Reviving Virtue's Tradition of RPvP (Open discussion)
Tl;dr
Criticizing my character as incomplete for declining your Arena Invites isn't the best way to get me to go to your next event, OP. Nice try. Short opinion: Any meaningful RPVP is only going to happen between trusted friends who understand that the way the game mechanically plays out, will often not match what we have carefully crafted in our stories. I have met more than one ganker-moron who spent billions of inf on his PVP IO build, who one day decided to "bring their 'toon to RP in the D" and see how many people they can troll into one-sided fights. |
Originally Posted by Kyuuen
It begs me to wonder, what are YOU trying to accomplish, hanging out over there, and trying to pick fights with a character that can win against anyone who is not min/maxed for PVP? I'm pretty sure that raising your rep rating wasn't in mind when you started hooting and hollering at Big Beefy's girlfriend with him in plain sight - riiight?
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Originally Posted by Kyuuen
The idea of "RP concept substantiation" isn't a bad one, but completely fails in the face of min/maxed PVP builds, versus non-min/max'ed, non-purpled out, concept builds that roleplayers are completely free to choose.
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Originally Posted by Kyuuen
Besides, I like to play more than one character. Asking me to "substantiate" each one at the price of several hundreds of millions, or billions of influence a piece is a bit much.
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Further, let me ask you this: do all of your characters have to be demigods and Mary Sues? What's wrong with RPing an inferior character, or letting a character's strength to develope?
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Why isn't there much of an interest in RPvP these days? Why aren't you personally interested in RPvP? What can be done to make RPvP more appealing? What sorts of RPvP-ish events may people be interested in? What is your attitude toward settling RP conflicts via RPvP? What do people think about organizing RP fight nights, tournaments, and story arcs that involve RPvP? All of your opinions are of interest to me. I don't care if you're the badassest hardcorest RPvPer out there, or if your a 6.6 year vet with only one 50 who spends your whole time RPing -- this discussion is directed to everyone. |
The Supreme Society tried RPvP a while back. However, we treated it more like pro-wrestling with pre-determined outcomes. We worked out the stories and victors in advance before entering any PVP zones or the Arena. Worked great with a few SGs of players that we had already known. Then we tried to bring in other groups.
Long story short, after all the excuses I had thrown at me from outside groups in regards to how utterly evil PVP is, even the extremely casual stuff we were doing, we gave up on it.
For what it's worth, I partly attribute it to hero players not wanting to "lose" to villain players. Now I'm not saying a villain needs to be dominant 100% of the time to be effective. But if a villain never ever succeeds at anything when a hero is involved, there's no reason for the villain to be considered a threat, and thus worth the hero's time.
And the other thing is that, in my humble opinion, too many RPers believe PVP, in -any- form, to be the work of the devil. But I'm loathe to text-fight, so it doesn't really go anywhere.
tl;dr- Go get an attention span.
Tales of Judgment. Also here, instead of that other place.
good luck D.B.B.
I'm not sure what that means. Why would it have any specific impact on the RP community, beyond what Kelenar said earlier about most RPers being fairly casual PvPers? We're in agreement that most RPers have stopped PvPing since i13, so that's not in question. Is anyone anywhere saying there was supposed to be some other particular effect on the RP community? If so, what?
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Back in the RPvP days that I remember (~2005-2007ish), people were not concerned too much with game mechanics, though it may've featured in here and there a little. Hell, if I remember correctly, Kadekawa's only travel power was Combat Jumping w/ Sprint.
People in this thread are making complaints about i13's PvP mechanics making their builds less viable in PvP, but I'm inclined to agree with you Warp. In fact, from who I've talk to so far, it seems like it wasn't the change in game mechanics that turned people off from RPvP, but rather the domination of one RPvP group over all others, to the point where it seemed futile to even bother RPvPing. This also occurred in i14 or i15 (according to Malech and a few others I've talked to), well after the PvP changes.
Back in the RPvP days that I remember (~2005-2007ish), people were not concerned too much with game mechanics, though it may've featured in here and there a little. Hell, if I remember correctly, Kadekawa's only travel power was Combat Jumping w/ Sprint. |
I would be happy to RPvP against anyone, and no I don't have a cookie cutter FOTM build. I will have a go with anyone, any level, exemp me down to level 5 I dont care.
On Pinnacle we used to have battle royals where every character would exemp down to 5, about 30 people, no allies, no exploits, just a bunch of lowbies chugging along with no travel powers slugging it out. It was a blast, pure fun, no trashtalk, just lolz !
