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#13231768 May 06, 2017 at 11:07 PM
30 Posts
#13231739 Veirryn wrote:

Normally I prefer emote combat to actual fighting with game mechanics mainly due to the fact that most of the games I was currently invested in had a rigorous gear curve (Rift, and WoW specifically.) . As a student, with a part time job in most cases, I would only have enough time to really invest in one aspect of the game and I would focus on writing and Roleplaying in the world.

I worked on systems for roll combat for events in GW2, I would moderate some conflicts and as a guild leader I knew when to show restraint and what was truly viable within the spectrum of my character's abilities. You can make it fairly balanced.

As for applying it in Ashes; After hearing Steven talk a bit about how gear will be earned, I'm more relieved that it isn't going to be such a grind fest or totally one sided. I will definitely be more willing to actually use in-game combat to settle disputes.

That's what I was thinking that RPers maybe side with PVP if it isn't such a hassle to get the gear they need for it.
#13257101 May 20, 2017 at 08:02 PM
9 Posts
I'm a white hat (protector/good guy) rp-pvper. Feel free to hire me for your caravans. I have nothing against emote fighting and inside of a bar where we can't actually fight I'll use it here and there, but I do use game mechanics for my pvp and include them in my rp.

I will rp with anyone because combat is only a fraction of my rp. Again, feel free to hire my character vs pvp enemies that don't rp.

I'll still be rping even if they aren't. :)
Avid rp-pvper who fights using game mechanics but loves rping with anyone. There is more to roleplay than fighting.
#13257119 May 20, 2017 at 08:17 PM
30 Posts
#13257101 Swordsaint wrote:

I'm a white hat (protector/good guy) rp-pvper. Feel free to hire me for your caravans. I have nothing against emote fighting and inside of a bar where we can't actually fight I'll use it here and there, but I do use game mechanics for my pvp and include them in my rp.

I will rp with anyone because combat is only a fraction of my rp. Again, feel free to hire my character vs pvp enemies that don't rp.

I'll still be rping even if they aren't. :)

Perhaps we can team up sometime. ;)
#13266515 May 26, 2017 at 04:13 AM · Edited over 1 year ago
11 Posts
< Physically and mentally disabled.

As someone who will (almost) ALWAYS be weaker than you if you force me to use in game mechanics to solve fights rather than roleplay, I'd obviously rather there were a different way to resolve conflicts... ... I'm rubbish at pvp as I've found that I'm just less reactive and less observant that the majority of the general population.

However if that is the way that the community wants to go, I can make it work for me.

I've personally never come across a rp fight that goes on forever as most people are mature enough to whisper OC to each other if it's going this way, and rp a way out of it... not that it's an inconceivable idea,.... but I thought that was where dice stepped in.

#13266625 May 26, 2017 at 06:11 AM · Edited over 1 year ago
23 Posts
Roleplay combat, for me, starts by reaching out to the other player.

"Hey! Looks like these two are getting heated! If a fight breaks out, are you good with emotes or pvp?"


I usually emote my roleplay combat-- but I also PVP when the situation calls for it, and really; these things can be highly situational. That said, checking with my companion is a great way to establish what he/she is interested in and what I, myself, am willing to do. Both methods are completely viable for different players as long as both parties are willing to communicate!

I don't personally agree that an emote-based roleplayer is 'not an actual' Merc/warrior/etc. Gameplay is wonderful, but there are circumstances in which skill and/or gear disparities are understandable and would create an unfair leaning in a straight-up mechanical fight. That said, I completely understand the reservations associated with emote-fighting, as there is a certain degree of trust two players need to have for one another to make that fight timely and satisfying.

In the words of one of my best friends; "I know how to get my ass kicked." A lot of people don't, won't allow it, or won't enjoy it. Losing a fight can be as fun as winning one!

IE: If I'm in a situation where I think our characters might go-for, I'll always check with you first to see what you're comfortable with and interested in doing. :) Maybe we just de-escalate and get drunk instead. LOL!



#13268832 May 27, 2017 at 02:23 PM
9 Posts
#13266515 Megs wrote:

< Physically and mentally disabled.

As someone who will (almost) ALWAYS be weaker than you if you force me to use in game mechanics to solve fights rather than roleplay, I'd obviously rather there were a different way to resolve conflicts... ... I'm rubbish at pvp as I've found that I'm just less reactive and less observant that the majority of the general population.

However if that is the way that the community wants to go, I can make it work for me.

I've personally never come across a rp fight that goes on forever as most people are mature enough to whisper OC to each other if it's going this way, and rp a way out of it... not that it's an inconceivable idea,.... but I thought that was where dice stepped in.




No need to conform, you play the style that works for you. I personally don't like /roll for various reasons but at times I'm open to it.

Besides, fighting isn't all there is with rp. Just because I like using game mechanics doesn't mean we can't rp with each other besides fighting ;)
Avid rp-pvper who fights using game mechanics but loves rping with anyone. There is more to roleplay than fighting.
#13543100 Nov 26, 2017 at 03:40 PM · Edited 12 months ago
10 Posts
I have read and collaborated over ever single persons post in this thread. I feel that there are a number of qualities that each style both excel and ultimately fail completely at.
What it ultimately falls down to, and where game mechanics fall abysmally short in is their lack of specificity. There's always just action, reaction, skill, counter. But it breaks combat down to a basic, animalistic method where physical dexterity of the PLAYER is the hindering factor in literally every aspect of roleplay that the player is allowed to participate in. Why cant a player with a physical handicap be a skilled warrior? Thats the entire purpose of "Role" playing; its the soul purpose of doing things and performing actions you either are completely incapable of doing or will never get chance to be a part of. Everyone, regardless of game mechanic, player handicap, skill level, or talents, has the right to play anything they wish and allow their success or failure of that be determined entirely on their knowledge, either learned or learning, of what action theyre performing.

