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[Community Vote] Improving Villain Roleplay


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234 members have voted

  1. 1. Solution 1

    • Yes
      110
    • No
      122
  2. 2. Solution 2

    • Yes
      137
    • No
      95
  3. 3. Solution 3

    • Yes
      159
    • No
      73


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It hasn't been a long time since I last posted here... and we intend to keep it that way. We want to bring good changes as quick as possible to you guys so that you can get the benefit from them! This post is a mostly a follow-up post from the [Your View] that I posted yesterday; where I'll be discussing some of the things that were brought to light concerning how players use villain roleplay.

 

In the last post, a lot of you said that you were unhappy with how most people utilize villain roleplay. Due to this there were a few solutions brought up by you guys and the GMs themselves; we want to talk about these solutions and have a community vote on them to see if the community thinks they are a viable solution to the current problem we have. Below I will explain the solutions and you can vote yes or no on the solution above. If a solution receives a lot of positive response it will go on to be implemented and if a solution receives a negative response it wont! So read carefully through the solutions below and vote on whether you'd like to see them on the server or not - also feel free to comment below with any additional things that you have to say.

 

Solution 1

A lot of players in the thread yesterday explained how they disliked when they were killed with poor RP in villain roleplay. The community brought to light that this often happened because the attacker wanted the items that the victim had. To combat this happening a small feature of the server could change;

 

Players will no longer drop items upon death, and are under no obligation to drop their items if they die in roleplay. (The only exception being during warclaims.)

 

If players no longer drop items upon death, people are less likely to commit poor rp to kill people due to the fact that they no longer get an item reward.

 

Solution 2

Simply, the GM team cracks down more on bad villainy roleplay and makes more use of the blacklist system to create a better environment for villainy roleplay. An example of this could be handing out bans for exceptionally poor villain roleplay.

 

Solution 3 (Villain Rehab)

This solution was brought to light by the user Chriske19 on the last post. He mentioned the idea of Villain Applications, and before you all scream - he didn't talk about implementing them like they used to be. Nobody will have to fill out a Villain Application unless you are blacklisted, banned or have abused villainy roleplay. This means that this new system will only affect those who commit poor villain roleplay - if you provide good and enjoyable villain roleplay you will never have to look at a Villain Application.

 

When someone fills out a Villain Application, it will be catered so that it will teach the user how to properly act out villain roleplay and also make sure they have a solid understanding of how it should work. If the person has filled out a Villain Application and continues to commit poor villain roleplay they will face consequences such as ban times instead of blacklists. 

 

In Chriske19's words:

Quote

 

This will have no impact on you if:
You are a regular player.
You are a white knight, guard, ... and act in good nature.
You are a villain and roleplay properly.


This will impact you if:
You are a villain and are horrible at roleplay.

You are a villain and always force PvP.

 

 

Thanks for taking the time to read the post, and be sure to vote on which solutions you think would be good for the server.

 

Also: Just to clarify - we'll still implement 2 solutions if they are perceived very well by the you guys, It's not like best one wins or anything.

 

-The Villain Team

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Second? Anyways, I think option 3 is best.

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Still think there are more things we can do to improve villain roleplay AND to encourage more people to play villains (other then mindless minas or die pvp bandits who just want pixels) and there be a bigger gain from it then there is currently.

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Between 2 or 3. 

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I personally think solution 2 and 3 would allow people to benefit the most if the system's going to change, as it's easier to get blacklsited for poor quality of VillainRP but at the same time, if you were to implement the 'rehabilitation' applications they have the opportunity to learn from their mistakes and improve on what they'd once failed at doing. However, I really don't like the sound of option 1 as there are actually some really good villain roleplayers out there who really lose out if this were the case - it's like using a sledgehammer to kill a fly, yeah - you'll kill the fly, but it's unnecessary to use a sledgehammer. Now, back to option 2 and three, they can both encourage and deter poor roleplay whilst also allowing roleplayers to improve. Solution 2 targets poor roleplayers and weeds them out, but if put with number 3 (which I think would work well) then they can have the chance to improve and realize what they did wrong.

 

So, I'm all for number 2 and 3, but against number 1.

sorry if anythings **** im tired ill fix it tomorrow

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Good Villains improve RP

 

Bad Villains only ruin it.

 

Option 3 seems the most effective. 

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The ban hammer has spoken 

**** villain, 3 months - GM team 

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Option 3 but only old and wise Gm's can hand out blacklists or it's a team vote for a blacklist. sounds fair. no more combustionarys swinging the blacklist hammer around.

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option 1 is a hugbox

option 2 requires good godmen

option 3 requires good godmen but ends up really bad if this is not met

 

2 please

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7 minutes ago, HurferDurfer1 said:

I dont consider banditry villian rp just pixel shilling, there are plenty of us who try and provide good villian rp win or lose

0
 


Exactly why I wrote solution 3 out like that.
As long as you can be good at being bad, you're good to go! ; )
 

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Frankly I see solution one reversing the problem, someone can provide good villain rp, and the 'victim' can just do whatever they want secure in the knowledge that they won't lose their pixels.

 

there is no motivation to provide quality roleplay with a villain if you have no risk what-so-ever.

 

I can definitely see people just forcing a villain to kill them so that they can get the rp over with since their is no risk or negative consequence of being killed by a villain.

 

I think this would probably interfere with pvp battles where soldiers can just keep their armor and weapons if they die and the victors don't get any material reward for winning like they usually do, effectively removing the cost of losing regular pvp battles. This would probably effectively kill raids, as the main source of items gained from a raid is from defending players.

 

just my scattered thoughts on why solution one is awful.

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1 minute ago, Aerial "The Wroth" Kebabu said:

Third.

0
 

Three but I also think you should remove the Striga creature race.

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