Originally Posted by Warp_Factor
Why would it <i13 PvP changes> have any specific impact on the RP community, beyond what Kelenar said earlier about most RPers being fairly casual PvPers?
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Originally Posted by Warp_Factor
Why are you so keen to dismiss the responses you're getting here?
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And if it's about the response to Kyuuen's -- who's opinions are perfectly legit, even if they're a bit acerbic -- it's one sarcastic response to another between them and myself ;-)
I have absolutely no IC reason why my character would take Phase Shift and Hibernate, hence why I don't seriously RPvP. PvP on its own would be another matter, there is the 2nd build and if I wanted to spend a fortune all over again I could, but I feel that would be money wasted.
Will I mess around with friends and acquaintances? Sure. However there is a huge difference between messing with friends and the various god mode steps you need to take to stand a any form of a chance in competitive PvP, RP or not. Besides I just spent 1.4 Billion Inf on IO'ing out my Blaster so they could soft cap defense, Why on Earth would I want to PvP with them with PvP in its current state of "Ha ha ha **** you defense based toons!" ? Back in the days of Old School RPvP, we had the Oldschool PvP System... you know, the thing that they decided to change randomly on a whim that crippled holds, heals and defense making it suck to be anything other than a corrupter or a Regen Scrapper. I am glad I PvP'ed and RPVP'ed back in the day and had my fun then, because you wont see me touching the new PvP system with a medium sized pointed stick. |
- Does not have Phase Shift or Hibernate
- Is a defense-based character
- Has no purple IOs, only one set of relatively inexpensive PvP IOs (Javelin Volley), and most of his enhancements are under level 30
- Consequently cost less than 100 million infamy to outfit
- Has earned the majority of my fifty or so PvP IO drops (which is a lot of kills) in RV
- Is equally effective in PvE
I'm not advocating i13; I'm just pointing out that all this hand-wringing about "I can't win in PvP unless I roll the FOTM and spend billions" is a cloud of Rikti monkey gas. The advantage of purple IOs is vastly disproportionate to their rarity and cost. I've never used purple IOs on any of my several very successful PvP characters.
So, I think I'm missing some critical information. What changed in i13 that made PVP inviable? I'm not challenging the conclusion. Just curious.
Edit: Whoops. I guess it is i13? |
- "Diminishing Returns" (DR), a complicated formula which lowers the values of almost every statistic in proportion to its size, sometimes dramatically, while you're in a PvP zone. Player characters are slower and less powerful in i13 PvP.
- Separate values for powers in PvP zones. Most attacks do different amounts of damage in PvP than they do in PvE. Many typed defensive powers -- for example, Tough's smashing/lethal damage resistance -- are expanded to apply to all kinds of damage, and player characters receive extra resistance to all damage, varying by AT, as a PvP zone bonus. Crowd control powers behave very differently in PvP (see below).
- Heal decay, which causes heals (including green inspirations) to be less effective when applied soon after a previous heal. A player who consumes several green inspirations in rapid succession discovers that only the first one had its intended effect.
- Expanded travel suppression, which causes travel powers to deactivate for several seconds after performing most actions. Escape is more difficult under i13.
- Revamped crowd control (CC). CC protection becomes resistance in PvP, with the exception of knockback protection, which is dramatically lowered by DR. Holds, stuns, immobilizes, etc. from powers last for four seconds for Controllers and Dominators and two seconds for everyone else. Any application of a hold, stun, immobilize, etc. gives fifteen seconds of immunity from further applications. What this typically means when fighting a Controller, for example, is that he CC's you for a few seconds, then you have fifteen seconds to run around and fight, then a few more seconds of CC, and so on.
You know what, in my experience lately, I'm inclined to go so far as to say that a lot of RPers take PvP even more seriously than the hardcore community takes Test. I guess it'll really depends on how you market/implement the specific event.
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yes Rp'ers are more serious about fun, so it has to be pure fun.
While I've got a brief idle moment I thought I'd throw in an opinion.
I've been role-playing since my earliest computer gaming days when a friend introduced me to video games. With the advent of the internet suddenly at my disposal (2000 is when I started, but I'd never really used computers until then), I began looking for communities that I could game with--I instinctively knew that there would be all kinds of personalities showing themselves. Some would be posers, some would be jerks, and some would be genuinely good people.
Thankfully, I found in a Yahoo! video game chat room of all places, a bunch of people role-playing. Uninformed then, I thought role-playing was 99% sexual in nature--thankfully I've learned since then.
