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[Your View] Villain RP


Villain RP  

207 members have voted

  1. 1. Do you enjoy Villain RP?

    • Yes.
      113
    • No.
      21
    • I would, but with changes.
      72
  2. 2. Do lockpicks contribute to Villain RP?

    • Yes.
      95
    • No.
      53
    • They need reworked to contribute.
      58
  3. 3. Are heists still a good concept?

    • Yes
      95
    • No
      44
    • They can be, but with changes.
      67
  4. 4. As it stands do people RP villain RP correctly?

    • Yes
      58
    • No
      143


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20 minutes ago, Charles_Grimlie said:

Yeah, it seems like the biggest challenge when it comes to villain RP at the moment is its accessibility and its consequences. To invest in it seems difficult as progression would be challenging when everyone and their gran is capable of besting a fiendish monster! Perhaps more throw away characters would be interesting, but that would seem like a job for the ET due to making a character for such a purpose and empowering them with the correct tools is a conflicting manner for anyone who isn't a member of the staff.

 

I know, I've tried!

0
 

Well I do wish I could do it anyway. It'd be hunting fodder so doesn't have to be a murder bot.

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This has been said already so I'll keep it short. Like @Smaw said there are way too many "He insulted me kill him!!1" people on the server. However, quite a few people I've personally rp'd with that were villains have gotten better about powergaming and metagaming and "Soulstone away we don't want your pixels" but the point is still made if you kill someone the entire rp for the victim was meaningless. 

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I only dislike villainy when the following two things happen:

 

1) Villains come in from the offset with the intention to PVP

 

2) Villainy becomes too frequent to enjoy. Remember, too much of a good thing is bad. Dealing with one encounter every week, or three or so days is fun and keeps us on our toes. Having to get on to deal with stuff every single day makes it become redundant and irritating.

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I'm going to put in a more in depth feedback on Villain RP. People need to kill less liberally- you might want to notice that our characters are still PEOPLE, and most people aren't fine with murder. Another thing, I'm fine with white knight RP, as long as you do it REALISTICALLY. Never look at your character as some kind of super hero, look at them as someone who- if they saw something bad happening- would stop it. But don't make it define your character, I can't stress that enough. I think people saving the day from bandits is honestly necessary, however much bandits don't like it, because there are consequences for banditing just like there are consequences for breaking laws in real life. I will say, however, people need to be cracked down on metagaming this stuff. As a bandit, I can't stand it when someone metagames and all of a sudden it goes from a one v. one to a one v. eight. That doesn't mean, however, its wrong that a passerby would join in to try and help you. People also need to kill less often, for 2 reasons. As stated before, most people possess a moral compass (I know, hard to believe), but also, it's bad for character development. If you just die, you can't develop a fear of something, or get injured and have to cope with it for a while, or if you're the bandit you can get captured and have to RP a prisoner or something! But if you just die, you forget all about the RP and are healed completely. No character development whatsoever.

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Because a lot of the main reasons have been covered before me, I'll just stick with one reason, a lot of our villains are mediocre, not really that interesting, sometimes cliché, take Iblees for instance, basically Sauron/Satan, wants to take over the world cuz villany, a good villian has a reason, insane? Revolution? Something like that.

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skype transcript of the true reason people kill on mineman:

 

You have to kill people
If you don't you lose when the guy you killed improbably returns
And gets you fucked over somehow
And because death is cheap there's no weight to killing people
Why would a guard captain have any qualms with killing if he knows that whoever does die comes back in elven minutes
It's interesting because LotC probably represents what would happen in a world where death is a mere inconvenience
Constant war and a really low bar for murder
A dislike of murder but an ultimate indifference to it
Because death is the cheapest **** with the monks
TLDR: kill monks not villains

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only villain rp I see nowadays is bandit rp to be honest L0L

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Do you like villain roleplay?: 'Villain Roleplay' is probably one of my most favorite aspects of the server. It provides a hostile and cautious type of role-play where as most people don't often recieve that type of experience. Though the name of Villain can really distort a playerbase's appearance by the simplicity of the name whether or not they are truly villains.
 

What's your favorite part about villain roleplay?: The most interesting part of it for me would probably be the anticipation of what the outcome may be. Combat Role-play is my most favorite concept of role-play but it is not often seen because it is seen as a villainous act.

 

What's your least favorite part about villain roleplay?: Stalling the Role-play for so long it allows enough time for a meta-squad to arrive and screw the role-play over. I've seen this on numerous occasions from petty little thieves to Nation Leaders, which in my opinion is why PVP default contributes more because it can be an immediate battle compared to something that's carried on long enough to meet a meta-squad but also provides royalty and nobility the ability to fight in PVP and not have to be in a situation that since they would not be fighting in Role-Play.

 

Do lockpicks contribute to villain roleplay?: Somewhat, in my experience Lockpicks have been very useful but knowing myself I usually tend to break through using brute force.

