Archived Two Ideas

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R_O_B_E_rt

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Hey guys, its me, the old player who mostly spams minecraft in all caps in general chat. I've been thinking a lot about some things that might be fun for both the factions and roleplay community. Generally the idea is to tie the two communities back together.

First idea is a massive faction battles. The way it'd work is we'd take a section of the main map, paste it into the kitworld, then have everyone go iron gear. Faction leaders sign up and get all their boys on at the right time, then who ever runs the event on that day assigns which faction to which team, then two teams, each faction being lead by their leader, clash with one another. I think it'd be a good throwback to the old days of big pvp fights that included a lot of different people.

Second idea I had was in regards to regalia. Noble houses and even non-nobles feud with one another, or have general beef. Say one House wishes to hire out some pvp mercs to go and rough up another bunch of people, we could have a way of doing so through kitpvp. You take say, a max of 5 attackers, and have them go up against a household guard and the noble in question they plan on roughing up. No character deaths involved, if the attackers lose, the plan backfires. If the defenders are beaten, several characters are injured and the noble or victim gets severely roughed up.

Post your thoughts!
 
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Second idea I had was in regards to regalia. Noble houses and even non-nobles feud with one another, or have general beef. Say one House wishes to hire out some pvp mercs to go and rough up another bunch of people, we could have a way of doing so through kitpvp. You take say, a max of 5 attackers, and have them go up against a household guard and the noble in question they plan on roughing up. No character deaths involved, if the attackers lose, the plan backfires. If the defenders are beaten, several characters are injured and the noble or victim gets severely roughed up.

I'd be all in to resolve some RP conflicts with PvP but I also know that's terrible & I am a very small minority. So that's a firm no to that.
 
I like the first idea, kitpvp always needs some life in it.

The second idea I don't know, the house guard that the noble houses recruit are usually only guards IC. As in they don't participate in pvp.
 
Who can click fastest isnt reflective of character stats, lore, or literally anything. Using mechanics to solve RP isnt a good idea really ever.

For the first though it sounds fun.
 
Generally, you'd want to avoid binding certain roleplay niches to OOC skill requirement. Learning bit to properly roleplay your character is fine, but making it an grind-contest or full-out championship is a bad idea.
The server worked perfectly fine for years when the two were combined, in my early playing years enemy pvp/ faction combatants would be welcomed into castles to discuss rp surrenders and would not be touched
 
The server worked perfectly fine for years when the two were combined, in my early playing years enemy pvp/ faction combatants would be welcomed into castles to discuss rp surrenders and would not be touched
Theres a difference between that, and requiring people who roleplay as guards to settle issues with a spam-click-off. Your example is people who normally PVP sitting and reading.
 
The server worked perfectly fine for years when the two were combined, in my early playing years enemy pvp/ faction combatants would be welcomed into castles to discuss rp surrenders and would not be touched

I don't think early Massivecraft is a good comparison. Especially considering the differences I experienced only between Regalia now and Regalia three years ago.

Also, once again, it's a resolution proposed to mend the RP-PVP schism that involves "forcing RPers to PvP".
 
I don't think early Massivecraft is a good comparison. Especially considering the differences I experienced only between Regalia now and Regalia three years ago.

Also, once again, it's a resolution proposed to mend the RP-PVP schism that involves "forcing RPers to PvP".
To take the idea further though in a less 'forcing' way (not sure if that word works there really), alternatively it could be made so that some skirmishes in Roleplay-sparked conflicts (IE two noble houses waring over land) could be affected by "Mercenaries" aka groups of PVPers who offer to pop into events like these to effect the outcome and just have fun PVPing.

So as an example, a registry similar to the now gone lobby registry is added where PVPers form groups uninhibited by factions (by this I mean you can join one run by someone of an enemy faction or an allied one, etc with no issues), then when a Noble Conflict is sparked, each house picks a Mercenary group, and with some OOC planning, the two groups are set to fight in a moderated battle in a cool set piece built by World Staff. The side that is victorious gains some small regal prize or something, and the Noble House they fought for gains a small roll bonus during the actual Progression half of it, with the battle being recounted in the actual Progression post and fancied up to sound cool etc.


