addition to PvP rules suggestion

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Do you want this rule change?

1. Yes
11
31%
2. No (please post why)
19
54%
3. Other (please explain)
5
14%
 
Total votes: 35

Considerate_
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Re: addition to PvP rules suggestion

Unread post by Considerate_ »

Why can't Damien Blackheart wear a hood while doing some nefarious deed? Unless you're defeated in PvP then they have absolutely no clue who you are without metagaming.

Unless of course you continue to run around fully hooded/masked all the time, which I still hold to being the absolutely worst idea for anyone with anything to hide.


Good tip, use the In Game Journal to write down the numbers you use for your armour. Rosa for instance got the following values noted down in her IG journal for easy reference:
IG Journal wrote:Head: 27 (fully masked and hooded) / 180 (unmasked but still hooded)
Cloak: 4
chest: 103
Feet: 176
You could easily make the same for any toon, so changing clothing wouldn't even be a matter of having two different sets of clothing in your backpack. Just a matter of attributing them new values in the appearance changer.
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Valefort
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Re: addition to PvP rules suggestion

Unread post by Valefort »

If he's not hooded of course people will say *describes the looks of Damian Blackheart*

For the simple reason that appearances are limited, there is no way to describe accurately someone unless he has a well written description or unless he has a very particular appearance.

Without one ? "well .. hmm .. he was human .. black eyes, black hair, a black armor ..*standard generic evil toon gear with random face* "

Good luck finding him :roll:
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ragnarok1983
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Re: addition to PvP rules suggestion

Unread post by ragnarok1983 »

Description:

"Human, 2 eyes, poorly rendered face, pixelated complextion, has... skin... I guess(?), carries (amount) weapons which only become visible when unsheathed, and talks in colored text."

I found you Damien. I found you.
Paws "Paws rode a dragon once! Uhm. Scales are... uncomfortable. Learned value of saddle, yep-yep."
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flipside43
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Re: addition to PvP rules suggestion

Unread post by flipside43 »

Managarn wrote:
kellendril wrote:I voted no, because honestly, it would reduce the chance of future RP based on the event. its not that it didn't happen, its just that some people (like me) hate PVP, but like to RP pretty much everything, including being accosted. It opens up many avenues for RP

In addition, I think that a person running off is a perfectly valid response to being accosted by people on the road, and so is the finding of allies to return with, particularly if the band of bandits happened to appear too large or strong for the single wanderer to handle alone.
The thing with that, is you see evil person with say an undead minion.

Normally hed fight you to the death so you dont spread rumour but instead he has to say "leave or die" You obviously leave and tell some people.

The rule is meant to protect ppl that did not want to do anything with it. If your gonna engage yourself in rp by going to find ppl then he should be able to respond by chasing you. But that is my opinion of how the rule should work and now im going a bit offtopic :?
Well if your hanging around with undead and someone sees you and takes off to go find an angry posse i'd suggest you run and hide, if you decide to hang around then perhaps it's best that toon gets killed. The rule is there to protect the player from being attacked when they do not wish to PvP but at the same time, if you get caught it's your fault. Learn when to move on. Maybe put your evil flag (undead minion) away.
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Aelcar
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Re: addition to PvP rules suggestion

Unread post by Aelcar »

testmon wrote:
Managarn wrote:The thing with that, is you see evil person with say an undead minion.

Normally hed fight you to the death so you dont spread rumour but instead he has to say "leave or die" You obviously leave and tell some people.

The rule is meant to protect ppl that did not want to do anything with it. If your gonna engage yourself in rp by going to find ppl then he should be able to respond by chasing you. But that is my opinion of how the rule should work and now im going a bit offtopic :?

It is fair that if you encounter someone and he is doing something evil you aint gonna stand around long, hence you dont notice everything and have a vague idea of what is going on.
You aint gonna go back and tell the campfire goodies, there was a man who was 5'9 with a black hood and long blond hair coming out of it with a black and red studded leather. he had 2 dagger on each side of is hips of about half a feet each as if you had read is BIO. No he is just some hooded man/woman who was doing something that looked awfully fishy.

