UNC Presents Concept of Meaningful RP-PVP


Pathfinder Online

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Goblin Squad Member

Gaskon wrote:

Actually, the more I think about the analogy, the more I like it.

For example, in basketball it is possible to distinguish between a foul for a legitimate reason, such as to stop an easy 3-point attempt, and a foul made for sheer vindictiveness. Both are treated the same by the rules, but one is identifiable as "toxic", the exact point some of us have been trying to make about non-consensual PVP.

I absolutely love it when an analogy proves itself valuable. Excellent job of extracting additional meaning with a very good point about "toxic" fouls.

Goblin Squad Member

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Gaskon wrote:
All games have rules and structure. Some allow more freedom than others.

In the NFL, taunting another player can bring a 15-yard penalty. That's a fairly big consequence on a 100 yard field.

Imagine if taunting in chat channels earned a character's party a -15% penalty to their combat attributes. The party might become pretty invested in controlling that behavior.

Goblin Squad Member

If there were only a way...

Goblin Squad Member

Nihimon wrote:
Gaskon wrote:

Actually, the more I think about the analogy, the more I like it.

For example, in basketball it is possible to distinguish between a foul for a legitimate reason, such as to stop an easy 3-point attempt, and a foul made for sheer vindictiveness. Both are treated the same by the rules, but one is identifiable as "toxic", the exact point some of us have been trying to make about non-consensual PVP.

I absolutely love it when an analogy proves itself valuable. Excellent job of extracting additional meaning with a very good point about "toxic" fouls.

Again, your talking about a game people play physically and in real life as opposed to a game in front of a computer depicting Dungeons and Dragons where your fake characters life is on the line always.

Goblin Squad Member

Nihimon wrote:
Bluddwolf wrote:
Funny, when I say it you ignored it Nihimon.

When you presented your idea, the part that I liked was buried in the middle of a bunch of stuff I didn't like. When Sintaqx stated it, he led a paragraph with a sentence dedicated to only the part that I liked, so it was easy to pull it out and agree with it.

Ummm.... It was an enumerated point (6th of 6) and the final point made. That by its very nature can not make it "buried in the middle" of anything.

Goblin Squad Member

Bluddwolf wrote:
Nihimon wrote:
Bluddwolf wrote:
Funny, when I say it you ignored it Nihimon.

When you presented your idea, the part that I liked was buried in the middle of a bunch of stuff I didn't like. When Sintaqx stated it, he led a paragraph with a sentence dedicated to only the part that I liked, so it was easy to pull it out and agree with it.

Ummm.... It was an enumerated point (6th of 6) and the final point made. That by its very nature can not make it "buried in the middle" of anything.

Here is your presentation of the idea. I have bolded what I don't like, and italicized what I do like.

6. When a player's character reaches -7500 Reputation a report is automatically generated, to be reviewed by a GW GM. While at this -7500 the character is tagged with a semi permanent flag "Suspect". This "Suspect" flag will fly for a minimum of 1 hour of game time, and until the -7500 is returned to -7499.

During the period that the "Suspect Flag", any flagged player can attack the "Suspect" with a double reputation bonus for(the Suspect gets zero), and no Alignment shift unless he/she chooses.

If after investigating the GM decides that the "Suspect" was griefing, then the "Suspect Flag" can be left in place for a 24 hour time period.

Does that make it easier for you to see how the part that I liked was buried in the middle of a bunch of stuff I didn't like?

Digital Products Assistant

Removed more posts. If the sniping/personal insults can't stop in this thread, it will be locked.

Goblin Squad Member

I must hold the record for locked threads, caused by posters other than myself. I know it is not my posts because I don't get a PM.

Goblin Squad Member

Neither do I, but mine get deleted

LOL

It is funny though, that a certain post gets edited just before Chris shows up. Happened in the last locked thread.

PVP is always combative.

LOL

Goblin Squad Member

Bluddwolf wrote:
I know it is not my posts because I don't get a PM.

I've never gotten a PM about having something deleted or locked, either. I had no idea they did that. Are you sure that's their standard practice?

Goblin Squad Member

Nihimon wrote:


Here is your presentation of the idea. I have bolded what I don't like, and italicized what I do like.

6. When a player's character reaches -7500 Reputation a report is automatically generated, to be reviewed by a GW GM. While at this -7500 the character is tagged with a semi permanent flag "Suspect". This "Suspect" flag will fly for a minimum of 1 hour of game time, and until the -7500 is returned to -7499.

During the period that the "Suspect Flag", any flagged player can attack the "Suspect" with a double reputation bonus for(the Suspect gets zero), and no Alignment shift unless he/she chooses.

If after investigating the GM decides that the "Suspect" was griefing, then the "Suspect Flag" can be left in place for a 24 hour time period.

*quote edited for clarity

The reasons I presented it the way I did in my dissertation were hopefully clear, though I didn't elaborate much on the reasoning behind the stuff I left out (most of the bolded bits above). Perhaps I should and a consensus on this particular point may be reached.

