reasons that subdual isn't used is that you default to lethal, and that even punching on them until they shown 'knocked out' doesn't keep them down long. This is especially true for characters with regen, which pop up almost instantly. A subdued character isn't locked out of roleplay, even if they're unconscious -- they get to see what's going on, even if they don't recall it, instead of just staring at the fugue. Likewise, lengthening the subdual period means that subduing a character isn't as likely to end in them just jumping back up and rejoining the fight, so it isn't as effin' stupid.
    I like the idea of subdual being default. I am sure that is rather doable, but a DEV would have to confirm that. As for getting back up, that should not happen. When you are knocked out you are done.
    "Now I know the full power of evil. It makes ugliness seem beautiful and goodness seem ugly and weak." -The Dance of Death

    Comment


    • #3
      Dispater gave a nice summary. A Dev who is not me (someone who knows how to change the GUI settings) will have to comment on whether or not Subdual can be changed.

      Someone rejoining a fight after getting knocked unconscious in PvP should not happen. Here's the relevant rule straight from the Wiki:

      Originally posted by The Wiki
      -We do offer a subdual tool for players, where losing brings you to 1HP instead of death. This tool is meant to be used in-character--only use it if you do not mean to kill the person. Subdued players must role play that they are knocked unconscious by the victor unless otherwise agreed on by all involved. Subdued players must allow the victor to perform actions freely to their unconscious selves, including robbery and carrying their body somewhere else.

      Comment


      • #4
        For clarification, is this true even of vampires, or players that regenerate, and so OOCly are back up right away? How about when it comes to in-combat healing like a Greater Restoration or Regeneration?
        Adama who was once called Adama Hrakness, sacred paw of Mielikki

        Lihana Farrier, Paladin of Torm and noble dalliance

        On Hold: Alandriel Ward, Actually a Vampire Groupie
        Retired for Good: Tamryn Jorandur, Hano's Wife and Conflicted Soul

        Comment


        • #5
          It should be, in my opinion. Brought to 0 is brought to 0, no matter who or how you heal afterwards. Even if you are healing, you are still unconscious!

          Comment


          • #6
            I don't think vampires can be subdued. I think they mist upon hitting zero regardless. (Someone please correct me if I'm wrong.)

            And I think this is pretty clear:

            Subdued players must role play that they are knocked unconscious by the victor unless otherwise agreed on by all involved.
            Regardless of whether or not the mechanics of the situation say that someone is healed, the rules of roleplay say otherwise unless the parties involved allow for it.

            Comment


            • #7
              Vampires can indeed by subdualed. People just never use it on us.
              Olivia Kimaris - Paladin of Lathander and Knight of the Northern Watch
              Diary of Olivia

              Originally posted by Cornuto
              Glad everyone's being extra fucking ridiculous today.

              Comment


              • #8
                Vampires can be subdualed. However, lore is such that they should turn to mist upon reaching 0 hitpoints, so even vampires should not rejoin the fight.

                Comment


                • #9
                  Actually, vampires can NOT be subdualed. I will quote the undead subtype here, or part of it.

                  •Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
                  •Immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning.
                  Not subject to nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Constitution, Dexterity, and Strength), as well as to exhaustion and fatigue effects.

                  The relevant passage was underlined and bolded. Mechanically, if you try to subdue a vampire it just puts them at 0 for about .5 seconds before they immediately heal back to 5 over and over and over again. It's not even them having to wait for the next round, it pops immediately.
                  Tigen Amastacia: Died in events so you didn't have to.

                  Quintin Ulsteris: Nice-guy Legion engineer, deceased son of House Ulsteris.

                  Clandriel Cain: AKA "Fire-eyes" AKA "Demon hunter" AKA "OH MY GOD, WHY IS HE STILL STABBING ME!!??"

                  Comment


                  • #10
                    In all fairness is someone beat up Grann with subduel then wanted have after combat rp with him. I'd do it. I personally have always though on a high pvp server we should have subduel first, make it a click to kill. I've never understood the "haha killed you" thinking. no rp comes from that. I do understand the need to kill someone from time to time.

                    Now as for the big heal spells, and or the regen spell. If i see those cast I expect you to get back up. If it's just your regeneration ring stay down so we can rp.
                    Bram Drismon: Sundrens Centurio

                    https://www.youtube.com/watch?v=Gz2GVlQkn4Q
                    https://www.youtube.com/watch?v=Ndpryp2OlUQ
                    https://www.youtube.com/watch?v=P1QUZzeZoPQ

                    Comment


                    • #11
                      Vampire subdual... What a concept. That would be a interesting one to RP out.



                      Whoa is that a red headed vampire chick?
                      Subdue that already!

                      Comment


                      • #12
                        I thought subdued vampire = stake in heart?
                        But please, keep one thing in mind for me. What have you become when even nightmares fear you?
                        - Nessa

                        Comment


                        • #13
                          Per the wiki: !

                          Driving a wooden stake through a vampire’s heart places the creature in torpor. However, it returns to life if the stake is removed, unless the body is destroyed as usual means. A popular tactic is to cut off the creature’s head and fill its mouth with holy wafers or holy water.

