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Poll: Villains

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Petyr

Villains  

327 members have voted

  1. 1. What is your opinion on the population of Villains?

    • There are too many! Don't accept any other players!
    • There are too few! Be more lenient and accept more!
    • The villainous population is perfectly sized! Only accept a few to balance out those who leave.
    • Continue to let the villainous population grow slowly, only accepting very good and original applications.
    • Do whatever you are doing now! I either don't care or don't notice.
  2. 2. What is your opinion on the quality of villains?

    • Villains make RP fun! I enjoy my villainous experiences.
    • I hate villains! They are poor RPers, and I dread meeting them.
    • Some villains are exceptional, but the majority are very poor.
    • Most villains are fine, but some ruin my playing experience.
  3. 3. What would you like to see from villains/VAT team?

    • More bandits/thugs/PvPers!
    • More crazy people!
    • More unique/quirky villains!
    • More subtle/non-PvP villains!
    • A separate opinion that I will state below!
    • (Hypothetical) Don't allow bandits to have any minas; will weed out poor RPers.
    • (Hypothetical) Get rid of VAs and simply ban lots of people.
    • (Hypothetical) Make "Villain" a race and give them special buffs/nerfs.
    • (Hypothetical) Make villains have a limited number of deaths before permanent character deletion - wounded soul or something.


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I think the world could use more active villains. The kind of villains I see run off after I unsheath my sword. Although on account of that we need less stupid villains. I've had villains run up to me and say the simple, stupid, old line "Give me all your money!" or "Come with me!" I'd like for villains to add something new to their robberies. I don't know what but rob me of my boredom as well as my minas.

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I agree that villains are inherently a good thing and they bring conflict and interesting role play to the server. But I would like to see the villain population cut down a bit, as the number of petty bandits and the like is getting kind of out of hand.

For example, my friend OOC informed me of this event that happened recently: She was walking along the road to salvus when she saw several men in diamond/iron armor robbing two men. She was quickly informed that if she ran she was going to die, so she stayed where she was. The bandits finished robbing the men and turned to her, briefly discussing what to do with her before finally deciding they would eat her.

So she gets tied up, gagged, and dragged from the robbery site to the bandit's base. (She was told if she informed anyone of her situation she would be killed, despite the fact that there was a man in full diamond carrying a bound, gagged girl over his shoulder - she thought it was odd nobody passing them on the road or in the cloud temple would notice that)

Anyway she was brought to their base where she was thrown in a cell, asked a few questions, and then killed (and presumably eaten) It wasn't a very fun experience for her and causes some issues in her RP. How can she reasonably be expected to come out of that? If she was eaten then there's no way the monks could've saved her, so for all intents and purposes her character should be dead. Does she have to make a new character? Does that mean that all the backstory her and I planned out is now null and void? If so that's disappointing - we had quite the little personal plot going and for it to die because she was at the wrong place at the wrong time is frankly kind of upsetting.

Villains abuse their powers far too much in my opinion. I would suggest just cutting down on the number of active villains and making villain a much more difficult status to achieve, as right now there are far too many people who don't deserve it.

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Nah PVP is restricted enough w/sword and fighting levels IMO. Also i think that its super boring, most rp fights. IE:

*hits person

*person hits back.

*walks to the side and hits the guys leg.

I think PVP is perfect the way it is, Rp fights in no pvp zones, PVP in PVP zones.

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Nah PVP is restricted enough w/sword and fighting levels IMO. Also i think that its super boring, most rp fights. IE:

*hits person

*person hits back.

*walks to the side and hits the guys leg.

I think PVP is perfect the way it is, Rp fights in no pvp zones, PVP in PVP zones.

...RP Fights are very enjoyable if you put detail into it instead of using two-three word attacks... I personally dislike Pvp, yes it is useful in duels, arenas, wars, and battles.. But Robbery on a high way is almost uncertain for PvP...

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Here's another not-so-hypothetical question:

Should players be able to attack other players with Minecraft mechanics at all?

Obviously we need click-uber-fast for killing mobs, but we could probably turn it off for players.

I think that players SHOULD fight with minecraft mechanics, but I think it should be agreed to upon before hand, with emotes..

Player1 *shoves the man away and draws his blade, aggression clearly written on his features.

Player2 *begins to draw his own wea

*Player1 attacks*

Player2 dies because he took 3 hits before he could erase his text and draw his weapon.

I think player1 should HAVE to wait until he saw an emote from player2, maybe unslinging his bow and nocking an arrow, before he could attack. That way BOTH players understand violence is about to take place, and they get to start off more or less on even ground, squared off against each other.

