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question about pvp


Riverrun
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I was recently involved in a criminal incident where a man attacked me. While I believe he followed the rules, I found the experience a bit frustrating for the following reasons:

According to the rules, players are required to use the /cme command to emote before engaging in any action. He did use /cme, but it appeared very quickly, likely copy-pasted, and the shooting started right after. The issue was that I was in the middle of typing, so as the /cme came through, the shooting happened almost instantly. By the time I exited the chat, it was too late—I was already dead. Afterward, I felt it might have been in my best interest to avoid engaging in conversation or RP, and instead just wait for the /cme to appear with my finger on the trigger. (never been very interested by pvp so I am not exactly sure what's the best way to handle that)

Are there any guidelines or practical advice for handling situations like this? I'm not looking to start a dispute, but since attacks seem to be fairly common, I’d like to be better prepared. 🙂

 

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It's not allowed to copy paste a /cme, so if you genuinely feel the player did, it might be worth a report. 

Beyond that, I've been there before with getting killed while typing so I feel your pain. Unfortunately it's just kind of the nature of the beast, where whoever types the /cme has the advantage. Especially if they deploy it while the other party is typing. 

What you're doing (not typing if you think a /cme might be coming) is the best avenue really. Alternately, if your character is the more aggressive sort, you can always /cme first. This is where I've mostly gone wrong with PvP on the server, I always wait too long to give the other person time to comply and as a result I get shot first. Need to Han Solo vs Greedo it. 

Also, once combat breaks out, run and take cover with q. You'll die just standing there trying to shoot. (I know this from experience.)

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29 minutes ago, radreaper100 said:

the /cme rule imo detracts so heavily from the combat on this server by being convoluted and offering a very clear advantage to the other party but that’s just my hot take 

Feel free to open a suggestion on a better system and invite a fun can of worms to pop open.

Is the /CME system perfect? Nah
But is there a better alternative? Arguably not, but its always fun to retread the issue if you have one to put forward.

As for the OP:

Copy-pasting a /cme is a no-no. 

As for pvp based situations, its an awkward juggling act of gameplay versus roleplay (text). If you're in a potentially combative scenario its certainly not the time to drop those fire paragraph emotes. Its especially challenging in 1 on 1 scenarios. Group scenarios you can usually have one person more at-the-ready and one person doing more of the talking. Big advantage in numbers. Robbery SOP is usually, if in a pair, one guy does the yapping and one guy has the blicky ready.

In general though; text RP with gameplay is an unholy marriage. Its hard to make work perfectly. The /cme system is an attempt to at least make a clear, evident, demarcation of the transition from type-time to shoot-time. And like I concede above; its not perfect, but alternatives tend to be more imperfect. In RP situations that might lead to pvp part of the 'skills' around them are situation awareness and a readiness to make that abrupt transition. 

 

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Yes, the problem is that before starting an action scene you are into a lot of texting...I mean it is the focus of the server...and suddenly the attacker decides to stop the dynamic. 

For me the best, would be to remove the /cme mechanic all together, attack being part of RP, however, to eliminate damage during the few first five seconds so there is a smooth transition between the text part (if it exists) and the action and not an artificial border marked by the /cme. Basically, the first 5 sec of the fight becomes your declaration of pvp.

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54 minutes ago, Riverrun said:

Yes, the problem is that before starting an action scene you are into a lot of texting...I mean it is the focus of the server...and suddenly the attacker decides to stop the dynamic. 

For me the best, would be to remove the /cme mechanic all together, attack being part of RP, however, to eliminate damage during the few first five seconds so there is a smooth transition between the text part (if it exists) and the action and not an artificial border marked by the /cme. Basically, the first 5 sec of the fight becomes your declaration of pvp.

Similar such things have been suggested before. While that might be argued to be appropriate for a 1 on 1 showdown, it would absolutely ruin any ambush attacks or realistic advantage of surprise/shooting someone in the back of the head. I'm also not sure on the logistics of even scripting a damage-immunity for 5-seconds if one even wanted to do so. Not all fights are fair, nor should they be. Some kills are gained not by being a better duelist but by striking from a moment of opportunity. 

As always, everyone is more than welcome to make a suggestion if they feel they have a better system - but I will reiterate we arrived at our current system with a lot of discussion and juggling and I'm dubious any new idea won't introduce more problems than it removes.

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1 hour ago, Riverrun said:

Yes, the problem is that before starting an action scene you are into a lot of texting...I mean it is the focus of the server...and suddenly the attacker decides to stop the dynamic. 

For me the best, would be to remove the /cme mechanic all together, attack being part of RP, however, to eliminate damage during the few first five seconds so there is a smooth transition between the text part (if it exists) and the action and not an artificial border marked by the /cme. Basically, the first 5 sec of the fight becomes your declaration of pvp.

We literally had "adequate response time" before /cme was implemented. You are suggesting we revert back to that. Nah.

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33 minutes ago, MiaMika said:

Similar such things have been suggested before. While that might be argued to be appropriate for a 1 on 1 showdown, it would absolutely ruin any ambush attacks or realistic advantage of surprise/shooting someone in the back of the head. I'm also not sure on the logistics of even scripting a damage-immunity for 5-seconds if one even wanted to do so. Not all fights are fair, nor should they be. Some kills are gained not by being a better duelist but by striking from a moment of opportunity. 

As always, everyone is more than welcome to make a suggestion if they feel they have a better system - but I will reiterate we arrived at our current system with a lot of discussion and juggling and I'm dubious any new idea won't introduce more problems than it removes.


we used to keep it gtaw style on rdrp and just have it so you drew and fired with appropriate escalation. maybe producing an automatic /me on holstering overhead as well as slowing down the act of unholstering would help with combat 

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21 minutes ago, radreaper100 said:


we used to keep it gtaw style on rdrp and just have it so you drew and fired with appropriate escalation. maybe producing an automatic /me on holstering overhead as well as slowing down the act of unholstering would help with combat 

Not to sound repetitive; feel free to suggest it. I mean that sincerely, I'm always for people putting forward suggestions.
Peoples issue with the GTA:W style on RDRP is the fact that we have inescapable quickdraw anims versus GTA:W's slower more obvious gun drawing anim. For those that feel "response time" is an issue, this will make it worse for that group.

Also unlike GTA:W we operate in a setting where everyone is frequently open-carrying long-arms, so many encounters are already between groups with long-arms both in hand or guns at the ready - unlike GTA:W where you can't as safely just be toting a gun out in the open 24/7.

As far as I am aware, its not technically possible to slow the unholstering anim. 

I didn't mind RDRP's approach but on the one hand you have a group that wants that approach, on the other hand you have a group asking for various iterations of "adequate response time" via timers/count downs/obligations to wait. Arguably the /CME is the best compromise between both groups. 

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