Reviving Virtue's Tradition of RPvP (Open discussion)


Agonus

 

Posted

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.


 

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Originally Posted by Apophasis View Post
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.
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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Originally Posted by Kyuuen View Post
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.
If you actually read my post, I didn't say anywhere that RPvP was anything but optional. My post is also more about event organization than trolling RPers in the D.


Quote:
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?
Actually, it was a hyperbolized anecdote inspired by previous experiences on Virtue (and to some extent other RP communities). In reality, my toons pretty much never go out of there way to pick a fight. They may do so to react against provokation, injury and offense, but usually try to settle it in a civil manner. I'm probabley one of the more modest players you're going to meet. People have in the past tended to pick on my characters for some reason or another.

Quote:
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.
RPvP is completely optional. It can, however, provide people a means with which objectively evaluate an outcome / actually prove just how "bad ***" (substantiation) their toon is that they claim -- something which I notice to be a consistant problem in any RP community where the RPers are not in harmony about the direction they want an arc to develope. Again, it is not manditory, but the double-edged sword that is RPvP certainly presents a challenge to antagonistic toons and their players.

Quote:
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.
Again, no one is forcing you into RPvP. I've also met quite a few RPers who spend 1-3billion on multiple concept characters.

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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Originally Posted by Apophasis View Post
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?
You really aren't helping your case by implying that people who disagree with you are poor RPers, or by putting words in their mouths.


 

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Quote:
Originally Posted by Apophasis View Post
...
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.
Wow, you're an ambitious one, aren't you? More power to you, but I'm firmly of the opinion you're advocating a lost cause.

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.

 

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Quote:
Originally Posted by Warp_Factor View Post
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?
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.


 

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Originally Posted by Apophasis View Post
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 don't see where you're agreeing with me on anything. I'm not saying some RPvP group dominating wasn't a factor for at least some people, and it's not like any of us want you to fail at what you're trying to do, but you've got a whole bunch of people here whose answer is some variation on either a) I can't get my character's PvP performance to reflect his/her concept without investing excessive amounts of time, and/or b) this game just isn't fun to PvP in. It's entirely likely that there are other reasons, but a bunch of us are telling you these things point blank. I'm not lying to you, and I'm fairly certain no one else is either. Why are you so keen to dismiss the responses you're getting here?


 

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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 !


 

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Originally Posted by PureAmerican View Post
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 !
That actually sounds like a pretty good time. I'd be down with it, and I could probably bring some SGmates with me too.


 

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Quote:
Originally Posted by Agonus View Post
<....>
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.
<...>
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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Originally Posted by Warp_Factor View Post
I don't see where you're agreeing with me on anything.
The agreement is regarding the effects of PvP mechanical changes on RPvPers:

Quote:
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?
Then I go on to say that the RPvP community was strong into i14-15 (almost a year following i13's release). Also, if you read the earlier posts in this thread, there are some of people citing the i13 changes as a reason why they don't PvP. Why I am not convinced that this is a major factor is because how RPvP is relatively casual, and how it has adapted to ED, introduction of IOs and Purples, and nerfs/buffs left, right and center to every power set in the game.

Quote:
Originally Posted by Warp_Factor
Why are you so keen to dismiss the responses you're getting here?
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 ;-)


 

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Originally Posted by Eat_Me View Post
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.
Elmer Gorbulorp, my Huntsman:
  1. Does not have Phase Shift or Hibernate
  2. Is a defense-based character
  3. Has no purple IOs, only one set of relatively inexpensive PvP IOs (Javelin Volley), and most of his enhancements are under level 30
  4. Consequently cost less than 100 million infamy to outfit
  5. Has earned the majority of my fifty or so PvP IO drops (which is a lot of kills) in RV
  6. Is equally effective in PvE
No, he can't solo any decent corruptors, regen scrappers, or AVs, but that's what teammates are for. Teammates.

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.



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Originally Posted by Eveningstar2 View Post
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?
i13 introduced, among other things:
  • "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.


 

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Originally Posted by Apophasis View Post
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.
I think it has something to do with "the script" so to speak, I am kind of an outsider when it comes to RP, I don't really do it, I would like to, but I just observe for now. That being said, understand that I am trying to be constructive with my statement, some RP'ers think that we are playing out their story and their being defeated is simply not part of the big picture. A hero is driven by conflict, why not get get some conflict going ? Lets get a bunch of folks together and have a go at it, let's get it on !


yes Rp'ers are more serious about fun, so it has to be pure fun.