Back on aegis I was on the receiving end of a couple "DIE MORTAL!"s by undead, and one fella who was performing some kind of trial to become undead, comes up to me and says "Hey I have to tell you something" I ask what and he goes "I must kill you IN THE NAME OF IBLEES!" and i literally had 1/10th of a second to read what was typed before I was killed.

All my brain could register is 'you're taking damage' 'person in front of you said a lot of stuff and most of it was in CAPS, might be bad' before I was dead.

I felt that was total bullshit on all occasions. Towards the end though, the undead became more interesting, and '1 liners' became a thing of the past.

Now that we're past the time of 1 liners, how about we cross into the future, where both sides have to agree in such a fashion, that combat is about to happen, or even not. Say player1 makes the aggressive emote, player2 can't just take off down the road, but if they didn't want to fight, they could type up an emote about fleeing, and then do so.

I think if those became rules, PVP would become much more friendly to RP, and I prefer it that way anyway. Who likes just killing the other guy? It's fun to sling a few verbal insults before the bashing gets underway.

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Agreed to what Traizer said, Both players should Respond with a emote before a PvP Fight even starts, it would allow both players to be ready and to have a fair fight.

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Sadly a lot of the villains I have seen, don't Rp well, and only "win" because some how they out gear you (I was in salvus a while ago, not too long after the new world release, the town had barely been started up, and the bandits had full iron and diamond, Not even the Peacekeepers where equipped to fight them )

I find the vast majority of Villains are Bandits, and as stated "your minas or yer life" And as I said, I find they almost always out gear me, in Aegis it was full diamond using bandits, now it's full iron with diamond weapon bandits, they use the gear as a crutch almost to ensure that they win, and the RP reason to be a bandit seems kind of null when you can tote that kind of gear (I'm poor and need to steal to live, or I just have a passion for stealing.. I have plenty of money and good gear, whelp guess I'll go make petty change from passerbys instead of plotting some dastardly rob the nobles of a nation thing )

In Aegis my Knights Keep was next to wrath's clutch and those where good times, we would fight each other, have skirmishes, I'd get captured on occasion and it was the usual good guy, bond style bad guy, even when his thugs mugged me it wasn't a cash or die scenario, they'd take ya in and torture you kind of thing.

Anyways random rant but yeah, I feel the Rp is lacking, the majority of Villains are "bandits" and they use their gear (which I honestly have no clue how some of these guys get this stuff so fast) as a Crutch with which to create a "I never lose" scenario.

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Here's another not-so-hypothetical question:

Should players be able to attack other players with Minecraft mechanics at all?

Obviously we need click-uber-fast for killing mobs, but we could probably turn it off for players.

Back in Aegis I'd say that those mechanics sucked full out (( A diamond sword was pretty much GG for who ever had it, and would tear through you in 4-5 clicks at MOST )) Not sure with the new armor (I find armor really does help alot better these days and such (but then again I haven't been diamond sword spammed yet so I don't know)

IMO I wish we used mods that added more Armor and weapon Tiers, For an RP game having pretty much Iron or Diamond and as the Norm whilst being max / second best tier Seems a bit sad, ( specially with how hard leather seems to be to get ) it's either Iron or no armor, making fights a bit one sided, Maybe if we had addons that could add ores and items (Though I know that is more of a client thing sadly) I think it would improve things alot, especially combat and pvp.

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I personally think that while the VA system is really good for monitoring and quickly disciplining the evil-doers of the server, there are some evils I do not agree with being forced to take, and sometimes it feels like you need a Villian Application to possess a majority of character flaws (which every char needs in order to be, well a char).

It seems the App is more of a Character Extension app, then an actual villain app, because really at one point every character will commit something with some degree of villainy, unless they are a pure saint which I doubt every character is.

For example, these two things like

Lying: What defines IC lying, exaggerations, and deceptions? All of these things can have malicious intent behind them, yet which of these are exactly permitted? The line is quite blurry, and some of these things aren't villainous at all. Some of 'em are even necessary at times to survive.

Bribes: I really don't see bribes being something which requires a villain app. Good guys bribe all the time to get out of sticky scenarios or to accomplish a good thing. For example, bribing a guard to not pillage and loot a peaceful halfling village is a bribe, so technically it's something which requires a VA, yet its not villainous at all

reflect some areas where I don't think VA's are needed. Furthermore, by adding them to the VA list, people will often cherry pick other villainous attributes just to get them out of the way and have more freedom (yet this freedom does not add to the char).

I also think that if you lack a VA, but RP a crime really well and get reported for it, it shouldn't be TOO much of a problem. Perhaps an informal warning or just a GM saying "write a VA" please. I'm not sure if thats how it currently is, and if it is that is good, but just felt like sharing my opinion.