When a player reaches -7500 they get a PVP flag. Just because you are scraping bottom doesn't mean you can't still dig yourself a hole. People who reach this point either screwed up badly somewhere, are irredeemable, or need a swift kick in the pants to set them on a path of desired behavior. This flag should stay in place until such time as the character digs themselves out of the hole they are in. The amount of time this takes is entirely up to them, hence the -4000 level I set in the wall of text.

a report is automatically generated, to be reviewed by a GW GM. This I did not include for two reasons. First, if GW wants to monitor -75 folks, they should have to tools, or at the very least a query to do so. Automatic reports in cases like this are unnecessary. Second, not all -75 folks are going to need GM monitoring. Some may just toe the line, in which case it's a community issue rather than a GW issue.

"Suspect". This "Suspect" flag will fly for a minimum of 1 hour of game time, and until the -7500 is returned to -7499. The name of the flag is irrelevant at this point. The key points here are the threshold and the duration. As stated before, the threshold needs to be much higher than 1 point and the duration shouldn't be an arbitrary amount that can be waited out, otherwise the consequence is rather toothless.

During the period that the "Suspect Flag", any flagged player can attack the "Suspect" with a double reputation bonus for(the Suspect gets zero), and no Alignment shift unless he/she chooses. A double rep bonus sounds nice, but would be extremely exploitable. I'm perfectly fine with people flagged thusly being fair game for consequenceless PVP.

If after investigating the GM decides that the "Suspect" was griefing, then the "Suspect Flag" can be left in place for a 24 hour time period. This goes along with the other points. GW can elect to monitor griefing and -75 as they see fit. The flag shouldn't be something that can easily be arbitrarily assigned, if at all, and, as stated before, it should be effective until the character has participated in enough meaningful PVP (and/or attonement with his victims) to have it automatically removed.

Goblin Squad Member

@Sintaqx, I very much agree with your analysis of the bolded parts of Bluddwolf's original suggestion. I also very much agree that the specific implementation details - the name of the flag, how long it lasts, etc. - aren't important right now.

Goblin Squad Member

If I went -7500, I would hope to be permaflagged or there is no reason to do it lol.

Goblin Squad Member

That's an interesting comment Xeen; could you elaborate more on what you mean by that?

Goblin Squad Member

UO had an interesting mechanic for going perma-red (the murderer flag status).

Basically, you could spend time in game not killing people to let your murder counts fall off. Once your 5 short term murder counts were gone (8 hours each) and you dropped below 5 Long Term murder counts (those took 40 hours each) you would become blue flagged again (meaning not a murderer, able to go to towns and whatnot.)

If you did the Red-Blue-Red swap too many times, you just became permanently flagged Red. It was a pretty harsh penalty, but I could see something like that being useful in PFO.

Goblin Squad Member

Doggan wrote:
If you did the Red-Blue-Red swap too many times, you just became permanently flagged Red. It was a pretty harsh penalty, but I could see something like that being useful in PFO.

I agree.

Goblin Squad Member

Shane Gifford wrote:
That's an interesting comment Xeen; could you elaborate more on what you mean by that?

It means, if I was to head the negative rep route, i would take it all the way if I was perma flagged for PVP.

Goblin Squad Member

Aye - I don't like the idea of a perma-flag at -7500; I think it would just become a goal. It could encourage rather than discourage killing of unflagged characters.

Goblin Squad Member

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Well, there is a downside to the perma-pvp flag: all it does is flag you for PVP. It means you cannot fly any other flags and get the benefits from any other flags. Ideally this is not an insignificant consequence.

Goblin Squad Member

no, being perma flagged for PVP is not insignificant at all.

Goblin Squad Member

Another potential consequence could be the inability to join a party.

Goblin Squad Member

That one is probably a bit to far... then again, it may also be insignificant... depending on what the party coding does.

Goblin Squad Member

Sintaqx wrote:
Well, there is a downside to the perma-pvp flag: all it does is flag you for PVP. It means you cannot fly any other flags and get the benefits from any other flags.

That's a very interesting idea. I like it.

Goblinworks Executive Founder

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Sintaqx wrote:
Another potential consequence could be the inability to join a party.

Maybe not mechanally unable, but there will very likely be players who don't group with low rep characters. A particularly visible threshold could serve as a guideline to most players.

Goblin Squad Member

DeciusBrutus wrote:
Maybe not mechanally unable, but there will very likely be players who don't group with low rep characters. A particularly visible threshold could serve as a guideline to most players.

It might depend on whether a party can fly multiple long-term flags, like Champion and Outlaw. Individuals can't. GW hasn't explained how parties and flags will work.

Goblin Squad Member

Mentally I was kind of equating it to a -10 in EVE being unable to join a fleet and take advantage of things like Command Ship or T3 boosts, fleet broadcasts, watchlists, etc. Having been -10 myself a time or two (before FW and all its impact to standings), I find myself strangely OK with the idea.

Goblinworks Executive Founder

Mechanically rewarding/punishing based on certain levels of reputation is going to provide more encouragement and justification for people who manipulate the reputation mechanics.

Goblin Squad Member

But it also provides more incentive for people who aren't out to game it to keep their rep high; the kinds of people who aren't 'hardcore kill everyone' types, who maybe kill an unflagged person once or twice.