Anywho, for a few months I slowly introduced myself to the concept of text role-playing, and even found myself in a few fights. I used the "T1" method of combat--meaning I'd post two or three paragraphs containing all my actions for my "turn" in the round, and wait for the next person in the rotation to do the same. What I eventually realized was that players engaged in text combat tend to use their impression of other players to dictate their aggressiveness. Despite finding myself in the fight, I had been a generally nice bloke, and the round eventually ended with me the victor due to reservations by my opponent. It was satisfying to win, but on the other hand it was satisfying for my opponent not to lose so much as honorably concede.
Anyway, moving to City of Heroes--when I started role-playing in 3D video games, I found myself drastically limited by my skill at the game. My skill with language was immaculate, and I could illustrate entire worlds as easily as I could my character, but when I found myself forced to use game-mechanics as combat mechanics, I was frustrated by generally always loosing. An earlier poster in this topic mentioned a "Well-Defined and Creative Character" losing to a "Less-Impressively Creative Character but with Better Enhancements and Power Sets" (not in any of those words I'm sure). The idea is, if your character, personality, history, style, and game accomplishments outrank that of the other player, is it, in a way, 'fair' for that lesser developed character to win? On one hand it sounds unbalanced to suggest they shouldn't win, but on the other hand shouldn't creativity and character development be rewarded as well?
So it's a tough situation, which is why I've decided not to engage in combat at all. If I see a jerk trying to provoke me, flaring his trench-coat, stupid hair, and katana while saying I'm "a foul beast that is a blight upon this earth and that I shouldn't give so many glances towards his girlfriend", I just put the bugger on /ignore and move on. I've decided that I simply don't want to deal with the amount of passion that comes up in player versus player engagements, whether through text or game-mechanics. It's a simpler life.
Where have I dismissed responses? I haven't responded to everyone's, but that doesn't mean I didn't read or consider them.
And if it's about the response to Kyuuen's -- who's opinions are perfectly legit, even if they're a bit acerbic -- it's one sarcastic response to another between them and myself ;-) |
1) ED predates PvP in this game. And frankly, anyone who doesn't think ED was a good move isn't thinking things through. ED was one of the best decisions post-launch that Cryptic ever made, it was just one of the worst handled in terms of PR and community. This game is better because of the diversity of options ED introduced. Does anyone seriously want to go back to a game where the only reasonable options for slotting your attacks were 1-2 accuracy and 4-5 damage/hold/etc? I sure don't, and I don't think anyone who's thought this through rationally would. I guess you could say we "adapted", but not in the same way we adapted to some other changes.
2) Introduction of IOs and purples. I think if you pay attention to the posts here you'll find that IOs and purples, while very cool in a lot of ways, are part of the problem; most RPers who aren't already hardcore into RPvP don't want to spend a ton of time farming them for a second build. We've adapted to them in the sense that we use them and all, but the expectation that RPers should want to spend a bunch of time working on a full second set doesn't fly for most folks. Look at most of the replies people have made to posts suggesting they make a second build for PvP or an alt for PvP. No one wants to do it. You want to, and obviously some others want to, and that's totally cool. More power to you for doing what's fun for you. But you asked why people don't RPvP and they're telling you, and one reason is that it's too much of a pain in the butt to get all the crap for a strong second build.
3) I don't know exactly what nerfs left, right and center you mean, but I think we can look to the reaction to IOs and purples for some insight; people will adapt to a point, but when that adaptation requires a ton of time for what many of us see as relatively little reward we're really not interested.
Now, you say you haven't replied to everyone here, but that isn't the point. It's that your responses and those of others pushing for us to get more into RPvP have consisted of telling us stuff anyone who isn't completely stupid already knows (that we can have alternate builds, that spending time on purples and rare IOs is helpful), telling us that we're Mary Sues or otherwise crappy RPers, and telling us that we should just not care about winning or losing and the effects that can have on our characters' stories. The latter of which is not only just plain silly, it's really hard to take seriously from anyone who's put serious effort into being tough to beat in PvP; if you really think winning and losing shouldn't matter, why have you put a great deal of effort into winning?
I'm not saying this stuff to you because I want you to fail. On the contrary, I think it's great if you and others who really want to RPvP get some cool stuff going. Hell, if you managed to convince me to do more RPvP and I actually liked it, that'd obviously be great. Frankly, I'm frustrated because you came in here sounding like you wanted to get a really positive and useful conversation going but then haven't posted anything constructive on the topic. You say you posted here to talk about organizing events, but what have you actually contributed in that area? Christ, Pure American contributed more positive input in one post than you or any other RPvP advocate has in this entire thread.