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Reading these, I'm beginning to think some of you may like my theoretical VA that I may at some point use. He is emotionally unstable and is constantly trying to accept and forgive what he does, which is usually his downfall. I've actually taken a look at the VA form, although I'm new to the server and I haven't RPed with many people. I can't post it in the forum because it doesn't meet the requirements, but some of you may like this:

Info

MC Name: Pengepi

Character Name: Reman

Have you read, and are familiar with all server rules and villain rules? Absolutely.

Are you sure? Completely.

Links to any previous villain applications (for reference): Never applied before.

What SPECIFIC evils does your character plan on committing? Please list the number of each Evil you would like to be considered for, and specifically when/why you need them: 1, 2 (a and B) and 4. (1) Reman was raised by bandits, thus making his moral vision near non-existent. (1) He is emotionally unstable and justifies theft within his own mind. (2a) Reman also justifies killing, but it is harder for him. (2a) People may find that he will pause and look at the face of a man he has killed for a minute, trying to justify what he has done. (2b) He can easily justify torture as a means to gain information, as long as he does not seriously injure the person he can do it without thinking twice. (4) He finds that there is no problem with bribery. He will happily bribe corrupt government officials or guards to adjust their shifts so that he may pass through unscathed, although he is usually short of Minas.

Biography (Between 2-5 paragraphs. No walls of text, please):

In my original bio, a shortened down version would be; 'His mother died as a child. His father had always told him he was a forester. He took Reman under his wing. Several years later his father died. Some of his father's men told him that his father's dying wish was to know that he was not a forester, but a bandit*. Reman ran off and lived in a small village. In this village he lived with a baker. The baker got married. Reman moved out. He joined a group of hunters. They eventually disbanded. The end.'

However, for the villainy application, it begins to change at the *.

This made Reman more emotionally unstable, resulting in him slowly corrupting. He worked with the bandits and eventually took over the group. Although, one night, he heard voices. He saw men in chainmail, speaking with one of his men. He wasn't sure which bandit it was, but he saw the crest of the guards of the nearby town on the chainmail of the men. He waited until morning, planning. When the rest of the men woke, he locked the gate of their temporary fence and made an announcement, with a torch in his hand. 'One of you has betrayed me. The others have failed me in not stopping him.' Reman dropped the torch, lighting the camp on fire, and setting on fire also some sticks he had laid carefully along the groung in order to make sure the fire spread quickly. Reman hastily escaped and has ran, stealing what he needs, to this very day.

Question Section - Answer with as much detail as necessary

Why does your character do what he/she does? What are his/her motives? He was raised by bandits and was half-orphaned at the age of two and fully orphaned at the age of sixteen. This effected his morality a lot, for the worse.

What moral boundaries does your character adhere to, if any? He will not kill for pleasure, only for money or if it is needed for himself, for example if he is attacked, or if he tries to steal from someone who is in fact armed. He will never willingly commit a crime against someone he trusts or is loyal to.

What are some notable strengths and weaknesses of your character? What might cause him/her to falter? Include things such as temptations, addictions, physical handicaps, etc. He stops after any killing for a short time to look at the corpse, trying to justify the killing within his own mind. This would be a perfect time to strike him. He is completely brutal, which is a strength and a weakness. He would happily kill several of his men if he thought one had betrayed him, or maybe storm a village or town without properly preparing.

What role will your character play in Asulon? What separates them and makes them unique and original among villains? He will mostly work as a hired assassin, but only if he needs the money. He will not accept a contract if he does not need it, unless it is paying an amazing amount of Minas. He is not addicted to killing, and does not enjoy it. He sees it as necessary, as we (today) see washing the car or doing the dishes necessary.

Is your character loyal or a backstabber? Does he/she trust others in return? He is loyal to anyone who has gained his trust. He does not believe in respecting people who haven't earned it.

Why do you as a player wish to and deserve to play a villain? I want to enhance the roleplay experience of myself and others :D. If I was an assassin, I'd make everything complex but with one or two fatal flaws good players could find and throw a spanner in the works of my scheme. I'd usually give the good players the upper hand to start with, but from then on it's fair. Then if I lose I'd yell a catchphrase at the players and try to make my escape, to plan for next time.