I mean, the point to the rep system is that people with very low rep are at a disadvantage, so I would think they want to put some actual mechanical benefits in to encourage high rep scores. I agree that it would further encourage people who want to play a low-rep style to find ways to game it, but they were probably going to do so already, y'know? I don't think the given penalties above (disabling other PvP flags and not joining parties) are going to drastically increase this behavior.

Goblin Squad Member

I think that not having a permanent flags/penalties for low rep would allow a player, after playing some time as a nihilist, to reboot his attitude, as it were, and rejoin the game as just another character.

Goblin Squad Member

Clearly, a player who trashes his Reputation should be able to - slowly - recover. Off the top of my head, three months seems a reasonable timeframe.

Goblin Squad Member

To go with reputation, should there be notoriety?

To complete what I was thinking, Xeen pointed out that he would be moved to seek a permanent PvP status if that were obtainable by negative reputation.

Why not provide a similar mechanism to reputation called notoriety while investing that achievement with devices to encourage game-beneficial activities that a Good aligned high rep character would not consider engaging in?

The high rep characters need a foil just like good is more meaningful contrasted with evil and lawful is more meaningful contrasted with chaos, and neutrality is more meaningful the more extremist the cardinal enthusiasts may get.

Why should reputation not also be more meaningful contrasted with notoriety?

Goblin Squad Member

Being wrote:

Xeen pointed out that he would be moved to seek a permanent PvP status if that were obtainable by negative reputation.

Why not provide a similar mechanism to reputation called notoriety while investing that achievement with devices to encourage game-beneficial activities that a Good aligned high rep character would not consider engaging in?

Why not just turn on a long-term PvP flag and never turn it off? I expect Andius isn't the only one planning on doing that.

Goblin Squad Member

Being wrote:

To go with reputation, should there be notoriety.

...
Why should reputation not also be more meaningful contrasted with notoriety?

Well, there's a Law-Chaos axis. There's a Good-Evil axis. We could call the third axis Reputable-Notorious.

Goblinworks Executive Founder

I think that Notoriety, as a stat that replaces reputation for characters who choose for it to, would be a good addition; a SAD that is accepted doesn't alter reputation, but boosts notoriety. Flying an outlaw flag provides a notoriety boost, but green hat killing reduces notoriety. Highly notorious characters would get benefits similar if not identical to those achieved by highly reputable characters.

Goblin Squad Member

Nihimon wrote:
Being wrote:

Xeen pointed out that he would be moved to seek a permanent PvP status if that were obtainable by negative reputation.

Why not provide a similar mechanism to reputation called notoriety while investing that achievement with devices to encourage game-beneficial activities that a Good aligned high rep character would not consider engaging in?

Why not just turn on a long-term PvP flag and never turn it off? I expect Andius isn't the only one planning on doing that.

I hope not. The idea is there are some people who want to keep their PvP exposure to a minimum, and some for whom it is the highlight of the game.

PvP flags separate those two categories. In my mind you shouldn't change your PvP flag more frequently than your underwear. You don't become a champion and hunt evil, then hang up your sword at the end of the day and become a peaceful little farmer who it would be a great crime deserving of full rep/alignment consequence to kill. You don't rob people as an outlaw then go to the tavern and become just any other patron.

At the end of the day, people still sing the songs and praises of the champions deeds or curse their name and plot revenge. As the outlaw counts the spoils their wanted poster still still hangs throughout the lands.

PvP flags aren't a garment you don and then discard when you're done with it. It's who your character is. It should be a long meaningful process to gain and remove, and you shouldn't enjoy it's full benefits unless you wear it for a very long time.

Goblin Squad Member

DeciusBrutus wrote:
Highly notorious characters would get benefits similar if not identical to those achieved by highly reputable characters.

I would be extremely wary of that.

Goblin Squad Member

Wary is good. Better than being caught with your drawers down anyway.

Goblin Squad Member

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Being wrote:
Wary is good. Better than being caught with your drawers down anyway.

Would that be under-wary?

Goblin Squad Member

Andius wrote:

I hope not. The idea is there are some people who want to keep their PvP exposure to a minimum, and some for whom it is the highlight of the game.

PvP flags separate those two categories. In my mind you shouldn't change your PvP flag more frequently than your underwear. You don't become a champion and hunt evil, then hang up your sword at the end of the day and become a peaceful little farmer who it would be a great crime deserving of full rep/alignment consequence to kill. You don't rob people as an outlaw then go to the tavern and become just any other patron.

At the end of the day, people still sing the songs and praises of the champions deeds or curse their name and plot revenge. As the outlaw counts the spoils their wanted poster still still hangs throughout the lands.

PvP flags aren't a garment you don and then discard when you're done with it. It's who your character is. It should be a long meaningful process to gain and remove, and you shouldn't enjoy it's full benefits unless you wear it for a very long time.

I'll agree to this with the exception of the Assassin flag. I only plan on Having this during a job, and some time before the job to build up the benefits. If I'm not on a contract, then there is no need to have the flag on. Although I will probably be flying another flag to allow me to PvP.

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