 

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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.


 

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Quote:
Originally Posted by Apophasis View Post
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 ;-)
No, it's not, not specifically anyway. It's the fact that a lot of people are saying "I13 and/or the general nature of PvP in this game is why we don't RPvP." And here you're telling us "No, the real reason you don't RPvP is because some RPvP group was dominant and you all got discouraged". I'm not saying that wasn't a factor for some players, maybe even a lot of players. Clearly, however, game mechanical changes have been a factor for a lot of players. They are telling you that straight up. Now you're pointing out other changes to the game, and some of your observations... I think you're wrong, but I can see where you're coming from. I'll address a couple of them:

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.


 

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Originally Posted by Squidlington View Post
Elmer Gorbulorp, my Huntsman:
  1. Does not have Phase Shift or Hibernate
  2. Is a defense-based character
  3. Has no purple IOs, only one set of relatively inexpensive PvP IOs (Javelin Volley), and most of his enhancements are under level 30
  4. Consequently cost less than 100 million infamy to outfit
  5. Has earned the majority of my fifty or so PvP IO drops (which is a lot of kills) in RV
  6. Is equally effective in PvE
No, he can't solo any decent corruptors, regen scrappers, or AVs, but that's what teammates are for. Teammates.[/LIST]
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!!


 

Posted

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

 

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Originally Posted by Smallz_NA View Post
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!!
Why would I make up a silly name like "Elmer Gorbulorp"? Of course that's my real name.

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.


 

Posted

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.

 

Posted

Quote:
Originally Posted by GreySquirrel View Post
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.
What I think a lot of people don't understand is that RPVP events tend to be done with a bit of a gentleman's agreement. All out PVPers generally come but aren't rushing out to beat the snot immediately out of the opposing team. There is also a bit of scripted nature combined with some chance opportunity. I know when Kadekawa use to run these events he'd talk to everyone, make sure the uber players turned it down a notch and that everyone had fun with a focus on the event/story rather then a brawl.

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.


 

Posted

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.


 

Posted

Quote:
Originally Posted by BrandX View Post
I really don't think it's losing that's the problem, that a few people seem to be making it out to be.
I was thinking about that a little bit earlier. I don't think it's the losing per se, though if you really are losing constantly then I think it's reasonable to say that might be very fun. I think what really bothers people is the loss of control over your character's story. If you're winning a lot and for some reason that isn't consistent with your character's story, that's not a problem; throw a few fights and you've set things straight. If you're losing too consistently, though, your character's story is being altered by those events. Maybe only slightly, but maybe not. RPers in general are pretty strict about that, hence the sometimes excessive worry about powerposers and godmoders. When you say "OK, this fight's outcome is unplanned and will definitely, positively be a canon part of my character's story", you're taking chances with what may be a favorite character, and you're placing an awful lot of trust in other RPers to handle that RP in a reasonable and mature manner. That's not necessarily something everybody wants to do.


 

Posted

Quote:
Originally Posted by Warp_Factor
1) ED predates PvP in this game.
PvP = i4, ED = i6.


Quote:
Originally Posted by Warp_Factor
2) Introduction of IOs and purples. <...>
See Elmer's post. You can make perfectly respectable builds with the same price you might spend on IOing a PvE toon. Plus, alignment merits make top tier non-Purple and non-PvP IOs very acccessable to casual players (not to mention how much profit can be made by selling those IOs-- 2 alignment merits for an LOTG+global recharge at any level!?)

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.

Quote:
3) I don't know exactly what nerfs left, right and center you mean <...>
By this I mean general power set changes and tweaks that have always gone on.

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.


 

Posted

Quote:
Originally Posted by ransim View Post
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?
If I remember too, there was an RP etiquette Kadekawa and others adhered to. Eg, if your character "died" (HP brought down 0), it would be considered being knocked out -- the details of which you'd work out. They would not be allowed to just Hosp and rush back into the fight. They only way they could be allowed back up was if there was someone who could use a resurrect power on them, or if they had a self-revive -- both of which had to be explained somehow, or if they had a wakie (which would be RP'd as some kind of stimulant kit usually)... Of course, this was before you could convert inspirations, but it worked out pretty well.

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.


 

Posted

Quote:
Originally Posted by Warp_Factor View Post
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.
All right. Still-- anything you want to take up with me, send me an in-game tell or use the Forum messenger.