Poll

PVP Event?

Yeah, sounds awesome!
3 (42.9%)
No, bad idea!
2 (28.6%)
Yes, but.. (Post your exception)
2 (28.6%)

Total Members Voted: 7

Author Topic: Player VS Player  (Read 7840 times)

Husky Dragon

  • Guest
Player VS Player
« on: December 22, 2011, 06:16:27 am »
Hey, everyone. This concept has been suggested to me many times, but i've always had some concerns about how it would go, especially in terms of drama and time. So i'll ask here - what do you guys think of an event that pits player characters against one another, combat or otherwise?

Xela

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 517
  • Phoenix Ruler
    • View Profile
Re: Player VS Player
« Reply #1 on: December 22, 2011, 06:18:48 am »
I'd like it, as long as its properly regulated (to stop powergaming D:<)

Sen

  • Jr. Member
  • **
  • Posts: 61
    • View Profile
Re: Player VS Player
« Reply #2 on: December 22, 2011, 06:54:08 am »
Sounds fine to me, though I doubt character death would go over well. Still, it could be very fun

Jay Voncloud

  • Full Member
  • ***
  • Posts: 137
  • Loverble Mana Currupted fox
    • View Profile
Re: Player VS Player
« Reply #3 on: December 22, 2011, 08:10:51 am »
 Ive already started work on an Rp reason as to why this event would occur, so if you wanna know what ive come up with at all IM me, if not then do ya own thing lol

Radem

  • Global Moderator
  • Sr. Member
  • *****
  • Posts: 346
  • Here comes purple bunny tail...
    • View Profile
Re: Player VS Player
« Reply #4 on: December 25, 2011, 01:09:51 am »
My issue with PvP is that with most conflict, there are stakes. If there are stakes, then someone goes home a loser. If there are no stakes, there's not a lot of point, other than the RP itself.

Which leads to my next point: PvP is fine when both parties walk into it willingly, if that's the style of game they want. PvP is also a logical conclusion to in-character actions having in-character repercussions.

I suppose if you're saying up front "PvP event!" and people who aren't into that can walk away, then there's nothing wrong with it, but having a "normal" event turn into PvP would probably not go well, especially with our system being what it is.

Xela

  • Global Moderator
  • Hero Member
  • *****
  • Posts: 517
  • Phoenix Ruler
    • View Profile
Re: Player VS Player
« Reply #5 on: December 25, 2011, 01:43:04 am »
I agree with Radem. I for one have no issue with both winning and loosing in an pvp match.. however that seems to mean I almost always loose due to the opponent being unwilling to loose.

Not too sure what to reccomend to fix that, as I doubt anyone wants to be out in the first round if a tornement event happens.

Husky Dragon

  • Guest
Re: Player VS Player
« Reply #6 on: December 25, 2011, 10:59:46 am »
If I hosted a PVP event, it would be well illustrated beforehand that it was exactly what it was going to be. The combat would take place in an off-island scene (I'd rather someone not get caught up in the action unawares) and people would be encouraged to only use characters they absolutely do not care about losing. (So there would be no reason to complain.) But, here are the major problems i'd like to point out, and get input on how we'd prevent.

1. Powergaming. A good number of roleplayers think that the point in rp fighting is to win. This is a terrible way to go through rp scenes and is only going to lead to dissatisfaction for everyone involved. So how will we avoid this?

2. Drama - Loss of character in particular, here. No matter how much I warn people not to bring characters they don't want to lose, somebody will. How do we avoid drama from character death?

And, finally, and most difficult -

3. Time. People will be stubborn about wanting to win, and believe me, this will make the event take FOREVER. How are we going to avoid the event taking up a painful amount of time?


I'd rather avoid a tournament type fight. The point in this event would be to bring about serious, high risk pc vs pc combat - Tournaments and sparring are not something that particularly requires an EC to handle.