 

Are heists still a good concept?: I think a heist is still a pretty interesting concept. Heist role-play should always be something that is available to players in their heisting faction but should be limited as it is to the knowledge of the item you want in role-play.

 

What do you feel could be changed to make villain roleplay better?: A clear line between actual Villain players who take pleasure in killing and sadistic acts RPly and Players who take action against others for a legitimate reason and/or cause. 

 

As it stands, do people correctly RP villain role-play?:  In my experience of watching others go through such events, I would say half of the time it's the players wanting to create something exciting whether it's through RP or PVP but then the other half would be players trying to simply get an easy victory and gain some pixels for an outcome.

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5 hours ago, Jonificus said:

 

The problem is once again with villains, actually. Most villains don't offer the opportunity to change the outcome. Either gotta be so obvious who's gonna win so that there's no point in fighting back or you gotta make a run for it. 

 

My problem with LotC's villains is that they RARELY have reasonable motivations. "Ooga booga I wanna ruin the world" "Ooga booga I wanna kill all the ___"

2
 

Ehm, life isnt supposed to be 100% fair to both sides, RP tries its best to resemble life so it should not  be either. If you are smart in your footing and the way you move about you can avoid said Villians by taking precautions. Just because people are villains doesn't mean they need to have a heart-bound reason to be one.

1 hour ago, Destroyer_Bravo said:

skype transcript of the true reason people kill on mineman:

 

You have to kill people
If you don't you lose when the guy you killed improbably returns
And gets you fucked over somehow
And because death is cheap there's no weight to killing people
Why would a guard captain have any qualms with killing if he knows that whoever does die comes back in elven minutes
It's interesting because LotC probably represents what would happen in a world where death is a mere inconvenience
Constant war and a really low bar for murder
A dislike of murder but an ultimate indifference to it
Because death is the cheapest **** with the monks
TLDR: kill monks not villains

0
 

honestly making death a permakill for your char and assets would be GOLD.

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19 minutes ago, Sindi06 said:

Ehm, life isnt supposed to be 100% fair to both sides, RP tries its best to resemble life so it should not  be either. If you are smart in your footing and the way you move about you can avoid said Villians by taking precautions. Just because people are villains doesn't mean they need to have a heart-bound reason to be one.

honestly making death a permakill for your char and assets would be GOLD.

0
 

Yeah you say that until you realize that people like to take hammers to the back of your head with no chance to fight back. 

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21 minutes ago, Sindi06 said:

Ehm, life isnt supposed to be 100% fair to both sides, RP tries its best to resemble life so it should not  be either. If you are smart in your footing and the way you move about you can avoid said Villians by taking precautions. Just because people are villains doesn't mean they need to have a heart-bound reason to be one.

0
 

The villains who usually are the culprit of my annoyances only reveal themselves once there's no turning back. The thing about RP is that it's meant to be a cooperation. If the villains wont allow the victim to help forge a piece of the story then it's powergaming, has nothing to do with being fair, just the nature of RP.

 

I'm an experienced villain RP'er so I ought to know, really.

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2 minutes ago, Jonificus said:

The villains who usually are the culprit of my annoyances only reveal themselves once there's no turning back. The thing about RP is that it's meant to be a cooperation. If the villains wont allow the victim to help forge a piece of the story then it's powergaming, has nothing to do with being fair, just the nature of RP.

 

I'm an experienced villain RP'er so I ought to know, really.

0
 

Some people arent villians but do the exact same thing. They act all friendly and nice until they are faced with death, to which they find any way to not die and get the true love to saftey

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Villain Rp never stays rp. ._.

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1 minute ago, Sorairo said:

Villain Rp never stays rp. ._.

0
 
function start() {
	if (villianrp != rp){
villianrp = rp;
}
}
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I have yet to see villain rp with a purpose beyond gaining items or assassinations, all of which lead to mass pvp and both sides becoming salty. One side saying they were not allowed enough time while the other says they care about their 'pixels' too much. And when the villain rp actually occurs it is either at a time no one is on in that area, or during a raid. No system needs to change, in my opinion, players just need to be willing to have their character deal with the consequences of performing illegal maneuvers. I can understand why players do not allow victims to live or why they do it when no one is around as many nations will declare war on each other or raid each other into no one rps in that city. There is also an over hyping of racism throughout the server causing the same villain rp to occur between multiple races. (Oren and Dwarf conflict since Asulon) Some communities have broken pass this as that of the halflings to the orcs. The halfling knows it will die, but has fun with it, even staying around to see the orc that killed it, bake it into a pie as the halfling player emotes the taste of its delicious flesh. But it can turn on the orc as halflings tend to come in packs of 2 or more carrying heavy spades ready to defend from an orcish intruder. Each brings a uniqueness to the rp table while in other communities, it is absent.

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