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An Update On 2.5.2

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Alan

  

257 members have voted

  1. 1. Should we try this out?

    • Yes, might as well try it!
      144
    • No, this idea is bad and you should feel bad!
      101
    • Other. (Leave a response)
      8
  2. 2. What about the compromise? (Read the EDIT to the OP)

    • Do it, bad boy!
      161
    • No, you really should feel bad about yourself!
      60
    • Other. (Leave a response)
      4


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Unless some big system is made, 'lengthier' will just be clicking each other for a longer amount of time. 

That's probably what'd boil down to sure, but that's the beauty of the badlands. If you don't like it you don't have to participate.

The Undead had a massive amount of RP behind it. And, in the end, it was not competitive like RP now is. Players fought through mobs to sometimes reach another player to kill, not players fighting each other exclusively.

On the contrary, players fought through monsters aye but they fought undead just as much and were often upset with the fact that the undead had much more power than they did.

Look at The Flay - They've existed, in some name, since early Asulon.

What you describe simply is never going to happen.

I disagree, perhaps the right measures haven't been taken?

It has a great potential to be something RP, rather than something where people go to abandon RP. Rather than being some free-for-all wasteland, it could be some haunted forest filled with mobs that drives people to evil (Such as in the compromise). It could have nooks inside with hidden treasure or lore-books. My problem is that what could be something really interesting may be wasted on a place where people go to click each other, and the rp from it is limited to bragging about ti to ic friends later on.

I don't think badlands abandons RP. It only allows the ability to abandon RP before an attack, every action made results in roleplay and can surely do damage to a characters reputation.

 

I agree with you that using monsters and whatnot could result in less OOC controversy but we've tried to use creatures to instill fear and excitement in the past - unfortunately it either didn't pose much of a threat, or it was too challenging. If players know what they're getting into when traveling to the badlands, there is no problem.

 

You weren't here in Aegis, but back then players were killed with little to no roleplay often and they dealt with it in-character - With the area being clearly designated and presented well - It wouldn't affect those who have a problem with pvp combat.

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But your wrong about pvp.

 

 

You're awfully insistent about telling people your thoughts on PvP, aren't you? It gets slightly old, no offense intended at all here...

 

A bit less shoving such ideas down people's throats would be good, especially because it seems like you're just saying "No, you're wrong."

 

I'm the one saying other people are wrong?

 

I'm arguing my opinion. This isnt an inconsequential "What do you think about PvP" topic, it's something that is going to affect the server.

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I disagree. PvP is in zero ways fun to myself, and obviously quite a few others. It gets things over more quickly, but so does driving over a box to open it.

 

And no - It does not cause fear.

 

When I see PvPers, I don't get scared, I just think to myself. "Ugh... those guys".

 

For your first statement, if so many people find PvP so unfun, then how come the server caps out 300/300 when theres a war? This happens so often. Salvus War, Renatus-Hanseti war, Bhabbi Raid, Skravia, list goes on, server caps out, much rp is had before and after, and people enjoy it enough to mark it on there calenders when the next warclaims coming up.

 

How can you say it dosen't cause fear? I've seen even Joeqmafia comment on how he was terrified to walk the King's Road because back in Aegis there was a large pvp aspect to the server, and the Kings road is where bandits loved to prey. When you would be confronted by someone, knowing that if you engage in conflict that its going to be settled through pvp - then more then likely you'll fit a more realistic roll, rather then keeping up an hour long RP fight against someone who out does you. You'd be more inclined to just give him 20 mina and be on your way, rather then die knowing that some of your valuables are at risk.

 

Vice-Versa, when i see people too ignorant to pvp, I think "Ugh, those guys" stop demonizing pvp guys.

Don't get me wrong or anyone else whos pro-pvp or pro badlands, rp fighting is fun depending on who your doing it with.

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For your first statement, if so many people find PvP so unfun, then how come the server caps out 300/300 when theres a war? This happens so often. Salvus War, Renatus-Hanseti war, Bhabbi Raid, Skravia, list goes on, server caps out, much rp is had before and after, and people enjoy it enough to mark it on there calenders when the next warclaims coming up.

 

How can you say it dosen't cause fear? I've seen even Joeqmafia comment on how he was terrified to walk the King's Road because back in Aegis there was a large pvp aspect to the server, and the Kings road is where bandits loved to prey. When you would be confronted by someone, knowing that if you engage in conflict that its going to be settled through pvp - then more then likely you'll fit a more realistic roll, rather then keeping up an hour long RP fight against someone who out does you. You'd be more inclined to just give him 20 mina and be on your way, rather then die knowing that some of your valuables are at risk.

 

Vice-Versa, when i see people too ignorant to pvp, I think "Ugh, those guys" stop demonizing pvp guys.

Don't get me wrong or anyone else whos pro-pvp or pro badlands, rp fighting is fun depending on who your doing it with.