If you had been stealthed and had time to look at details then that enters into the okay to pvp zone if he spots you imo.
personal favorite of mine, and i have seen this in the forum and even ingame many times is:
"i have seen someone do evil *describes the looks of Damien Blackheart*"
and i mean not that the player describes the looks of the other player, but that s/he writes it like i just did. (with the according name naturally)


and why i voted for that rule is pretty simple, goods here have a bazillion ways to really f**** s*hit up for you and the evils can do...wear a mask. and technically the rules say if a "good" one pvp's you down he can drag you to the fists right away (strike to permadeath anyone?).
it is not hard to feel as if evils are just cattle for the good ones amusement under the current rules, so i naturally welcome any idea for change.
RP out?
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testmon
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Re: addition to PvP rules suggestion

Unread post by testmon »

well at most answers above, thats my point. i mean i get it that most good alligned players feel entitelt to always get the villain but i think at some point you got to day "B" after "A". and the point is that the bad guy right now can do nothing to stop the goods.
s/he can wear a mask, but that just helps so much, first you still got to give the good guy frist strike if he wants to attack, if not, your bad. (or rather summoning a devil is pvp consent, an angel is not)
plus it basically means that now you got to always run around in disguise (and look when and where you change) what reduces your chances of interacting with others by a lot. i guess there is a reason why all the good RP-evils i know play loners who never interact with the majority of people.
again, the problem is that the good toon has all the options in the worl, while -by rule- those are taken from the evil one, thats why i admit i am a bit shocked by what ease people here treat it as "yeah but if i do not give away the name of the player when i describe him/her then i can't get all my friends to pvp him down" while the evil guy can do...nothing, nothing at all except run away. the server is extremely one sided here and i guess noone but the baddies care, as it is their/our loss.
Aelcar wrote: RP out?
come again?
as said above, summoning something evil means you consent with all other players attacking you if they see you, no RP, no RP out. summoning an angel in the middle of 30 evil players means they have to give you the RP out.
now rules say that if they do not see you summoning that creature it is not pvp consent but i would not trust in that, i once was around with a vampire, bunch of "good guys" droped by, attacked me after one line of text.
the DM i got first for another reason lateron meant that i got my "RP out" because they did not came after me when i had to run.
(please notice here that i neither got an RP out before combat, nor that they intended to let me leave/survive if i hadn't run nor that the DM found it un-rule-ish that they attacked despite the vamp. being jst around me, not summoned in front of them.)
kellendril
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Re: addition to PvP rules suggestion

Unread post by kellendril »

Evil people do not have to be evil overtly. It is a choice, and an individual who is openly evil in a system where there is law will always attract attention. Playing an evil person is difficult, particularly if you decide you need to be openly chaotic around areas where others travel. Isn't the attention the reason for doing that?
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testmon
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Re: addition to PvP rules suggestion

Unread post by testmon »

kellendril wrote:Evil people do not have to be evil overtly
define overtly? i know that some of the "deciders" here argue that you can be "covertly evil" what then basically means you are never evil and can never have the fun of playing evil, except maybe writing a journal here just makeing up things.
remember that this is with a very tight player base of people above level 25, when "Paladin A with whom Cleric B played for 2years tells him s/he saw Mr.X do something evil then it is over in one way or the other. simple as that.
and if you never are evil, then you aren't evil.

kellendril wrote:It is a choice, and an individual who is openly evil in a system where there is law will always attract attention.
yes but the means in which the evil can react to the attention is the question. by now it means OP-fist npc's, strikes to permadeath, and PC-goodies that can attack you but you not them for the goodies, or just (the matter of this topic) take their RP out and go to the next bunch of players and tell everyone, even metagaming your name by telling "*Describes the looks of Kellendril*" at what point people who know your chars name will either go "oh yes i know that one, name's Kellendril" or when they see you just go all like "oh i heared about you" there might, and surely will be people who RP that one good, but tell 10 people and you will find enough.

