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there are obvious exceptions to becoming a homestuck dickvore guy however
soma vs elevans is a good example of this. any public spectacle fight is also probably an okay kill, but i do still think it's very anticlimactic and you can do better.
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People always pretend there's nothing they can do and you shouldn't infringe on their IC.
And like, I've spared people without infringing on my IC.
Things as simple as missing my attack-- things like a tree falling from the battle, separating us or distracting for just a moment allowing someone to escape.
Thinking the person is dead before they're really killed and walking away. There's lots of things. And you could argue that's the RP you should get from escape rolls-- but most people treat escape rolls as invulnerability rolls. The fight is over? I can make a speech and just walk away unphased, win or lose. If I had lost, same thing but reference my injury.
It's currently an etiquette and conduct thing by more responsible players.
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Some people fear the consequences of having their face exposed to enemies. If they roll a cap, they want to cap-kill right away. Why? Because it keeps their character safe from IC consequences. They don't want to risk losing investment in their characters. And thus want to allow others to lose their characters in the process.
I think we need to not only implement a mechanic where a person rolls at minimum, a 2 in captures when its a first encounter, as well as increase the RPP gained from 150-180 to 2 instead of 1. THis makes the grind to being 'decent' at combat more bareable. And lowers the fear of death a bit.
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Let's be real and honest. What happens when someone randomly dies? Someone says "John doe died because James doe killed them". And then that becomes a subject for about one hour or two by those who immediately knew the character, and then nobody talks about it ever again. Maybe, and that's a very big maybe, those who are close to that character will seek some revenge, only to generate a cycle of revenge-kill-revenge, but that's only if the said character was somewhat well known and close to others.
This scene generates a total of 0 RP to any of the parts involved except for the winner that maybe will have bragging rights.
What happens when someone fight, and walks away? They'll tell in person that they fought someone out there, and people will normally ask what happened, get curious, investigate the cause of the conflict and, most importantly, the character that lost will have a reason to try and get better to win the next encounter while by proxy boasting about the winner within their immediate group.
This generate conflict RP and plot threads for almost every party involved, either directly or indirectly.
So yes, killing and dying is part of the game but most of the time the only thing it serves is to completely remove someone's character from the game without actually having any impact on the overall RP whatsoever, while in comparison, a survival would actually lead to another encounter and more RP about it in the future, maybe even making the winner a proper antagonist, since there would be people to talk about it.
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02-04-2020, 08:51 PM
(This post was last modified: 02-04-2020, 08:52 PM by Heals.)
(02-04-2020, 03:46 PM)Red Reika Wrote: Let's be real and honest. What happens when someone randomly dies? Someone says "John doe died because James doe killed them". And then that becomes a subject for about one hour or two by those who immediately knew the character, and then nobody talks about it ever again. Maybe, and that's a very big maybe, those who are close to that character will seek some revenge, only to generate a cycle of revenge-kill-revenge, but that's only if the said character was somewhat well known and close to others.
This scene generates a total of 0 RP to any of the parts involved except for the winner that maybe will have bragging rights.
What happens when someone fight, and walks away? They'll tell in person that they fought someone out there, and people will normally ask what happened, get curious, investigate the cause of the conflict and, most importantly, the character that lost will have a reason to try and get better to win the next encounter while by proxy boasting about the winner within their immediate group.
This generate conflict RP and plot threads for almost every party involved, either directly or indirectly.
So yes, killing and dying is part of the game but most of the time the only thing it serves is to completely remove someone's character from the game without actually having any impact on the overall RP whatsoever, while in comparison, a survival would actually lead to another encounter and more RP about it in the future, maybe even making the winner a proper antagonist, since there would be people to talk about it.
To be fair, it does generate RP insofar as getting the killer DEM HIDDENS. I think that's why the big focus is on murdering, so that people can have logs for their hiddens so they can more easily murder and more easily get hiddens. It's kind of an unspoken rule that if you want combat hiddens you need combat logs and what's better then logs were you actually killed someone? Thinking with their devs more then trying to create a good story and enjoyable environment for other people, v selfish.
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(02-04-2020, 08:51 PM)Heals Wrote: (02-04-2020, 03:46 PM)Red Reika Wrote: Let's be real and honest. What happens when someone randomly dies? Someone says "John doe died because James doe killed them". And then that becomes a subject for about one hour or two by those who immediately knew the character, and then nobody talks about it ever again. Maybe, and that's a very big maybe, those who are close to that character will seek some revenge, only to generate a cycle of revenge-kill-revenge, but that's only if the said character was somewhat well known and close to others.
This scene generates a total of 0 RP to any of the parts involved except for the winner that maybe will have bragging rights.
What happens when someone fight, and walks away? They'll tell in person that they fought someone out there, and people will normally ask what happened, get curious, investigate the cause of the conflict and, most importantly, the character that lost will have a reason to try and get better to win the next encounter while by proxy boasting about the winner within their immediate group.
This generate conflict RP and plot threads for almost every party involved, either directly or indirectly.
So yes, killing and dying is part of the game but most of the time the only thing it serves is to completely remove someone's character from the game without actually having any impact on the overall RP whatsoever, while in comparison, a survival would actually lead to another encounter and more RP about it in the future, maybe even making the winner a proper antagonist, since there would be people to talk about it.
To be fair, it does generate RP insofar as getting the killer DEM HIDDENS. I think that's why the big focus is on murdering, so that people can have logs for their hiddens so they can more easily murder and more easily get hiddens. It's kind of an unspoken rule that if you want combat hiddens you need combat logs and what's better then logs were you actually killed someone? Thinking with their devs more then trying to create a good story and enjoyable environment for other people, v selfish. You are a 100% wrong on the "killing gives you good dev". My initial character on Eternia was a Rhoynish murderer who would constantly go out and fight people. Even though I racked up around three personal kills and a bunch of other hiddens, I was denied time and time again because it wasn't a good story, and that's how it should be. Antagonistic dev is good for developing a story, but it should not be the only story you have.
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It's also untrue.
Erika hasn't killed a single person and I have Titan of Light on her....
Did she fight often? Yes.
But she she kill? No.
Did she have good character growth throughout? Yes
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I'm new to apping for hiddens but I had some Ls for the one I have. An exalted I'm going for as an L as the first log. Characters aren't perfect. A loss is still growth. You can argue that a large majority of people want the victory kill yeehaw but that's not really -everyone-, like Milly said.
I feel like more people should have that mentality, putting killing on sight on the back burner but if not then hey, no amount of threads or replies to said threads will change it. That happens. Ls happen. Play the game how you want to cause it's just a game.
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when people say "you need combat logs to get hiddens!" just remember this, and i keep saying this:
i got an exalted spell with absolutely 0 fucking dangerous RPBs. i just put out a decent effort app, showcased some of my best logs, wrote out character story and plans... that's it.
you don't need combat logs you need fucking... substance. that's it. combat logs can be a VESSEL for substance, but combat logs are not by default substance itself. jesus. actually, more often than not, combat logs for the sake of having combat logs for an app are suuuper boring and devoid of substance.
grr!
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re: first cap kills
I actually agree with Vriska. Deaths USUALLY do not contribute more RP than they take away. In some cases, they do-- but it's not extremely common. Death is a necessary thing to make the world of Eternia feel consequential and interesting, but a lot, maybe half... i'd hazard to guess MOST deaths could be done away with and Eternia would still feel just as consequential.
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