 

I believe that the server caps out during large PVP wars for this reason:

 

PVP wars are something special, an event to attend, a moment to "relax" your RP and just have a good brawl. Keep in mind a War is not at all like a constant PVP zone. I'd be willing to participate in a war because it sounds rather fun to act as part of an army in a fight with tactics and strategies. 

 

I don't feel at all like going around an area where you can constantly PVP and just having a fest there.

 

The server won't cap out because you can PVP there, it might at first but it will get old very fast and it will:

1) Just get unoriginal and boring

2) Detract from the uniqueness of wars

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I like the no VA required one, it adds a dangerous effect to the bad lands, however I like role playing mainly not pvp so I am against no RP. 

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I don't see what the problem is, if you don't want the badlands, at least let the people who want it in have their fun.

 

You can simply avoid it by not going there.

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I don't see what the problem is, if you don't want the badlands, at least let the people who want it in have their fun.

 

You can simply avoid it by not going there.

 

As I've said time and time again, Why should RP'ers have to avoid an area in an RP server to let people have their PVP fun?

 

I'm repeating myself here, but you don't seem to have noticed this before.

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I believe that the server caps out during large PVP wars for this reason:

 

PVP wars are something special, an event to attend, a moment to "relax" your RP and just have a good brawl. Keep in mind a War is not at all like a constant PVP zone. I'd be willing to participate in a war because it sounds rather fun to act as part of an army in a fight with tactics and strategies. 

 

I don't feel at all like going around an area where you can constantly PVP and just having a fest there.

 

The server won't cap out because you can PVP there, it might at first but it will get old very fast and it will:

1) Just get unoriginal and boring

2) Detract from the uniqueness of wars

 

Yes, pvp wars are special events, they are done differently then a badlands constant battle zone would be done. In warclaims GMs are always present to simulate bombs bursting and catapaults launching aswell as ladders and other siege equipment.

 

The zone is meant for people to go when they want to find some conflict, pretty much. 2.5 is so void of conflict that its silly - I tried to survive the syndicate bandit group in this map that is null of conflict, and we became the center of attention for every nation and got gangbanged by 100's of players at once, without conflict people nit pick for the smallest little piece of it thats present.

 

Remember It's an Rp server, as much as it might sound like it, the zone will not be like logging onto (insertnamehere)factionspvp.com and walking onto the gold line and if you cross your into a pvp zone and 10 diamond guys gank you!!!!11one1!!

 

It's going to be a place where theres going to be lots of conflict and that conflict is going to be settled through pvp instead of RP fighting, some of the fighting might happen with very minimal to no rp, which i disagree with myself and will do my best to atleast shout before I kill someone.

 

The zone I feel will never get old, the reason for this is, through conflict comes major evolution, Renatus through conflict became an empire that controlled most of the asulon  map. If we stayed on the badlands 2.5.2  map long enough and didnt switch to 3.0 I think we'd see forts pop up in the badlands, aswell as nations trying to get some civility in there.

 

War will still be unique, people will want to capture eachothers mines and encampents in the badlands, thus talking about a war and having a Gm come on the day and having the unique battle.

 

All in all, the badlands just makes more fun. If you dont wish to be apart of it, then go to one of the four islands that wont be affected by this, after all its an experiment.

 

Half my post got colored black, give me a sec

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For your first statement, if so many people find PvP so unfun, then how come the server caps out 300/300 when theres a war? This happens so often. Salvus War, Renatus-Hanseti war, Bhabbi Raid, Skravia, list goes on, server caps out, much rp is had before and after, and people enjoy it enough to mark it on there calenders when the next warclaims coming up.

Wars have lasting a major impacts on the 'storyline' of the server. The PvP its self is very comparable to some themed, team-based PvP servers.

How can you say it dosen't cause fear? I've seen even Joeqmafia comment on how he was terrified to walk the King's Road because back in Aegis there was a large pvp aspect to the server, and the Kings road is where bandits loved to prey. When you would be confronted by someone, knowing that if you engage in conflict that its going to be settled through pvp - then more then likely you'll fit a more realistic roll, rather then keeping up an hour long RP fight against someone who out does you. You'd be more inclined to just give him 20 mina and be on your way, rather then die knowing that some of your valuables are at risk.

To some, perhaps. I never had any fears of the road back in Aegis. As for 'hour long' fights - I rarely see ones go on that long. Ever. The exception being between two massively powerful characters, and then it's amazingly fun to watch, and I assume, take part in.

Vice-Versa, when i see people too ignorant to pvp, I think "Ugh, those guys" stop demonizing pvp guys.

Don't get me wrong or anyone else whos pro-pvp or pro badlands, rp fighting is fun depending on who your doing it with.

I enjoy MC PvP from time to time, me and coconuta led a faction on another server, and became the top faction on it. In point, I'm hardly ignorant to it. 

PvP has a place in RP, I won't deny this, I just don't believe that part is significant enough to ignore all the other things we could do with this island.