and "... er..wear a hood" is all for evils (where you still can get killed and dragged to the fist)
kellendril wrote:Playing an evil person is difficult, particularly if you decide you need to be openly chaotic around areas where others travel. Isn't the attention the reason for doing that?
no, do you play good/neutral for the attention?


a nice quote that someone here thaught me:
"all it takes to ruin RP for evils is one stupid good player"
(i am not speaking about you, just about the possible situations i mentioned in this post, former posts and will mention in future posts)
Considerate_
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Re: addition to PvP rules suggestion

Unread post by Considerate_ »

This server is aimed to cater to many different needs.
  • If you'd like to avoid PvP you can always pick a goodly character and run around mostly unmolested. Grinding and RPing at your leisure.
  • If you enjoy conflict RP and even PvP then you're free to make an evil character who openly reveals all his naughty deeds to the public. But in doing so, you will find both conflict RP and PvP in amble quantities - perhaps one more than other.
  • If you want to RP an evil doer without being harried at every turn, then you'll have to RP it subtly so. There's plenty of ways to perform nefarious deeds covertly, wearing a mask while doing it is a favoured method I might add ;)

In my experience, most opt for the last one and often find quite a bit of success by playing their hand quietly. But yes, if a solitary evil person is caught red handed in a neutral / good setting, then he should run; why does the evil character in question have to stand a chance against several good aligned characters?
Just as a lone elf or paladin wandering about in the tunnels of the Underdark will find a lot of unwanted attention - I'm pretty confident the first time some of the evil aligned cleric down there run across someone with a summoned angel, there's going to be some blows exchanged.
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kellendril
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Re: addition to PvP rules suggestion

Unread post by kellendril »

You don't play at evil alone, so you are indeed playing out a scenario for the attention of others, aren't you? My point is, you don't have to be Lawful Stupid (not meant as an insult, mind you!) about being evil. There are plenty of evil people in the world (real life, mind you) and unless you are superiorly powerful and well protected, you don't go out of your way to advertise your evilness, or you don't last long. That's how it is, really.

Evil people can and should group up, and initiate evil deeds, but I think there is a burden of flexibility that needs to be accommodated here, because of the wide player base and personal tastes of the people who play here. I personally would never simply "run off and tell the law". I would definitely spend the time to rp the situation out with the evildoers, while avoiding the PVP in the end (this has ended poorly more often than not, because it seems the lawful stupidness rears its ugly head and then evil guy gets tired of RPing it out, then starts a countdown timer or some lame thing...). I do think, however, that if a rule change is to be pushed it shouldn't be that the person cannot mention it, because that's simply ludicrous.

Having thought on this a while, here's my thought: Why not make that going and telling the goodies PVP permission for later instead of trying to rule-munchkin the RP of the telling of the tale? This does not mean an open ended time frame, but it would certainly add to the atmosphere if the evil guys had a chance to organize a "hit" on the good guy who ran off and told a horde, wouldn't it? It would also be more realistic, IMO. Like I said, however, I don't think it would be good if it became a "forever pass" to PVP someone. Also, if the evil guy got dead as a result of the response of the good guy horde, they would be asked to forget that it happened, much like the loser of PVP. If they escape, they can then proceed to hunt down the offending tattle-tale and exact ONE attempt on their life. If they kill the guy, done. If they are killed, done. Done. What do you think?
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testmon
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Re: addition to PvP rules suggestion

Unread post by testmon »

kellendril wrote:You don't play at evil alone, so you are indeed playing out a scenario for the attention of others, aren't you?

i play evil beause it is more fun for me to play that way. per your definition you can replace "evil" with "good/neutral" without the statement being changed.
kellendril wrote: My point is, you don't have to be Lawful Stupid (not meant as an insult, mind you!) about being evil. There are plenty of evil people in the world (real life, mind you) and unless you are superiorly powerful and well protected, you don't go out of your way to advertise your evilness, or you don't last long. That's how it is, really.
now we are going a bit away from the topic...more then usual with my answers. but i kindly disagree. first, this whole topic is about the distribution of power/choices. i say everyone can play stupid evil if s/he wants to and should have a real chance to enjoy it, not being either killed by the players or DM's because you had either let inferior opponents go away no matter how stupid that decision from an IC point of view was or get the "thy shall not break ye rules"-hammer from the DM

