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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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Just now, ClockworkElves said:

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

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i think the gm team handles enough as is. Seeing people are angry about the time it takes to complete modreqs piling more on them isn't a good idea. I think option 3 is wisest

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Option 1 means moment to moment rp is driven by the story and not ooc items.

 

Option 2 means the villainy blacklist is still going to be the only preventative measure, which by nature is only going to effect the most extreme cases, which isn't going to solve the problem.

 

Option 3 still relies on the villainy blacklist which is ineffective and honestly, the idea of trying to "rehab" poor villains is naive and a waste of time. The best way to teach something to an inexperienced player is to lead by example. People who are motivated by items aren't going to change, they're going to fake it.

 

2 and 3 just sound like copouts. If you can't bother to sell a solution that works, why try these strange halfway solutions that aren't going to change anything?

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2.

 

Ive been reporting the same individuals for two weeks that remake personas and attack the same settlement multiple times a day, abuse construct buffs without rping it's disadvantage, and camp fast travels. Today alone it's been twice times in 2 hours. We've resorted to simply pvping them instantly to get rid of them. 

 

This shouldn't be happening. 

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2 minutes ago, tatarini said:

Option 1 means moment to moment rp is driven by the story and not ooc items.

 

Option 2 means the villainy blacklist is still going to be the only preventative measure, which by nature is only going to effect the most extreme cases, which isn't going to solve the problem.

 

Option 3 still relies on the villainy blacklist which is ineffective and honestly, the idea of trying to "rehab" poor villains is naive and a waste of time. The best way to teach something to an inexperienced player is to lead by example. People who are motivated by items aren't going to change, they're going to fake it.

 

2 and 3 just sound like copouts. If you can't bother to sell a solution that works, why try these strange halfway solutions that aren't going to change anything?

0
 

Option 1 doesn't work kek, this server is p much still alive because of pvp

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3 minutes ago, Mj. said:

Option 1 doesn't work kek, this server is p much still alive because of pvp

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yea maybe because rp conflict ******* sucks because everything devolves into ppl desperate over preserving their pixels :thinking:

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I don't necessarily agree with them not getting your items. I enjoy a good bandit or uruk trying to mess up your day every once and a while, I just think rp items should be something you get to keep. Sometimes you pour a lot of resources into getting these items that are important to your character. Having some ******* take something that's irreplaceable is just stupid.

49 minutes ago, Racker / Lefty said:

 

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.

 

I agree with all this. I'm fine with bandits, but that seems to override the majority of villain rp these days.

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Do a mix of two and three.

 

Two for repeating offenders who know better but act badly anyways.

 

three for newer players who don't know better and could genuinely use some teaching.

 

Either way, these are nice steps taken by the staff.

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11 minutes ago, tatarini said:

yea maybe because rp conflict ******* sucks because everything devolves into ppl desperate over preserving their pixels :thinking:

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No pvp = 1/2 players and much less donations 

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2 or 3 only work if there's a standard set for what "bad villain roleplay" is.

 

If not, they will by and large be abused by groups to prevent people from roleplaying things that might harm them.

 

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Throwing my two cents into the ring, option three is definitely the best in my eyes.  Perhaps we could take it even further, and implement a villain orientation program, similar to the new player mentoring system that was tossed around a while ago.  Experienced RPers could volunteer to take newer players under their wing, and teach them the basics of good evil-doing.

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13 minutes ago, ForeverGinger said:

Throwing my two cents into the ring, option three is definitely the best in my eyes.  Perhaps we could take it even further, and implement a villain orientation program, similar to the new player mentoring system that was tossed around a while ago.  Experienced RPers could volunteer to take newer players under their wing, and teach them the basics of good evil-doing.

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god, it's as if these "solutions" just become more condescending and cringeworthy the more you think about them

 

are we going to go back to the days of 3.0 where the gold standard for being a villain was apparently being a hooded amoral grey edgelord? where despite the existence of stringent regulations on how you could roleplay, you still had angsty teen anarchists with throwing knives accosting you constantly in the most populous city in the world? where the VAT themselves propagated absurd baseless myths about medieval warfare and martial arts?

 

forgive me for not trusting this man to teach me how to roleplay

 

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42 minutes ago, tatarini said:

Option 1 means moment to moment rp is driven by the story and not ooc items.

 

Option 2 means the villainy blacklist is still going to be the only preventative measure, which by nature is only going to effect the most extreme cases, which isn't going to solve the problem.

 

Option 3 still relies on the villainy blacklist which is ineffective and honestly, the idea of trying to "rehab" poor villains is naive and a waste of time. The best way to teach something to an inexperienced player is to lead by example. People who are motivated by items aren't going to change, they're going to fake it.

 

2 and 3 just sound like copouts. If you can't bother to sell a solution that works, why try these strange halfway solutions that aren't going to change anything?

All Option 1 means is that salty losers get to stop the winners getting their items as a final **** you. 

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