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The state of PVP on LotC | The Perspective of a Warlord turned NL

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Tide1

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Everything but lower tier armor on horse

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something to mention, alongside the great amount of variety in weaponry is how much inventory space PVP gear takes. It'd be good if PVP gear could be stored in another inventory, to allow more classical Roleplay centric players to be able to carry their roleplay items without having to have a stuff inventory of; iron gear, netherite gear, longbow shortbow, jav, steak, arrows, pike, lance, horse, haybales [ofcourse you're not required to have these, but if you dont, you're at a great disadvantage.]

overall, though I do enjoy the extreme variety of PVP, and as fun as it is playing it outside of regular melee and ranged, it is far too difficult for the average noob or fleeper and far too expensive in time to gather for. 
+1

Edited by blesseuropa
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EVAN!! GIVE ME FRP PVP, AND MY LIFE IS YOURS

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19 minutes ago, Tide1 said:

I digress, the rich get richer, the ST goers go to more ST events.

I got events but am still poor, 1984

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Personally think the biggest issue is the "time to kill". Right now big pvp conflicts tend to be who can stall out the other since no one wants to pvp for 15 seconds for the whole interaction due to how rare it is. Would be nice if we could introduce something to fix this but unfortunately dont think lotc agree with this. 

Other than that i agree that you cant really master the pvp, what i mean by that is that the skill ceiling is so low, you can never really consistently do more than a 1v2. Wish they would fix the kb and hit reg which would fix this.

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The server’s definitely going in the right direction for pvp (last map was the worst Ive seen), but I agree that simplification is best. Whether it’s war, a raid, a duel, whatever, the best result (for both rp and everyone’s time), had almost always been the quickest one. 

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I would like to offer my thoughts not as a Moderator (as I've only been one for two or so months), but moreso as a player and what I expect to see from a Roleplay server.

I think the unique issue when it comes to combat really boils down to the idea of forced interaction with entities that you may or may not want to interact with. The server is certainly built around forcing one to interact with *every* piece of combat that is thrown at you, and I think the quality of combat is certainly to blame for the sense of frustration. When I go and hunt Darkspawn, stalling for forever and refusing to back down from powergaming can often be a frustrating situation that I've run into many times.

 

Regardless of this, I'm personally someone who will never call PvP. I can understand why others enjoy the benefit of how fast PvP can be to finish out conflict, but I've never really found myself wanting to PvP rather than CRP. Mostly because I'm here to Roleplay! I enjoy CRP and I feel it is the true intended way to deal with combat on the server. I don't like the idea of our literary medium being somewhat held ransom by a skill ceiling that is at least partially inherited (Clicks per Second). That isn't to say one *can't* improve at PvP, but moreso that for some the floor starts at a very low place.

 

I personally enjoy CRP default, I think it makes sense considering the sort of server we play on, but that said I can understand how the powergaming can turn a lot of people off from it, especially when you know that a Mod interaction might take quite a while to work out. I think ultimately what I would be *most* happy to see is some sort of stat system built into rolling. I want us to be able to fill out character sheets and make advancements, that meaningfully impact roll CRP so that the dubious nature of people CRP'ing to Win will be negated somewhat.

 

I'm certainly a different voice than Tide, but I think that both of us can see and recognize that there are some things to be desired in the way combat works at a baseline. I want there to be an option for PvPers! But I also want there to be meaningful options for the people who prefer Roleplay and don't want to rely on mechanics. I think there is a way to make CRP default a less miserable experience while also allowing for PvP to have its place, and to improve upon it. I can't really speak to changes to PvP from the perspective of an expert, but I can speak on it from the perspective of a Roleplay focused person:

 

Its really difficult to get into! I don't even mean to discuss it as "its impossible why even try", but some people have a difficult time getting a feel for it compared to others. My reaction time isn't amazing, and my Clicks per Second is somewhat average, but my heart/body tends to get pretty wigged out when I'm PvP'ing, and its a stress load that can be pretty disorienting at times. Something about it kicks in the adrenaline in a way that I find slightly uncomfortable. For other people its other things. Not having perfect gear, not knowing what is good, feeling discouraged against enemies that are perceived as better or have a reputation, there are so many factors that make getting into PvP daunting. It is possible to get good at PvP no matter what, I recognize that, but for me personally its a hurdle that's hard to tackle with my IRL.

 

All of this is to say, I think its an important thing to mention the thought process of people who enjoy CRP default, and want to see CRP improved very heavily as well. I would love to write up something about CRP changes in general, but that's a can of worms I would need to think really deeply about.

I hope my words were somewhat constructive, and I hope they don't seem like they're coming from someone who wants to whine. As a Mod I'll enforce what's written and advocate for better rules as always, but I wanted to at least write down my thoughts since Tide requested them :] If you have questions I'd be happy to answer as best I can.

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First off I agree with most of the post and want to thank Tide for taking the time to type all this out. Leather factoring into pretty much every recipe sucks. The weapons as they are currently balanced don’t leave as much room for variety as the options would suggest. There’s also not really an option for voidal mages I’ve noticed if they wanted to participate with a semi lore accurate kit (forced to wear heavy armor and wield a heavy weapon). But I do want to go on a tangent regarding pvp from a relatively new player’s perspective of less than a year on the server (I believe what folks call a fleeper).
 