Thoughts @Jalapeno690 ?
 
To take the idea further though in a less 'forcing' way (not sure if that word works there really), alternatively it could be made so that some skirmishes in Roleplay-sparked conflicts (IE two noble houses waring over land) could be affected by "Mercenaries" aka groups of PVPers who offer to pop into events like these to effect the outcome and just have fun PVPing.

So as an example, a registry similar to the now gone lobby registry is added where PVPers form groups uninhibited by factions (by this I mean you can join one run by someone of an enemy faction or an allied one, etc with no issues), then when a Noble Conflict is sparked, each house picks a Mercenary group, and with some OOC planning, the two groups are set to fight in a moderated battle in a cool set piece built by World Staff. The side that is victorious gains some small regal prize or something, and the Noble House they fought for gains a small roll bonus during the actual Progression half of it, with the battle being recounted in the actual Progression post and fancied up to sound cool etc.


Thoughts @Jalapeno690 ?
I can agree to that!
 
To take the idea further though in a less 'forcing' way (not sure if that word works there really), alternatively it could be made so that some skirmishes in Roleplay-sparked conflicts (IE two noble houses waring over land) could be affected by "Mercenaries" aka groups of PVPers who offer to pop into events like these to effect the outcome and just have fun PVPing.

So as an example, a registry similar to the now gone lobby registry is added where PVPers form groups uninhibited by factions (by this I mean you can join one run by someone of an enemy faction or an allied one, etc with no issues), then when a Noble Conflict is sparked, each house picks a Mercenary group, and with some OOC planning, the two groups are set to fight in a moderated battle in a cool set piece built by World Staff. The side that is victorious gains some small regal prize or something, and the Noble House they fought for gains a small roll bonus during the actual Progression half of it, with the battle being recounted in the actual Progression post and fancied up to sound cool etc.


Thoughts @Jalapeno690 ?

Why should a group of PvPers influence world progression? Why would one noble house receive leverage over another just because they called upon a group of PvPers? Once again, this drives the narrative in an even more competitive way where victory & ensuring it is placed on an even higher pedestal.

Even further, this still is a proposal where you aim to fix division between a smaller group and a larger group by making the latter reliant on the former expecting the larger to change & adopt whereas the smaller just does what they've always been doing.
 
To take the idea further though in a less 'forcing' way (not sure if that word works there really), alternatively it could be made so that some skirmishes in Roleplay-sparked conflicts (IE two noble houses waring over land) could be affected by "Mercenaries" aka groups of PVPers who offer to pop into events like these to effect the outcome and just have fun PVPing.

So as an example, a registry similar to the now gone lobby registry is added where PVPers form groups uninhibited by factions (by this I mean you can join one run by someone of an enemy faction or an allied one, etc with no issues), then when a Noble Conflict is sparked, each house picks a Mercenary group, and with some OOC planning, the two groups are set to fight in a moderated battle in a cool set piece built by World Staff. The side that is victorious gains some small regal prize or something, and the Noble House they fought for gains a small roll bonus during the actual Progression half of it, with the battle being recounted in the actual Progression post and fancied up to sound cool etc.


Thoughts @Jalapeno690 ?
First of all it's "affect" not "effect"
Secondly, I disagree with this idea. If people wanted to pvp they would. But the people in regalia obviously don't. And you shouldn't have to rely on a spam click battle to determine that. Because no one cares who clicks faster in rp.
 
Why should a group of PvPers influence world progression? Why would one noble house receive leverage over another just because they called upon a group of PvPers? Once again, this drives the narrative in an even more competitive way where victory & ensuring it is placed on an even higher pedestal.

Even further, this still is a proposal where you aim to fix division between a smaller group and a larger group by making the latter reliant on the former expecting the larger to change & adopt whereas the smaller just does what they've always been doing.
Autocorrect keeps changing it to affect and it was tripping me out this morning.

But, I dont think this makes one reliant on the other. Its an optional thing people can decide to do if they like. If they dont want to do lore-related battles, they can just arrange stuff on their own.

