Pro-Tips for PvP
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Lets not immediately assume someone is metagaming PvP? Once had the situation in v4 that party was on the same map after a quest and I suddenly saw someones health bar drop down. Ran back since I thought it is a monster spawn that dropped on my team mate only to notice that PvP was going on at which point I spat out a quick ooc that it would not be fair & metagaming to intervene and left the scene. The rest .. well, that's history ;-)
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Server key areas are also smaller so chanceof people running into you are higher.
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Once had the situation in v4 that party was on the same map after a quest and I suddenly saw someones health bar drop down. Ran back since I thought it is a monster spawn that dropped on my team mate only to notice that PvP was going on at which point I spat out a quick ooc that it would not be fair & metagaming to intervene and left the scene.
Not to get too far off-topic, but I'd just like to point out that using the GUI in this way to monitor a party member's HP and then sprinting across the map to aid them might still be considered by some players to be a form of meta-gaming, regardless of whether it's a monster spawn or a player that's doing the damage. It may seem benign enough, but it's basing in-character actions on purely OOC information.
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On the other hand, separating when going back from a quest is metagaming as well. You wouldn't normally do that in the wilds, not at least orcs, goblins, trolls, ect existed.
While technically you are right, I think that calling what throkm has done, in my opinion, is a bit more then the intended role of the terminology itself.
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If you're in the same area, it's not completely out of the question to roleplay it as the sound of battle. This happens all the time with PvE and can be a knee jerk reaction to seeing that little sword icon appear in the party list.
If you want to avoid this, ask whoever you're fighting to break party if they have not already before you start hitting them with big metal sticks and explosions.
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Would love to remove the need for parties, but it would be a big project as lots of CoA scripts rely on party information.
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We rely on it as well. Like.. to learn who to heal and when.
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Would love to remove the need for parties, but it would be a big project as lots of CoA scripts rely on party information.
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You been down under too long. Come back north of the equator for some air. :?
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Would love to remove the need for parties, but it would be a big project as lots of CoA scripts rely on party information.
No
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I can understand why people are afraid of the idea of removing the necessity for parties, considering how long it's been around on CoA and how accustomed people have become to it.
Putting that aside though, EfU manages it well. It wouldn't be the end of the world, and I think it would even add more dynamic to the server. As far as PvP and roleplay goes, the party system makes way for a lot of potential metagaming, from either people in the party or anyone otherwise, which cripples the immersion.
More on subject though, these tips really are great for anyone new at PvP who's not up to speed on the more subtle precautions that should be taken to prevent metagaming, really providing a better experience for everyone.
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As this thread is now derailed.
The no party system on EFU is my biggest complaint against the server im not afraid of it i just think it's unnecessary and crap making the game more of a pain in the arse to play than adding any benefit.
So with the flimsy attempt to get back on topic.
PvP tips Make the PvP meaningful conflict for the sake of conflict is dull and boring build it up first.
The single biggest tip and what should really be the only rule is DON'T BE A JERK even if your character is. -
One thing I would like to add:
If you stumble on a PvP situation and decide your character should be involved, you need to set people to hostile. Even if you are just buffing or healing people. Have witnessed a number of people not doing this recently.
If you're instigating a PvP
1. Type .hostile all
2. Type into DM Channel "Expecting pvp in ________."
3. Don't cheat.
If you're joining a started pvp:
1. Set enemies to hostile.
2. Don't cheat.
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If you stumble on a PvP situation and decide your character should be involved, you need to set people to hostile. Even if you are just buffing or healing people. Have witnessed a number of people not doing this recently.
This is very important. One that's easy to overlook. I've made this mistake on past chars, and highlight it now to remind others.
Goes for dispelling as well.
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Should just be hostile forever. Pickpocketing, bard song, healing, etc. Dot Hostile All is your friend.
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Assassination is a bit brutal, when it comes to PvP.
In an open battle you can sort of "sense" when it's coming. But when you visit a Tavern, start to rest and suddenly a guy pops up from invisibility while you sleep there is just no way to prepare yourself for it, but as was said in the beginning the best way to avoid any and all PvP is to not make enemies with anybody, and if you make enemies make sure it does not reach the point where you want to kill one another.
That said, not everybody will want to outright kill you, and there are ways of running away from PvP situations, such as using Invisibility, knowing the map (to escape somehow) or having enough big friends that your enemies will think a few times before attacking you.
As an example, if you were a Level 3, hunting bandits in the Old Town, and proclaiming every kill you would be quickly targeted by the local gangs and a bounty would be put on your head. If you did not think of signing up with a group, or if you are simply somebody seeking quick fame that would work, but if somebody killed you nobody would seek to avenge your death and you would make a very easy target. In turn, if you signed up as an Agent, built up some relations with the different factions and groups of the city, made your name internally and then proclaimed that you want hunt for bandits you have a substantially larger backing than before, and thus much harder to move/kill.
An example from our server would be Ezekiel. Even if he had a 10,000 gold bounty on his head I doubt there is anybody who would want to touch him because: 1) He is just that high a level not to be messed with, 2) He has friends, or at least people who would prefer to keep him alive, rather than dead, 3) He has made a clear name for himself, over the countless encounters with other PCs and NPCs.
Does that mean you have to be at least Level 6 to start making enemies, or engage in plot that will rub sand in other peoples' eyes? No! You can start doing that from Level 1, but you have to start small and be somewhat smart about it. I mean, V from V for Vendetta did not start his entire operation as soon as he escaped from the facility, he gathered his resources over a very long time. Following a similar example if you had a band of low level Half-Orc bandits you would start by doing some quests, maybe organizing some small events to raid caravans or unimportant settlements, but you would not besiege the city straight away, and you would most certainly not make it a point of honor to make yourself known when you are still too weak to fight off your enemies.
Or my favorite example, if you want to be a Necromancer you will not act like a Full-Fledged Necromancer until you have the power to tell others what you think about local Undead laws. A hidden Necromancer can gather resources through selling wands and potions, he may also quest, by using spells that will not frame him as a Necromancer. Over time he will get the necessary experience, knowledge and items to reveal himself. Doing so early might be fun, but if you wanted your character to survive for an extended amount of time you just have to be careful
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My only tip I would give is this: Dont be trigger happy with the FD. Especially not on the first date.
Allow for rivalry to be built up and for the story to progress. I believe that way everyone on the server wins. -
Good advice. Though in the case of assassins as they were brought up earlier in this thread, its in my opinion the responsibility of the person that hires you to build up the conflict, and rivalry. An Assassin is just the weapon of that pc to resolve the conflict and story once its escalated to that point.
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Just echoing the above. It is not the assasins responsiblity to build up a relationship with his mark. In fact, in 90% of cases it would be completely stupid to do so, unless they want a short career as an assasin. Assasins can still be engaging and involving characters that have ALOT more to them then just killing people for gold, but when it comes to the kill, thats what it is.
Dont expect an assasin to give you much in the way of role play before the attack, that's all already happened with the guy that hired him, and this little event is still a part of that relationship with them. If you survive, it was just another scene, if you die, it was the final chapter.
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What's the point of the PRC then?
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dont understand the question.