- Joined
- May 2, 2015
- Messages
- 302
- Reaction score
- 41
I wouldn't call myself an experienced roleplayer or writer, but I've managed to enjoy myself so far on this site.
One thing I don't enjoy, however, (and having read through the roleplaying-help subforum, I get the impression I'm not the only one) is PVP. Not because of the risk it entails but because of it's nature. In an environment where people are already trying to outwrite each other or make their character appear more badass than the other, PVP is more an unrealistic display of who's stronger / faster / cooler etc, than what it should be, which is an opportunity to build upon two characters in a setting that has high stakes for both parties.
I've partaken in several PVP threads on this site and from what I've found, winning has less to do with your characters stats, abilities, and writing prowess than it does the writers conviction to make their character come out on top. To the point where you're just throwing punches but they keep being blocked. And if by chance they do land, they have little effect on the opponent. And it comes to the point where you just have two characters fighting this unending, long winded battle, trying to outwrite each other. And I don't know about you, but I don't think that's what PVP should be.
What I'm suggesting? Put stats to use. Create a system where, upon creating your character you have a total number of points to assign to each of the skills provided. (Strength, Dexterity, Constitution, Wisdom, etc) That way, every character would have realistic strengths and weaknesses without being overpowered.
As before, these skills would be honed through classes and training seasions. But unlike before, training skills would take multiple sessions and threads so that people aren't just maxing out their characters skillsets. There's many ways this could be done -- perhaps a level system?
Anyway, when it comes to actual combat, both PVNPC and PVP, these skills would dictate the course of the battle and who comes out on top -- free of the threat of godmode.
Just a suggestion, of course. I'd love to see something like this implemented.
One thing I don't enjoy, however, (and having read through the roleplaying-help subforum, I get the impression I'm not the only one) is PVP. Not because of the risk it entails but because of it's nature. In an environment where people are already trying to outwrite each other or make their character appear more badass than the other, PVP is more an unrealistic display of who's stronger / faster / cooler etc, than what it should be, which is an opportunity to build upon two characters in a setting that has high stakes for both parties.
I've partaken in several PVP threads on this site and from what I've found, winning has less to do with your characters stats, abilities, and writing prowess than it does the writers conviction to make their character come out on top. To the point where you're just throwing punches but they keep being blocked. And if by chance they do land, they have little effect on the opponent. And it comes to the point where you just have two characters fighting this unending, long winded battle, trying to outwrite each other. And I don't know about you, but I don't think that's what PVP should be.
What I'm suggesting? Put stats to use. Create a system where, upon creating your character you have a total number of points to assign to each of the skills provided. (Strength, Dexterity, Constitution, Wisdom, etc) That way, every character would have realistic strengths and weaknesses without being overpowered.
As before, these skills would be honed through classes and training seasions. But unlike before, training skills would take multiple sessions and threads so that people aren't just maxing out their characters skillsets. There's many ways this could be done -- perhaps a level system?
Anyway, when it comes to actual combat, both PVNPC and PVP, these skills would dictate the course of the battle and who comes out on top -- free of the threat of godmode.
Just a suggestion, of course. I'd love to see something like this implemented.