But for the first paragraph: Why shouldn't they? Saying "Why should PVPers have an effect on Roleplay" or "Why should RPers have an effect on Survival" is just saying that the gap between the playerbases is fine. Its really not, the salt between the groups, even against players who are trying to be helpful, is huge. This suggestion is basically a method to get the two sides to interact in a friendly way, generates interesting PVP Events, and gives Roleplayers some investment in the Survival side. As far as the lore is concerned, your question of "Why would one noble house recieve leverage over another just because they called upon a group of PvPers?" Why would one noble house have an advantage if they did anything? Why not resolve every progression with straight /roll 100's and not take numbers or anything into account?

As far as the In Universe is concerned, they literally just hired some extra mercenaries to help their own levies. No issues at all.

And I don't think competitiveness is a bad thing either, at all. Every human is competitive on some level. If you lead a group like a Noble House or a Gang especially. People who arent, are complacent, and content, and dont drive forwards at all. Unlike Roleplay though, where competitiveness can lead to OOC cheating with Metagaming or Powergaming, in a PVP situation, its pure mechanics. So this shouldn't be an issue.


First of all it's "affect" not "effect"
Secondly, I disagree with this idea. If people wanted to pvp they would. But the people in regalia obviously don't. And you shouldn't have to rely on a spam click battle to determine that. Because no one cares who clicks faster in rp.
Read what I said again. PVPers, PVPing, to give bonuses to ROLLS for RP Progressions. You missed what I was saying entirely.

alternatively it could be made so that some skirmishes in Roleplay-sparked conflicts (IE two noble houses waring over land) could be affected by "Mercenaries" aka groups of PVPers who offer to pop into events like these to effect the outcome and just have fun PVPing.
 
Autocorrect keeps changing it to affect and it was tripping me out this morning.

But, I dont think this makes one reliant on the other. Its an optional thing people can decide to do if they like. If they dont want to do lore-related battles, they can just arrange stuff on their own.

But for the first paragraph: Why shouldn't they? Saying "Why should PVPers have an effect on Roleplay" or "Why should RPers have an effect on Survival" is just saying that the gap between the playerbases is fine. Its really not, the salt between the groups, even against players who are trying to be helpful, is huge. This suggestion is basically a method to get the two sides to interact in a friendly way, generates interesting PVP Events, and gives Roleplayers some investment in the Survival side. As far as the lore is concerned, your question of "Why would one noble house recieve leverage over another just because they called upon a group of PvPers?" Why would one noble house have an advantage if they did anything? Why not resolve every progression with straight /roll 100's and not take numbers or anything into account?

As far as the In Universe is concerned, they literally just hired some extra mercenaries to help their own levies. No issues at all.

And I don't think competitiveness is a bad thing either, at all. Every human is competitive on some level. If you lead a group like a Noble House or a Gang especially. People who arent, are complacent, and content, and dont drive forwards at all. Unlike Roleplay though, where competitiveness can lead to OOC cheating with Metagaming or Powergaming, in a PVP situation, its pure mechanics. So this shouldn't be an issue.



Read what I said again. PVPers, PVPing, to give bonuses to ROLLS for RP Progressions. You missed what I was saying entirely.
You would think if people wanted to do this then they would have already. This suggestion does not implement a new mechanic unusable until staff adds it. If people wanted to determine rp by pvp then they would have done it by now.

As for the gap, sure there is one. But it's not that big of a deal. I would like to see more interaction between the two but this is not the way to do it.

Third cus I don't want to order anything, if you reread my post I stated that the people in rp don't give any craps as to who can click faster for 2 other people. It's a waste of time for rp. The option is there sure, but it always has. And if it hasn't happened already, maybe that's a good thing.

The divide between pvp and rp should have some kind of connection yes, but it is not that big of a deal. Let people just rp if they want.
 
