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RP battle system - TESTING

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Gahalla
Koroko
Etular
Marticore
Jomir
Melnerag
Mordazan
Geldar
Zinkle Figgins
Meralynn / Ashla
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Post by Meralynn / Ashla Thu Jun 24, 2010 12:26 am

Page 2 replies:

Koroko: Nothing stops them. This is just suggesting a quicker way to do it than discussing it over OOC.

Galhalla: Yes, i see your points. Though as the points are all counted up in one bunch and you don't get any specific battle points and defensive points (maybe that would be an idea to work with) it doesn't matter that much that heavier armour in my system is said to make you move slower. The reason I put points in at a range, like 3-7 is that the player himself should consider how many points his armour is worth, for example.
So if you think your plate armour makes you really agile but maybe less protected you put in a lower value of points. If you believe you are well protected but move slowly you put in a higher amount of points and will not emote to make really quick moves.
The system trusts that the people using it are humble roleplayers, it is impossible to create a system that makes bad roleplayers good ones. Smile

Krogon: I think the skills of the player are pretty decently covered in the chart, yes. Of course it can all be done really in-depth and advanced or stupidly simple. I prefer something in the middle, we don't want people to ignore it because it is too much of a job to count their BV up.

Imanuel: The system is based on nothing but making unfair 50/50 rolling fights more realistic. If people want to use their common sense or stuff like that instead of rolling they're more than welcome.
The problems with that is what you pretty often encounter in discussion forums, though : People are god-moding. As I said earlier this will by no means turn a bad roleplayer into a good one. but using these rolls will hopefully make it harder to god-emote and easier to stay friends OOC.
I like your idea on rolling privately on your own actions, I will use that myself when I think I need it.

Once again: The point of the system is not to delete all other kinds of IC fighting or the methods you guys prefer to use. It is simply another method that I believe way fairer than just rolling and having the higher roller win.
Meralynn / Ashla
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Post by Rinoi Thu Jun 24, 2010 10:43 am

As pointed out in this thread combat has so many different sides its impossible to put it all into a model of numbers, thus giving you no other choice but making concessions and simplifying the system. In a system that relies on making things 'fair', this is an inherent flaw; arguments such as those about the movability in types of armour are many sided and its hard to please everyone in such a system.

The most important question to ask is not whether it's fair, but whether its fun. I don't see myself calculating my battle values anytime I change gear, had a drink or trained. It would take a lot of the creativity out of the spur of the moment RP WoW offers. Although others may disagree I am more inclined to just negotiating with your opponent; or using the ideas Imanuel suggested, if you need help to challenge your own RP and add some chance.

There will always be people that godemote. I fear they are the same people that would artificially increase their battlevalue, have it incredibly high to begin with or deny its outcome just to come out on top. If OOC negotiation won't help than I doubt an intricate system would either.
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Post by Zinkle Figgins Sat Jun 26, 2010 7:35 pm

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Post by Guest Sat Jun 26, 2010 8:37 pm

Rinoi wrote: There will always be people that godemote. I fear they are the same people that would artificially increase their battlevalue, have it incredibly high to begin with or deny its outcome just to come out on top. If OOC negotiation won't help than I doubt an intricate system would either.


I agree with Rinoi here, even in your system. The system is good, truly, but the problem still remains that (unless I've -really- misread something somewhere) it's unclear how much damage people will suffer when they recieve a blow, or how much damage a person can suffer before he's defeated. What if the person has a strong bone structure and thinks it only fair that a swordstrike shouldn't affect him much, regardless of rolls? Because godemoting needn't always be truly with the -intent- of godemoting.

While the idea for a system is good, before you can really cover every aspect of a fight you can propably write a new book of D20 rules before it gets really fair, and even then you bump into the problem of ''when is a player entitled to what kind of power'', for example when a level 18 character much more prefers to roleplay than actually level his character, he may feel entitled to giving himself power and abilities through his roleplaying experiences, wich in turn leads to people who did level to 80 feeling silly for being outmatched and outgunned by a character that is far lower in level.

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Post by Meralynn / Ashla Sat Jun 26, 2010 9:37 pm


Yeah, I saw that some while ago. I didn't read it througholy but what I read I didn't like. It was far too complicated and as far as I understood it it granted insta-wins to those of a higher number.

Rinoi: As said this is not something anyone will ever be forced to use. But there are people out there like me who like to roll for fights but dislike that it's unfair. So when meeting someone like-minded this could be used.

Coladan: "What if the person has a strong bone structure and thinks it only fair that a swordstrike shouldn't affect him much" Sorry, mate but that sounds exactly like god-modding to me. xD
And i don't believe in levels in RP. This will not turn into a discussion about that, ga make a new thread if you want to talk about it.

How much damage someone inflicts or receives could be indicated by how close the roll is. Like if the stronger one has 78% chance and he attempts to hit someone in the face and rolls 4 he will hit but very, very lightly. The other guy then tries to kick the first in the groin and rolls 100, meaning that he hits incredibly hard. Things like that.
Meralynn / Ashla
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Post by Malanar Wed Jun 30, 2010 8:48 am

A text-based emote battle system...in a fancy graphical 3D game about war...with countless items, spells and abilities made specifically to allow players to compete in combat, be it PvP or PvE.

I think my brain just imploded.

Can anyone please explain to me what motivates people to impose completely uneventful text-based combat onto a game made specifically to simulate it in a graphically entertaining environment?

I don't think I've ever bothered to ask since the concept just seems so alien to me, so I figure I might be missing some vital pros opposed to the obvious cons I've been focusing on.
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Post by Ledgic Wed Jun 30, 2010 9:19 am

Implenting systems like this when it comes to emote fighting is always asking for trouble. Not only that, but the system just won't work for people stumbling upon the fight because you'll have to stand there and explain everything to them.

Emote fighting has always been surrounded by people that do it right and people that don't, since the start of the server it's tipped more in the favour of people that do it correctly, so I'm not really sure why such a system as this is required. The system itself may not be complicated, but it'll complicate the process of emote fighting regardless.
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Post by Meralynn / Ashla Wed Jun 30, 2010 6:17 pm

Okay, let's stop posting about whether this is needed or not or about how incredibly difficult itd be to explain it to people who are not using it, as I ahve already explained those things 4 or 5 times previously.

This post was made so that helpful people could find flaws in the current BV system Alpha, not to discuss how much you will or will not use it. Repent.
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Post by Ledgic Wed Jun 30, 2010 8:58 pm

M'yeeees, but I don't think you should be ignoring negative comments regarding the idea entirely.
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