and with the real life example, no. just no. hitler wrote "mein kampf" in prison, and evil is a very flexible term in this world. more then enough people will tell you that you need "evil traits" to make it in business. and drawing a comparison from modern day society to -kind of medieval fantasy- is not the most stable point when if comes to evil people. (in the few, few FR-lore i know there is already more then enough people that are just evil and get along with it)
kellendril wrote: Evil people can and should group up, and initiate evil deeds, but I think there is a burden of flexibility that needs to be accommodated here, because of the wide player base and personal tastes of the people who play here. I personally would never simply "run off and tell the law". I would definitely spend the time to rp the situation out with the evildoers, while avoiding the PVP in the end (this has ended poorly more often than not, because it seems the lawful stupidness rears its ugly head and then evil guy gets tired of RPing it out, then starts a countdown timer or some lame thing...)..
- see as i said, the last quote i brought up was not meant at you. you may RP things out, you may not go the "i just saw *describe player by giving away the name*" route. but there is people that do. and after it got told 2-3 people it doesn't even matter, then the people will just get the information, not the questionable means how it got attained.
and the grouping up is hard, as a matter of fact most evil players i like play very few these days, mostly just for guild events or mindless npc-bashing, my online time decreased the last few weeks too, thinking about all this really drags you down.
kellendril wrote: I do think, however, that if a rule change is to be pushed it shouldn't be that the person cannot mention it, because that's simply ludicrous
as is that goods can attack evils anywhere but evils not goods for the same spell (gate/epic gate) or the only really governed city being good (or neutral fighting evil, what makes not mucb difference). the reason why this rule sounds so "ludicrous" is because the existing rules already are.
This server is aimed to cater to many different needs.

* If you'd like to avoid PvP you can always pick a goodly character and run around mostly unmolested. Grinding and RPing at your leisure.
* If you enjoy conflict RP and even PvP then you're free to make an evil character who openly reveals all his naughty deeds to the public. But in doing so, you will find both conflict RP and PvP in amble quantities - perhaps one more than other.
* If you want to RP an evil doer without being harried at every turn, then you'll have to RP it subtly so. There's plenty of ways to perform nefarious deeds covertly, wearing a mask while doing it is a favoured method I might add ;)

In my experience, most opt for the last one and often find quite a bit of success by playing their hand quietly. But yes, if a solitary evil person is caught red handed in a neutral / good setting, then he should run;
- if you want to PvP, then do not play evil, the whole thing here exactly is about that being evil gives you the worst cards in PvP as all the decisions plus the first (most often the important) strike is with the attacker, who by the rules will be the good guy.
play an elf, they usually get away with most stuff by "oh but i am a chaotic neutral elf, i am just xenophobic and hate orcs"

- if an evil is found out once, it usually is over. and again, a tight playerbase of the people over level 25, you can't just "go somwhere else" except a new server maybe, but i guess that should not be part of this thread
why does the evil character in question have to stand a chance against several good aligned characters?
Just as a lone elf or paladin wandering about in the tunnels of the Underdark will find a lot of unwanted attention - I'm pretty confident the first time some of the evil aligned cleric down there run across someone with a summoned angel, there's going to be some blows exchanged.
i think/hope i answered this to the needed extent in former posts.




p.s. i apologize for every typo, the only thing that holds me awake atm is my will not to ruin my day/night cycle
Considerate_
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Re: addition to PvP rules suggestion

Unread post by Considerate_ »

- if you want to PvP, then do not play evil, the whole thing here exactly is about that being evil gives you the worst cards in PvP as all the decisions plus the first (most often the important) strike is with the attacker, who by the rules will be the good guy.
What is it that prevents your character from:
a) Wearing a mask
b) Fleeing the scene if discovered by witnesses

Even if you're caught red handed then with the current PvP rules good guys have to follow the PvP rules which should put you somewhat on equal footing. They're allowed to attack your summons on sight though, but even if you cast a spell of Animate Dead, they have to follow the PvP rules as can be found here: http://bgtscc.net/viewtopic.php?f=7&t=3170