Open Response - Answer at least four out of five listed. Do not powergame, metagame, or do anything else illegal or unrealistic. Each scenario is designed with no particular objective in mind and is open ended deliberately. Assume your character is in each position, regardless of their normal situations:

A middle aged man, a young wife, and a small male child are walking down the King’s Road together. The women walks with a long staff, and the man appears to have a scabbard at his side. 'I have a contract out on the woman.' Reman thinks to himself. The child is going to make forgiving himself harder, because if he cannot get the boy unconscious he will have to kill him, too. The husband is the definite first target. Reman throws his knife at the man. It hits the ground. The man turns, and Reman hides. The boy tugs his father and they continue walking. Reman sneaks closer up behind the family after picking his knife back up. He attempts a quick close-quarters, non-stealth assassination. There's no turning back. Reman pulls the man's sword from his scabbard and stabs it through his back, right out his chest. The child screams, and Reman clubs him over the head with the hilt of his dagger. The boy falls to the ground, crying. Reman stabs his knife at the woman, who attempts to block with her staff. He stabs again, slicing a deep gash into her stomach. He looks to the boy who is staring at him, crying. Reman stands there, frozen in place, trying to accept what he has done. He allows the guards to take him away. He does not resist. But he makes a quick escape when the guards let go of him in the guard station.

You hear knocking on your door and go to answer. It turns out to be an angry looking woman with a large human behind her. She is telling you that you owe taxes to King ___ and must pay within the fortday. 'I'm sorry madam, but firstly I do not have the money. Second, I do not bow to any man. I am my own King.' Reman punches the woman in the face, and unsheaths his dagger to wound the man. He will not kill them.

Sitting in Dawn’s Bakery, you hear two men talking in hushed voices upstairs. Sneaking up the stairs, you see a man robed in black and a Warden. The man is revealing Undead plans to a Warden. You can’t tell if the man in black is betraying the Undead, or if it is vice-versa. Reman watches for a minute. Either way, his only option is to kill them both. Reman wants this to look like an accident. He pulls an unlit torch from his cloak, and goes back downstairs to light it. He walks about half-way up the stairs and tosses the torch. He runs from the bakery, but is caught by guards as he tries to leave the town.

Two Guard tries to break up a fight between your acquaintance and two Goblins. Your friend slays one of the Guards as he approaches, causing the other Guard as well as the Goblins to unsheath their arms. Reman jumps to his friend's side. He tries to kill the goblins first, which he realises is a mistake. A guard hits him with the side of his sword. Reman slices the guard's cheek. The guard backs away. Reman realises his friend has been knocked out. He is arrested.

As you turn the corner into a dimly lit alley, a pair of young female halflings instantly run up to you. They are begging for a donation of either minas or food. Reman knocks them out, but leaves some minas and a large loaf of bread in a bag and ties it to one of their wrists. He can't let them see who he is, but he knows what it's like to be poor.

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In my mind, continue accepting villains, but only unique ones. People want VAs just so they could rob people. This is shout out to all villains that do make RP fun, but also a poke at boring, blank and poor RPed villains.

Accept only original people. I would LOVE to play a villain with a political ideology.

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What if instead of making applications. Do it in-game, like tests? It might be a bad idea but just getting it out there.

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Argh I hate villains now... "URRGH DOOII MINAS GORE LIFE." Bloody hell... every villain has nearly become the same sideshow. "URGMAMA MAH PARENTS DIED... I'MA GONNA KILL PEOPLE NOW". how does that make sense at all? Urgh... more subtle villains like political villains. Stop accepting these half arse villains that only rob people on the main road and one line you if you do anything else. You need more diverse villains, ones that capture our imaginations, not our minas. They need to be more fun for both sides, I have literally had it with villains that are only in it for the minas. What ever happened to the song and dance act? The funny ones, the ones that actually had emotions and weren't just "Minas or life". That is what I get nowdays...

This makes me a little upset. When you say political villain I'm a bit skeptical on its playability. Whilst being undead, I went in disguise and snuck into Edmund's throne and stole a copy of his "royal seal" or whatever. I then used a corrupt ambassador to make a false report on the good stolen from dwarvish and orc merchants and how they've funded the construction of the new keep. When I brought these documents to Algrim and Mogroka, Native appeared spoke with Mogroka in private effectively killing my plan. So what's the point of being a political villain if people won't let you get away with it?

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I hope people realize how ridiculously tedious having to give ingame tests would be. The whole point of the recommendations in villain apps is so we wouldn't have to do that sort of thing. Unfortunately, it seems references are too easy to obtain and take too few to garuntee consensus on how "good" said RPer is. Thusly, I have two suggestions to offer in regards to just that:

1: Make evils require more references then they do now for an app to be accepted. It seems farfetched to me that being trusted having a split personality would only require a brief commendation of RP by just three people. Perhaps increasing the overall recomendations for each evil would help weed out the poor RPers that only get the required recommendations due to their OOC friends.

2: Have the reference ammounts needed stack with the more evils one adds. Self explanatory. This would achieve the same result of eliminating the OOC handicap problem listed above. The main difference between this option and the above one is this one would be more "precise", making RP privileges correspond directly to how many privileges one would request.

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