If you come here and imply that we're all Mary Sues and godmoders because we don't want to RPvP, we aren't going to respond positively. If you insist that we should do things we do not want to do (i.e. spend a lot of time on alternate builds and farming), we aren't going to respond positively. If you come here and actually bring something positive and useful to the table that encourages us to turn out and have some fun RPvPing, you just might get somewhere. Do that. Right now, most of us do not want to RPvP in any serious way. Convince us to change our minds. Make us want to invest the time and effort. Contribute something too freakin' cool for us to pass up. Criticism and negativity are not too freakin' cool to pass up, they make us want to ignore you and keep on having fun like we're already doing. If you want us to do what you want us to do you're going to have to convince us. So do it already.
Elmer Gorbulorp, my Huntsman:
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I really don't think it's losing that's the problem, that a few people seem to be making it out to be.
At one point, my main/namesake was a WP/EM Tanker (rerolled many times over). As that WP/EM Tanker, about the only time I ever won an RP fight, was if it was an RPvP fight. I won a few text fights, but lost most of them (even to ones I as a player thought my toon shouldn't have) purely for the reason that all I ever saw at the time was "You won't lose in this text fight, therefore you're a godmodder" sooo...I just pretty much always let my toon lose.
Save the hassle.
Now in a one on one PvP match, this was never the case, and in a two on one PvP match I almost always survived, unless the duo was specifically setup to beat me, and then only if I didn't back off for 5 seconds.
Was it an optimal build? Well for PvE yes (or pretty close to anyways...I'm sure it could of been better).
After the changes, I didn't get the same feeling in a PvP zone that I did in a PvE zone. Why? Because there are different rules.
Now all that said. Let's look at it from the RP perspective. What's a common thing to happen in the comic book genre?
Why one on one fights of course!
Guess what? Doesn't matter how good the PvPer, some builds just suck for PvP, and get out matched by a lot of other builds.
Regen scrappers? In a one on one fight, if they're not winning, they're tying if the player has a bit of ability, and just a few of the right power picks, and that's just with Generic IOs.
Now, I don't think a lot of the RPers out there are against their toon losing a fight (the good ones anyways), but do you honestly think, they think, that their hero, would lose every fight?
That's just the heroes.
My take on villains is a bit different (from what I've seen). As most who RP the villains, don't want their villains to lose...ever. Of course, forgetting, that really in the end, the villain always loses in such stories in the genre (few exceptions, yes...but I doubt CoX will ever favor the villains winning scenario).
And that could possibly be why more people prefere playing the heroes. In the end, they know the villain has to lose.
Now, you can want more RPvP fights, but untill it gets simplified into 1 build between PvE and PvP, I don't think it will get as far with RPers.
And will never be the main way for any fights, because, frankly, even before i13, some builds just suck in PvP, and people want to play those sets, i13+ just makes it more so.
BrandX Future Staff Fighter
The BrandX Collection
Elmer Gorbulorp, if that is your REAL name.. Is it true that you have a 25bil PvP IO'd out Psi/Regen Scrapper that is on a mission, and one mission only and that is to HUNT down and farm RPvP'ers in lower level PvP zones such as: Warburg, Sirens Call and Bloody Bay? Sit up straight and ANSWER THE QUESTION!!
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To answer your question: Yes, I'm using one of Ben's. He let me use it after I added him on Facebook. My mission is to wipe out all the RPvPers who roleplay as PvP IO farmers.
Frankly, I'm not inclined to RPPvP for most stories at all. Even the name is a misnomer. There's a couple reasons for that.
1. When you're PvPing, you have no time to RP.
2. RPPvP replaces creativity and role-playing with speed-twitch ability.
I have a character who's quite good at PvP, but I don't RPPvP with her. Simply put, she's not supposed to be as powerful as she is in PvP, and I'm not about to abuse a game system that wasn't designed for RP in order to let her win. So while taking a random fight to the arena is fun occasionally (as in, your character won't stop bugging me and I have nothing to do anyway), its not a good tool for ongoing RP, because it forces mechanics not intended to interact with RP into RP, and that never goes well, regardless of whether its an MMO or a pen and paper game.
Then there's the other side of the issue, as to why RPPvP is usually needed. Apophasis does have a good point there, that sometimes, there's not agreement as to where a story should head, and there's no good way to decide, other than the arena. That's a shame, really, but its also more common than it needs to be. That's mostly due to the newer generation of RPers not knowing about (or rejecting) what's called the RPer's Contract (and there's a lot of different names for it, that's just the one I first heard). Probably many who are reading this thread already know what that is, but for those who don't, I'll try to encapsulate briefly.