They only have to do something as simple as offering an emote: *he stares menacingly at the vile necromancer and readies his sword, not looking in the mood for resorting to any form of dialogue to solve this issue*
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Lambe
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Re: addition to PvP rules suggestion

Unread post by Lambe »

Good will always be vigilant against evil, while evil can choose to coexist with good if they're smart and might even welcome the challenge. Murderers and other kinds of evil exist within society, I doubt if they care how good the old lady next door is, though you can't say the same about the old lady if she finds out she's got a killer for a neighbor.

And do you have any idea how many times I've been killed by higher level evil toons because I need to play my toon's alignment? It goes both ways when it comes to the rules, it's the server setting that's the issue here. Once evil toons have their own area of control, we'll see then how their side will fare.

Edit: Btw, voted 'no'
Krazy
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Re: addition to PvP rules suggestion

Unread post by Krazy »

Considerate_ wrote:
Even if you're caught red handed then with the current PvP rules good guys have to follow the PvP rules which should put you somewhat on equal footing. They're allowed to attack your summons on sight though, but even if you cast a spell of Animate Dead, they have to follow the PvP rules as can be found here: http://bgtscc.net/viewtopic.php?f=7&t=3170

They only have to do something as simple as offering an emote: *he stares menacingly at the vile necromancer and readies his sword, not looking in the mood for resorting to any form of dialogue to solve this issue*
It's a mechanical thing, but to attack a summons they have to set the player hostile to, which obviously has consequences by way of game mechanics (fall out from spells when attacking the summon etc).

But it is incredibly klunky, you kill my summons, but I have to give you an RP out for me to kill you? Sure....

Testmon - any summon is fair game, so if they summon an Angel - you can kill the Angel no problem.

Yes, Lambe, and evil is vigilant against good... but when good just sits warming their toes at the FAI campfire, not alot you can do to get them into your territory is there?
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Lambe
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Re: addition to PvP rules suggestion

Unread post by Lambe »

Krazy wrote:
Considerate_ wrote:
Even if you're caught red handed then with the current PvP rules good guys have to follow the PvP rules which should put you somewhat on equal footing. They're allowed to attack your summons on sight though, but even if you cast a spell of Animate Dead, they have to follow the PvP rules as can be found here: http://bgtscc.net/viewtopic.php?f=7&t=3170

They only have to do something as simple as offering an emote: *he stares menacingly at the vile necromancer and readies his sword, not looking in the mood for resorting to any form of dialogue to solve this issue*
It's a mechanical thing, but to attack a summons they have to set the player hostile to, which obviously has consequences by way of game mechanics (fall out from spells when attacking the summon etc).

But it is incredibly klunky, you kill my summons, but I have to give you an RP out for me to kill you? Sure....

Testmon - any summon is fair game, so if they summon an Angel - you can kill the Angel no problem.

Yes, Lambe, and evil is vigilant against good... but when good just sits warming their toes at the FAI campfire, not alot you can do to get them into your territory is there?
I think it falls on to the person whose summon was killed if he wants to initiate pvp or get out of it. Having your summon killed doesn't mean the other guy has any right to believe it's yours unless he saw you summoning it, evil summons are KoS, the other player should understand that. That should be enough reason for the summoner to retaliate for the loss on his summon.

Good is vigilant against evil because they know evil is evil and will not care if they're innocent bystanders. Evil is vigilant because they know their nature will not be tolerated. So it's their choice if they want to reveal that nature and risk their hide. As for the FAI thing, you're saying evil actually wants the goodies to come steamrolling over them? If that's the case, then what's the problem? I wouldn't be heading down to the Nine Hells unless I'm ready and have a good reason for it, or I'm a paladin (even they would think twice). Evil's nature on the other hand won't let anything or anybody stop them from achieving whatever it is they wish to accomplish. Again, they can do this in the open or subtly.

Destroying good will be condemned, destroying evil will be applauded (sometimes even by other evil entities if it serves their purpose), that's just the way things are in the setting.
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