                          Comment


                          • #14
                            Hi,

                            I played on Sundren only for a little bit, but the problem of PvP alongside RP has fascinated me for a long time so I’d like to share my 2 cents.

                            A lot of what you say Raksha is true, one of the big issues with PvP is the creation of incentive. In a close community hurt feelings or rage are very damaging, so there’s good reason why a player might avoid combat even if their character has every reason to engage in it.

                            This leads back to an unavoidable issue that has effected so many servers in the past. Sundren is essentially not built for PvP. Like most servers it was built with adventuring in mind, dungeon running and etc, and because it creates interesting conflicts factions are then added to the mix. But PvE and PvP do not at all share the same core design, there are fundamental differences that can cause all sorts of strange ripple effects.

                            A lot of servers don’t notice that the issue is with the original design because usually they just plan for the base pvp, people picking fights with each other every now and again. However Sundren is engaged in what could be called wartime PvP, and it’s simply not built to support that. That’s not a bad thing as between choosing to support either PvE or PvP at creation, PvE is the clear winner. The trouble starts when you start adding more PvP into that without a clear plan or design (This is easy to do, and I’ve done it before myself).

                            I’ll talk about one example of this in order to keep this as short as possible. One of the core features of PvE is everyone needs to be able to access all the dungeons at any time. But when you involve PvP on the scale of wartime, where players can claim portions of a region and technically the dungeons in them, this rides completely counter to the PvE design. So you run into the strange result of players ‘sneaking’ into regions their characters technically shouldn’t be in because they need to get to those dungeons.

                            One of the reasons servers don’t necessarily notice that the issue is deep rooted into the servers very design is because Dm events can help fill in the gaps considerably. But this also puts more pressure on the Dm team to keep things moving, which can cause burn outs much easier.

                            There’s not really a ‘fix’ for this, to create an environment for true dynamic PvP would require a large build team that I don’t think any community in nwn2 has anymore. But if you acknowledge that it’s the PvE that is a part of the root cause of PvP not fulfilling its full potential, it can help tremendously of finding a way to use it to create PvP that works for you.

                            From my own experience I would say straight forward warfare PvP simply doesn’t work on a PvE server. Wars eventually end and one side or no side wins, and people hate not being on the side that wins- but if the war goes on forever then it loses all meaning and impact. War’s should be as brief as possible with clear winners, in order not to interrupt the core PvE.

                            Without changing anything about the server I would say it would be best served by planned raids. What I mean by that is:
                            • PvP events are organised by factions oocly between each other, one is designated attacker and one defender.

                            • A clear goal is outlined- it doesn’t have to actually have an in game effect (For example one side could be trying to steal supplies, but in game terms they don’t technically exist. They purely act as a kind of meta score of the raid).

                            • Areas of the server are agreed as the ‘raid’ zone where pvp can happen, anyone leaving these areas are considered to have escaped and can’t be pursued. After leaving the raid zone you can’t re-enter the event either. (This is to avoid the certain awkwardness that comes from people escaping to areas you can clearly follow them in game, while in rp terms they would have run off somewhere else).


                            It is critically important players organise these between each other, Dm’s could handle this but if players want organized pvp they are best served taking the initiative themselves. How well raids would perform depends on the communities ability to organise itself and its creativity with the goals. They can be anything from recuses to a timed magic ritual. It could also involve no combat what so ever (Like a smuggling mission).

                            When both sides have a clear idea what the PvP is about, rather than attacking people sitting outside of an inn, it’s far more satisfying for everyone involved. It’s also a good test to see if you can separate ooc knowledge from your in game knowledge, because the details of some raids might mean your character should be unaware that anything is going to happen at all.

                            At the end of the day it’s unlikely the mechanics of the game and the design of the server can be changed enough to allow true organic PvP. Dm’s can help with events, but relying on a Dm team to produce non-stop decisive events to the overall war is asking quite a lot. Filling in the gaps between big important events with community driven events is the best option I would say.

                            Comment


                            • #15
                              This is a very good example of what you, as players, can do to push faction conflict and have tons of fun when a DM is not around. I like this idea. A lot.

                              Without changing anything about the server I would say it would be best served by planned raids. What I mean by that is:

                              PvP events are organised by factions oocly between each other, one is designated attacker and one defender.

                              A clear goal is outlined- it doesn’t have to actually have an in game effect (For example one side could be trying to steal supplies, but in game terms they don’t technically exist. They purely act as a kind of meta score of the raid).

                              Areas of the server are agreed as the ‘raid’ zone where pvp can happen, anyone leaving these areas are considered to have escaped and can’t be pursued. After leaving the raid zone you can’t re-enter the event either. (This is to avoid the certain awkwardness that comes from people escaping to areas you can clearly follow them in game, while in rp terms they would have run off somewhere else).
                              Just keep NPC's in mind. Using areas with lots of NPC's can cause all sorts of havoc.
                              "Now I know the full power of evil. It makes ugliness seem beautiful and goodness seem ugly and weak." -The Dance of Death

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