You would think if people wanted to do this then they would have already. This suggestion does not implement a new mechanic unusable until staff adds it. If people wanted to determine rp by pvp then they would have done it by now.
Its not a new game mechanic its a new system. Im not suggesting Roleplayers settle an issue they could already if they wanted. Progressions are determined by a Staff moderated and written system. Even if players tried to use a PvP battle to settle it, without staff support and acknowledgement it would be worthless. My suggestion is formalizing a method to make that happen.


Third cus I don't want to order anything, if you reread my post I stated that the people in rp don't give any craps as to who can click faster for 2 other people. It's a waste of time for rp. The option is there sure, but it always has. And if it hasn't happened already, maybe that's a good thing.
The reason they dont care is because there is currently no reason to care. If there was, say for instance, the victor giving a roll advantage to the other side like I said in mine, they have a reason to care, and thus, do.


Let people just rp if they want.
People who Roleplay are not being made to PvP in my suggestion. Reading. Players who PvP mainly would be the ones PvPing in these groups. PVPERS. Not Roleplayers. Unless they felt like it I guess theres nothing stopping them. Its not FORCING either side to do anything, that was the whole point of my counter-suggestion: To find a way to bridge the gap without forcing either side to do the other's thing (IE Roleplayers PVPing or PVPers Roleplaying). And my suggestion does that.
 
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Why would one noble house have an advantage if they did anything? Why not resolve every progression with straight /roll 100's and not take numbers or anything into account?

Because securing an alliance between two RP families involves far more roleplay than getting pvp-ers to spam-click each other with axes?

"Why should RPers have an effect on Survival"

I've yet to see a suggestion about that. But it's always "let PvPers influence RP to get the communities together".

And I don't think competitiveness is a bad thing either, at all. Every human is competitive on some level. If you lead a group like a Noble House or a Gang especially. People who arent, are complacent, and content, and dont drive forwards at all. Unlike Roleplay though, where competitiveness can lead to OOC cheating with Metagaming or Powergaming, in a PVP situation, its pure mechanics. So this shouldn't be an issue.

Sure. Because PvPers are known for their docile, kind & understanding behaviour, not toxicity when things get all too competitive. Look, I've been a lot /elsewhere/ in another /realm of fantasy/ where RP conflicts are resolved with PvP and there's far more toxicity between groups.

To find a way to bridge the gap without forcing either side to do the other's thing (IE Roleplayers PVPing or PVPers Roleplaying). And my suggestion does that.

You are forcing RPers to contact PvPers and make them fight each other.

I'll challenge you one thing. What will make a group of PvPers fight for a noble family based on RP and not OOC connections, relations or simple good load of regals?
 
I've yet to see a suggestion about that. But it's always "let PvPers influence RP to get the communities together".
Im a Roleplayer, and have no issues with this. We already have Roleplay being integrated into survival with the Great Houses, who are encouraged to host not only PvP but also RP events etc.

Sure. Because PvPers are known for their docile, kind & understanding behaviour, not toxicity when things get all too competitive. Look, I've been a lot /elsewhere/ in another /realm of fantasy/ where RP conflicts are resolved with PvP and there's far more toxicity between groups.
LoTC is crap because ALL Roleplay is Settled Fully with PvP. They don't do CRP at all. This is a very minor dose of PvP into Roleplay Progression, which wont be harmful. Compared to them jamming eighty needles in ans ODing instantly. Also, generalizing PvPers or Roleplayers either as anything just furthers the gap and is flat out false. The people both sides hear from most are the loud annoying ones only, because they are the loudest. I've had plenty of pleasant interactions with PvPers, and plenty of shitty ones with Roleplayers. No side is all good or all bad, or even mostly bad.

You are forcing RPers to contact PvPers and make them fight each other.

I'll challenge you one thing. What will make a group of PvPers fight for a noble family based on RP and not OOC connections, relations or simple good load of regals?
Instead of making it random groups, it could be based around Great Survival Houses, but that feels like subjecting them more than it would if its hodgepodge groups of friends.

But beyond that point, a lot of Roleplay is just doing stuff with friends for most people. You contact people you know and like far more often than not. Good OOC Relations doesn't mean the Roleplay aspect needs to be absent though. You could arrange meetings, and play it out in an interesting way with minor effort.