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I don't like roll combat but pvp would be worse. (Rant)

Mialyansa

Level 86
Many people have been talking about this subject for a while. The rolling system is bland and has no style. Im taking that for granted and I agree, sadly I have no solutions for the situatino. Some sections of playerbase have propossed to use a PvP system. Today I'm gonna explain why is that idea actually not good for SRP.

We cannot discuss over a topic whiout knowing what we are talking about, so whats MC-PVP? MC-PvP is the player vs player system that uses vanilla minecraft attacks, swords, axes etc... So why is this bad to SRP?. SRP is about writting. Wouldn't it be bad that such an important component of the server was out of place by not being centered in story and emotions? Other point which I want to cover is experience. Experience is one of the most defining things of MC-PvP, with enough time and hard work anyone can defeat the most experienced player, sounds great? Well hear me out. Experience is not IC, it is learnt by playing in others servers too. This results in unexperienced players not having the oportunity to win at all. Whilist by having an 50% chance of winning you offer them a chance to experience at least a bit of combat roleplay. If new players don't have a chance to see all the oportunities the server offers they will not be here for long. Ro be fair Rolling battles are somewhat based in strategy but it is not the biggest defining factor of the system. Another consequence of this affects GangRP. It would be impossible to play for unexperienced players dividing even further the player base.
My final point is that a combat system is not about winning it is about the characters themselves and the problems they would have withing themselves. PVP would take away the ability to tell the story or depict the characters feelings in a detailed manner. When you are in PVP you are focused on it not in the mental situation of your character or in the future implications of the fight, this means that the roleplaying aspect is forgotten. In IRL board RPG's, characters death are plot armoured as meeting with the other players is harder than online. Players IRL tend to meet once a week or two. So the game master will do a few fake rolls and save the character somehow. When we are online a simmillar thing happens here as in Baldurs gate 3. Your characters develop faster and can be written faster because you have more time to play. So you can allow your character to lose rolls here and there and it is not that problematic because maybe that leads to a more interesting storyline, which is the point of the server.

I know that the rolling system at the date of 1 of october of 2023 is actual [BAD_WORD]. But PVP is not the way, thats why D&D uses roll systems and baldurs gate too. I know PVP and I was inside the PVP community for a year and a half. It is easy to see that the Roleplaying and the practical PVP are not a good mix. This server needs a solution for the fight system and the playerbase deserves a good one. Unnattended problems are bad but Inpractical solutions are worse.
 

Barbie_

Level 28
BarbieG1rl_
BarbieG1rl_
Omega
P2L is a solution, it doesn't involve rolling nor PVP. You simply roleplay it all out, you type out your punch and how your character took the other players punch/avoided their hit yknow
 

Mialyansa

Level 86
Thread starter
P2L is a solution, it doesn't involve rolling nor PVP. You simply roleplay it all out, you type out your punch and how your character took the other players punch/avoided their hit yknow
I dont understand can you explain it even more
 

Barbie_

Level 28
BarbieG1rl_
BarbieG1rl_
Omega
I dont understand can you explain it even more
P2l is a short for play to lose. Normally in combat after you roleplay out your action e.g. /me punched him in the gut you have to roll out of 150 let's say and so does the party that the punch is directed at and if their roll is lower, your punch was successful. In P2L situation you put more detail into your actions, including how you threw a punch and how you took the hit directed at you e.g. Player1: /me punched him in the stomach Player 2: /me curled up in pain (You can detail it further for the sake of it being just an example I won't) before standing up straight and kicking him away. Between those actions you do not roll. You just roleplay out how your character reacted to the hit or how your character avoided it while keeping it still realistic.
 

Mialyansa

Level 86
Thread starter
P2l is a short for play to lose. Normally in combat after you roleplay out your action e.g. /me punched him in the gut you have to roll out of 150 let's say and so does the party that the punch is directed at and if their roll is lower, your punch was successful. In P2L situation you put more detail into your actions, including how you threw a punch and how you took the hit directed at you e.g. Player1: /me punched him in the stomach Player 2: /me curled up in pain (You can detail it further for the sake of it being just an example I won't) before standing up straight and kicking him away. Between those actions you do not roll. You just roleplay out how your character reacted to the hit or how your character avoided it while keeping it still realistic.
That would mean both parties would have to decide who wins before fighting doesnt it?
 

Barbie_

Level 28
BarbieG1rl_
BarbieG1rl_
Omega
That would mean both parties would have to decide who wins before fighting doesnt it?
Not necessarily. You can conclude it afterwards, simply by objectively judging whose punches were more damaging/better. Or once one party roleplays out a realistic punch that would knock the other person out OR simple 4 hits to the head knock-out (if I'm correct here I do not remember how many hits to a knockout)
 

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