1. Don't play other people's characters for them. This means ever really, including things like this. (Incorrect: "I smash my fist into your nose." Correct: "I swing my fist at your nose.")
2. Don't godmode. Your character shouldn't ever be able to block everything, dodge everything, always hit, be immune to everything, etc. If you're in a fight, take a few punches. Yeah, you're superpowered. So's the other guy. (Unless she's explicity not, of course.)
3. No meta-gaming (knowing stuff your character wouldn't know on his own).
If those guidelines are applied, 99% of any disagreements can be handled without needing to resort to non-RP solutions. Problem is, players that are actually capable of using those guidelines are becoming fewer and fewer.
If you (and the people you RP with) are able to use those guidelines, you'll never have to worry about needing to use PvP at all to settle anything. If you (or the people you RP with) can't or won't use them, then RPPvP comes in, because all RPPvP is, is a crutch for an inability to resolve character issues through RP.
(In order to keep from derailing this thread, if there's going to be some sort of debate over the guidelines themselves as opposed to the nature of the statement, IM me, or poke me in RPVirtue, or copy the rules to a new thread or something, please.)
Edit: I neglected to mention at all the OP's addressing of RPPvP events. I'm actually for the events, provided they've got an actual story behind them, and aren't just a scheduled excuse to pretend like you're RPing.
The world is crazy. I offer this as proof; found on a butane lighter: Warning: Flame may cause fire.
You can sleep when you die.
Frankly, I'm not inclined to RPPvP for most stories at all. Even the name is a misnomer. There's a couple reasons for that.
1. When you're PvPing, you have no time to RP. 2. RPPvP replaces creativity and role-playing with speed-twitch ability. I have a character who's quite good at PvP, but I don't RPPvP with her. Simply put, she's not supposed to be as powerful as she is in PvP, and I'm not about to abuse a game system that wasn't designed for RP in order to let her win. So while taking a random fight to the arena is fun occasionally (as in, your character won't stop bugging me and I have nothing to do anyway), its not a good tool for ongoing RP, because it forces mechanics not intended to interact with RP into RP, and that never goes well, regardless of whether its an MMO or a pen and paper game. Then there's the other side of the issue, as to why RPPvP is usually needed. Apophasis does have a good point there, that sometimes, there's not agreement as to where a story should head, and there's no good way to decide, other than the arena. That's a shame, really, but its also more common than it needs to be. That's mostly due to the newer generation of RPers not knowing about (or rejecting) what's called the RPer's Contract (and there's a lot of different names for it, that's just the one I first heard). Probably many who are reading this thread already know what that is, but for those who don't, I'll try to encapsulate briefly. 1. Don't play other people's characters for them. This means ever really, including things like this. (Incorrect: "I smash my fist into your nose." Correct: "I swing my fist at your nose.") 2. Don't godmode. Your character shouldn't ever be able to block everything, dodge everything, always hit, be immune to everything, etc. If you're in a fight, take a few punches. Yeah, you're superpowered. So's the other guy. (Unless she's explicity not, of course.) 3. No meta-gaming (knowing stuff your character wouldn't know on his own). If those guidelines are applied, 99% of any disagreements can be handled without needing to resort to non-RP solutions. Problem is, players that are actually capable of using those guidelines are becoming fewer and fewer. If you (and the people you RP with) are able to use those guidelines, you'll never have to worry about needing to use PvP at all to settle anything. If you (or the people you RP with) can't or won't use them, then RPPvP comes in, because all RPPvP is, is a crutch for an inability to resolve character issues through RP. (In order to keep from derailing this thread, if there's going to be some sort of debate over the guidelines themselves as opposed to the nature of the statement, IM me, or poke me in RPVirtue, or copy the rules to a new thread or something, please.) Edit: I neglected to mention at all the OP's addressing of RPPvP events. I'm actually for the events, provided they've got an actual story behind them, and aren't just a scheduled excuse to pretend like you're RPing. |
This way people have time to RP/talk and interact beyond just hack and slash. And you also generally have someone there playing moderator/story master. That person is generally the person who organized the event, knows the story and is able to guide the group.
But there is also a level of imagination needed as well, if someone accidentially dies, or auto fires a power you let it go.