Part two of the problem lies in methodology and mechanics. In my medical profession i base the entirety of my trauma based knowledge is in my understanding of Mechanism of Injury. For those who may not know it is the, predominately physics based, action that causes bodily harm to a human. With a firm grasp of this understanding it works perfectly in reverse, both in actual and roleplay combat. With this method there's no longer simply just the action of IE. Swinging a sword. There's an aiming point with the intent to hit a specific section of the body, that will cause this specific injury and get these particular side effects. There are certain combat styles and arts that all perform different functions and styles. All of them have offensive and defensive, but they all do them in particular ways that are heavily influenced on certain environmental and historical stimuli of the people that use them. Certain races can have certain playstyles, different fight styles, interact differently to the same stimuli. That action is no longer hindered by game mechanics or stats.

This gives you the ability to choose combat equipment and armor for more intentional reasons other then their stats or damage output. You can now use a particular sword that has a certain blade style that makes a particular action you do in combat more accurate or efficient, and a metal that is not only cost efficient but reliable enough for that action. Youre not hindered to a level or sword type because of your current game ability. This gives a super high level character with phenomenal sword skill but no monetary funds the ability to use a low leveled steel sword not for its damage (clearly not) but for its aesthetic qualities that make it an actual combat weapon.

Skill of the combative arts comes down to more then just swinging a weapon with no intent other than to hit the other guy and win the fight, it becomes a dance of artists in the deadly skill of combat.

These qualities cannot be displayed in any type of MMORPG to this date and will most likely not for decades to come.

For these reasons, aswell as a long list of others im happily able to weigh in exhaustium about, I, in my personal and professional opinion give text based combative narrative the only accurate form of Combat Representation that will most acutely benefit the forward progression of a Roleplaying Story in an MMORPG.

Anyone thats been a roleplayer for any amount of time will give you the soul piece of undeniable logic that will continue to exist through the tests of time:

It is ALL about the Story.

Thank you for reading,
If you would like more on the topic or have any questions, feel free to ask them either Here (online) or message me directly. (Offline)

Jon Baeryn
Future AoCRP'er
Jon Baeryn, Future AoC Predator
#13914808 Dec 03, 2018 at 11:20 PM
8 Posts
Simplifying what Jon was pointing at (I hope)

I really enjoy PVP. I do. Playing with a group a friends and getting really salty at this particular group that keeps camping us is really enjoyable to me.

However, it's not my go to when it comes to IC conflict interaction.

Now, if we have a siege. If the town we are RPing in is under siege, I will gladly RP through the preparations of the siege, and I might shout an occasional battle cry or IC orders to my comrades as we storm/protect the gates. But I am not going to sit there and let myself get wailed on by those guys who are clearly not RPers while I emote out my response. I'll certainly RP out the after effects whether we win or lose the siege, and I'll embelish the story ICly with flavor, explaining the dark unsettling eyes of the warrior who came to steal our land who, without mercy, sliced his blood glistening sword through the air and onto my shield, shattering the wood into splinters around me and sending a jarring concussion up through my arm.

You just don't get that flavor relying only on what happens with PVP graphics and mechanics. You can't use in game mechanics to feint your sword to one side, or try to do a sweeping kick to knock them down, and then attempt to put your boot on their chest to keep them down and stare down at them while you point your sword threatening against their throat. (All with prior player permission, mind you ^^)

For the most part, when it comes to game mechanic PVP, there's no time to pause and shout out a witty saying except for "lol haxxers." Which takes out a lot of the depth of what the conflict could be. The same goes for an in game duel, it actually breaks immersion for me personally, to start tapping a and d back and forth to dodge and right click spam fire ball. It dosen't feel personal and instead feels way too mechanical, even though I personally love to PVP.

The other part of that problem, is I like to look good. I dress according to what my character dresses. And half the time in MMO's, if you are a RP-PVPer you have to wear in game gear, look like a giant edgy thorn lord, stop what you're doing in the middle of whatever RP you're in, to fight off other players. Especially if they're random OOC chars that just happened to notice that we're RPing. Unless there is a really good costume system in the game, you're going to see me in level 3 white gear, with a level 1 sword, playing off as a traveler who knows a thing or two with a sword. If a conflict were to happen ICly and we use PVP combat to settle it, even though my character knows how to use a sword, I most likely will get 1 shot by mister thorny edge lord because he has his rune sword of doom equipped.

Now, I am not opposed to initiating combat, or a duel to give our combat emotes flavor while we're playing it out. I used to do it in WOW and SWTOR a lot. Right click a near by rat to get into fighting stance, or use a duel to be able to use fancy abilities to help embellish what you had typed. (Force choke was used quite a bit.) but that's all I would use the in game mechanics for.

Personally, if I could choose the way to RP out conflict, I would use a mutual trust system. It takes out the randomness of the rolls, and really lets you get free with your emotes. My motto is to always assume (even if it's not actually said) that another player is attempting to hit you, and the same - attempt to hit them. If it becomes really heated OOCly discuss how you would want it to end. In my experience emote battles never lasted an insanely long amount of time because the players were mutual and realistic about tracking injuries - and letting their characters get injured.

Then you have god modders who break all trust, which is why a lot of RPers default to /roll. Which I'll use without complaint, but I secretly hate it.



Condensed version?

PvP Open World (Sieges, open world PVP, guild vs. guild RP Conflict, etc.) - I will PVP first without much IC emoting (I'm always in character =P) and emote out the aftermath.

RP Conflict (Especially Smaller groups) - Mutual Trust Open Emotes