 

 

That's probably what'd boil down to sure, but that's the beauty of the badlands. If you don't like it you don't have to participate.

On the contrary, players fought through monsters aye but they fought undead just as much and were often upset with the fact that the undead had much more power than they did.

 

From my own memory of those battles, I'd always see the Undead player in a tree, calling down lightning as monsters appeared everywhere. They felt like "Bosses" so to speak. 

I disagree, perhaps the right measures haven't been taken?

I don't think badlands abandons RP. It only allows the ability to abandon RP before an attack, every action made results in roleplay and can surely do damage to a characters reputation.

 

The way I imagine it, the place would end with groups going in, killing a few people, and leaving. Some RP within the groups would happen for coordination, but, between groups, interaction would falter.

 

As for reputation, the existing bandits already have a fairly poor one. This simply would change very little.

I agree with you that using monsters and whatnot could result in less OOC controversy but we've tried to use creatures to instill fear and excitement in the past - unfortunately it either didn't pose much of a threat, or it was too challenging. If players know what they're getting into when traveling to the badlands, there is no problem.

The past uses of monsters were nuisances for reasons that the badlands could fix.

 

The setups we've always had have been to make them dangerous and common, but not too much so they actually hinder things. Too challenging mobs were a problem because you'd have to kill five to get to any RP. Here, they could be avoided, or fought off. It would solve the ooc issues with the mobs, and the same with PvP.

 

 

 

You weren't here in Aegis, but back then players were killed with little to no roleplay often and they dealt with it in-character - With the area being clearly designated and presented well - It wouldn't affect those who have a problem with pvp combat.

 

I've been here since early October 2011 - I never saw the first few months of the server, but I did see about half of Aegis' timespan.

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As I've said time and time again, Why should RP'ers have to avoid an area in an RP server to let people have their PVP fun?

 

I'm repeating myself here, but you don't seem to have noticed this before.

Good thing the server doesn't revolve around you. Let other people have their fun for christ sakes, whether it's PvP or not. This is /just/ a temp a map. Honestly, I would of loved for this idea to have gone through yet people seem to think everything revolved around them. "oh /I/ don't like PvP get rid of this! Why should /I/ have to avoid a certain area."

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The reason that we aren't letting the Badlands become a hub of villains and bandits only to prey on the weak is that we want the Badlands to be an area that everyone is scared of, not just the people that can't defend themselves. What you're all suggesting is essentially a place where villains and bandits thrive, but the point of this central island is that even they don't want to go there unless they absolutely have to, hence the reason we are trying to come up with unique methods of giving the island a "fear factor". I like the fact that you're all giving suggestions and alternatives, but they need to be centered on keeping everyone out, rather than one-sided propositions.

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Good thing the server doesn't revolve around you. Let other people have their fun for christ sakes, whether it's PvP or not. This is /just/ a temp a map. Honestly, I would of loved for this idea to have gone through yet people seem to think everything revolved around them. "oh /I/ don't like PvP get rid of this! Why should /I/ have to avoid a certain area."

 

I forgot when Rp'ers became only SpamShok. If you're able to tell me, please do because I sure don't know.

 

 

I could say the same, and say the server doesn't revolve around you either.  You want a PVP zone in the middle, I don't. Does it make you selfish because you want it along with other people, does it make me selfish because I don't want it along with other people as well? I don't think so.

 

 

"oh /I/ want a  PvP area, make the badlands PVP! Why shouldn't /RP'ers/ have to avoid a certain area?"

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Good thing the server doesn't revolve around you. Let other people have their fun for christ sakes, whether it's PvP or not. This is /just/ a temp a map. Honestly, I would of loved for this idea to have gone through yet people seem to think everything revolved around them. "oh /I/ don't like PvP get rid of this! Why should /I/ have to avoid a certain area."

Preach it brotha

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The idea in itself  is something that should work for everybody. It's a place for players that like pvp, to experiment with introducing pvp to lotc again, anyone who dosen't want to be apart of that, has 4 times the map space to continue playing the exact same way as they used to be.

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The reason that we aren't letting the Badlands become a hub of villains and bandits only to prey on the weak is that we want the Badlands to be an area that everyone is scared of, not just the people that can't defend themselves. What you're all suggesting is essentially a place where villains and bandits thrive, but the point of this central island is that even they don't want to go there unless they absolutely have to, hence the reason we are trying to come up with unique methods of giving the island a "fear factor". I like the fact that you're all giving suggestions and alternatives, but they need to be centered on keeping everyone out, rather than one-sided propositions.

 

I agree, and that is why I think the Free-Killing (With RP) Zone.

 

ICly, very few people would have reason to go.

 

OOCly, it could be used to test villain concepts, or, just see what it would be like if your character killed people.

 

I think a group of murderous halflings would be much more interesting to RP with, rather than clicked by. It's something truly unique, rather than something they is the same as any other PvP server.

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