The things I tend to use RPVP for are more dynamic story situations, where the story has an opportunity to branch and I want to let people act it out. During one of the SCORPIO stories we had agents tracking down a mercenary that operated generally out of the Isles but was suspected of breaking into Freedom Base to steal some operational data from Longbow that was tied directly to the story the Scorpio agents were working on.
I grabbed my stalker (the mercenary) and a few friends and we led them on a merry chase through Bloody Bay. They could either catch me, and my team, or we'd get away, but in the background another character was working to attempt to extract the same data while the chaos was interrupting Longbow activities in Bloody Bay.
They didn't catch the mercenary (close a few times), and she managed to deal a blow to Colonel Hero which started a bit of a rivalry between them. Had they caught her I would have given them more intel for the story they wouldn't have otherwise gotten till way later. But regardless it was fun and interactive. I especially enjoyed sulking around behind a agent standing on a pier and talking even though they couldn't see me, taunting them.
And its also important to note that even in conflict situations not every character resorts immediately to action.
So the use of RP PVP really has nothing to do with needing to resort to another method of conflict resolution. Sometimes its just more fun. Because otherwise how else would we have done the event like I mentioned above? This was also before AE though it is probably still more fun as a RP PVP event in a zone then AE.
Gah, I just reread my last post and thought "Wow, if someone else wrote that I'd think he was a bit of a *****". I don't think I said anything untrue there, but the aggro level was unwarranted. My bad.
Originally Posted by Warp_Factor
1) ED predates PvP in this game.
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Originally Posted by Warp_Factor
2) Introduction of IOs and purples. <...>
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But it's another issue to make people aware of how to go about building something for the PvP environment that won't cost them multi-billions.
In any event, with PvP, if there's a will, there's usually a way.
3) I don't know exactly what nerfs left, right and center you mean <...> |
I'm also not here to debate people into taking up RPvP. I'm listening to people's feedback, which will contribute to future events. That's like trying to argue someone who's never had chocolate before (or who's only had cheap, moldy, sub-par kinds of chocolate) into liking chocolate without ever giving them an actual taste of quality chocolate. People make up their decisions about RPvP based on actually going out there and participating in events. This isn't like arguing politics, or trying to convert someone to a new position or lease on life.
You're also doing a fantastic job of pulling things I've said out of context and dwelling on the most negative interpretation possible of them. If you want to take something up with me personally, send me an in-game tell at @Apophasis, or use the forum messaging service.
So the use of RP PVP really has nothing to do with needing to resort to another method of conflict resolution. Sometimes its just more fun. Because otherwise how else would we have done the event like I mentioned above?
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If both sides had healers and the match went nowhere? So be it, the armed part of the conflict would end in a stalemate.
For sure we'd need some kind of etiquette for events, just because of how Arena and zones work these days. But also sometimes hosping and jumping back into the fight is fun too (I remember that one Warburg event in summer 2007 allowed that -- but there the concern was getting the villains to not launch the nuke, so the hospital service was RP'd as Rikti transport technology as it is in canon). Again, it would have to depend on the event.
I'd also love to see base raiding reenabled.
RE: Ransim and Malech--
Shinsengumi and coalition were heavily into RP and PvP. Not to mention that Kadekawa was actually the one to put together VirtueVerse (and if I remember correctly, he was working on a Shinsengumi & coalition Database-style Wiki as well.)
X-Patriots aren't exclusively RP, but there is/was an RP circle in the SG that would promote and organize events. It certainly would have brought some non-RPers along to the events
Directed at everyone else: What about Team PvP?
Team RPvP may be a better route these days, as opposed to duels (which are largely rock paper scissors, always has been, always will.). It relies more on group coordination, and allows players to be consistent with the specialization of their roles -- so support players and glass cannons won't feel so left out. People are also less butthurt when they lose in a team setting than in a duel -- mainly because the grief/blame is shared... though we really shouldn't be caring for winning/losing.
But what about the Min/Maxers?
Sure, there might be one or two guys in your RPSG with purpled-PvP'd IO'd out everything, who offers to join in and settle all the RPvP disputes. That's all fine and dandy. But in a team setting, he is forced to coordinate himself with the team, follow team mates, prevent weaker allies from becoming farm targets, and keeping a close watch on spikes directed against him.
And if the entire RPSG manages to farm purple/PVP IO out everyone in their entire SG, and they manage to put together a nice team PvP strategy? Then good for them, that's actually quite a commendable accomplishment -- IMO, they deserve their reputation as feared badass ruffians.
But this is just me musing...
PS: It was i13 people are complaining about. I'm still not fully convinced it has much of an impact on the RP community though.