This recent conflict is my first foray into war on the server so take what I say with a grain of salt. Maybe I’m just a new player that doesn’t fully get the appeal. I was shocked by how much OOC influences and takes over war. Between the discord pvp voice channel being an absolutely jarring experience filled with toxicity and ooc call outs for rp decisions it has fully taken me out of any roleplay immersion. Even roleplay chat has been a mix of ooc memery.

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it's fun to read a perspective that I've heard echoed by a lot of my friends even though I myself disagree. obviously I'm well aware I'm in the minority, especially out of whatever people consider 'pvpers' (if people even consider me that)

I would say that the analysis is pretty spot on in regards to barrier to entry and kit complexity--these things are nuance that I find really fun and distinctive after so many years of minecraft pvp, providing me more enjoyment from the 'variety' of the current system. one thing I'd also mention is that I feel very rewarded for playing smart and using my kit effectively, oftentimes able to beat people who click WAY faster than me (7-8cps demon) by managing my tools better.

I would say your analysis falls short only in the minor specifics which are not really that important to your argument---out of all the melee weapons, only the warhammer and mace have literally no place in pvp and the others have pretty good competition with the shortsword and longsword or just outright serving a specific purpose i.e pike, and the ranged weapons are all pretty solidly usable--crossbow being an explicitly underrated tool in relation to longbow, given how much longbow dominates people's perception of this current system. my bigger gripe are the two items which serve LITERALLY no purpose--regular shield and arbalest.

I personally would be incredibly sad and bored if we went back to iron sword bow shield steak pvp, not only because it would definitively nerf specifically me and make me a lot less useful, but also because it would remove the complexity which this system can offer as a reason to get invested.

i know this is perhaps a little asinine to mention but I've definitely trained people who ended up grasping where the fun in this combat lies and the complexity by itself was something a couple said they underestimated and ended up attracting them more to combat. it's obviously a minority of people as well, just worth noting that a lot of people have made up their minds about current pvp without actually really ever giving it a fair shot.

what's the solution, then? pvpers vastly want to just go back to 1.9, which while I think would probably be good for all of them, is probably not the direction the server wants to head in. my guess is that they want to keep 'pvp' as easy to enter into as possible. in the past days of raids, a lot of people have just been given gear and jumped right into clicking, managing to get downs or have impact without being especially good. that's probably what is 'wanted' for LOTC, i guess?

I'll agree on the grinding aspect, though I don't think the leather in PARTICULAR is so bad, given that hilariously 'cow tiles' offer nations an easy avenue for tax-farming from playergroups, making them extremely common in every nation and fairly attainable for the average player--even though the demand typically is voting daily or some other way of making money. regardless of grinding leather's place in nation tax generation though, both it and grinding iron/neth are tedious, take too long and most importantly provide zero roleplay whatsoever.

my final thoughts: I actually think this pvp plugin has a lot of potential but has been left half-unfinished and unbalanced and unpolished. throwing away another pvp plugin would be an incredibly sad move by a server which fails to settle on one after fourteen years of existence or whatever. I'd rather see it tweaked, polished, refurbished and consistently updated with player feedback by someone who knows the ins and outs of the system. but I am in the minority on this, and doubt there's anyone willing to put in the amount of effort required.

tl;dr for ipad babies:

i like curreent system no get rid for me pleease

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13 minutes ago, Seva said:

I personally enjoy CRP default, I think it makes sense considering the sort of server we play on, but that said I can understand how the powergaming can turn a lot of people off from it, especially when you know that a Mod interaction might take quite a while to work out. I think ultimately what I would be *most* happy to see is some sort of stat system built into rolling. I want us to be able to fill out character sheets and make advancements, that meaningfully impact roll CRP so that the dubious nature of people CRP'ing to Win will be negated somewhat.

Should we crp all wars then? 

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ST didn't write the CRP rules?

At most was the Armament Tech-Lock, which was also co-approved on by Moderation.

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1 minute ago, jqsmlne said:

Should we crp all wars then? . . .

 

I am in the vast minority of this, so of course will preface by saying I don't think this is the direction most people (and mods) would want, but I would enjoy that.

 

I think there could be so much cool roleplay focused around supply lines, actual battle fortifications, etc. etc. that gets lost through mechanical Wars. I used to play on servers when I was younger where we would do Wars through CRP, usually around 50v50, and it wasn't all that bad generally. Though that was mostly because "winning" a war didn't allow you to blow up the other person's Nation! I think our rules right now are really uniquely geared towards punishing people who "lose", whether in a war or in normal CRP. We've sort of perpetuated this feeling amongst newer or less confident players that losing in CRP or otherwise is something to be ashamed of, and I personally think its why we see a lot of poor combat and villainy.

 

I'm not here to suggest a fix or etc., I don't think I have the answer to that in a 10 minute typing fit, but I wish we could do everything through Roleplay without having to worry about powergaming or emotes getting lost. It would certainly be ideal, but it would likely be too difficult to overhaul and achieve.

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3 minutes ago, Gaja said:

these things are nuance that I find really fun and distinctive after so many years of minecraft pvp, providing me more enjoyment from the 'variety' of the current system.

Won't reply to a lot of comments, but I am also of this opinion. Yet I find it easier to make arguments for simplifying the PVP rather than making it more complex (which is what it would need to feel less half-baked). In either case, I prefer a system where more people feel less and less like they are getting styled on, and have a better overall experience, so that they do not decide to never touch the subject again. Any direction the Tech team could go in would be better than what we have right now.

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