Auto hostile = more of a detriment than a benefit?

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Auto hostile = more of a detriment than a benefit?

Post  Mega_Trond on Tue Apr 16, 2013 4:40 pm

I refer to the fact that all Axfells are automatically hostile towards all Cleavens and vice verse, anyone else have some thoughts on this? This is all my uninformed, subjective opinion, but I've been weighing some pros and cons;

Pros for auto hostile;
-Further encourages PvP and solidifies wanted hostility between the factions. Anphillia is big on PvP after all.
-Discourages unwanted (?) friend or love plots between faction members that has a tendency to feel unrealistic and trail off in strange directions, and generally isn't intended to occur in this setting.
-No confusion in a chaotic PvP situation where it's slightly difficult to tell friend from foe.
-You get to the fighting before buffs start to run out.

Cons against auto hostile;
-Little RP ever happens between opposing faction members outside of no PvP areas like Ranzington. In my experience, there is simply something uncontrollably instinctive inside of NWN players' heads that make them spam left mouse button on a red glowing toon whenever one comes within reach, as opposed to exchange a few lines of dialogue with people before fighting.
-Also, I for one enjoy all the conversation right before PvP, like threatening and boasting for a bit and let the mood sink in and adrenaline rush right before hell breaks loose, or to beg, plead and bargain to avoid a fight if the odds are unfavorable, or to buy time and look for a more opportune time to run away.
-No auto hostile would give people a slightly better chance to escape if they want to, if it's encouraged to hostile someone before you fight them.
-Friendly fire is fairly common in a war setting, so some confusion in a chaotic PvP situation would technically feel kind of realistic. Accidental knockdown on allies is probably a familiar thing to most.
-If you are worried about your buffs running out, you can say something like "slightly worried about my boons running out, so I'm gonna axe you in the face now".


I'm not necessarily calling for anything to be changed or anything with this, but a discussion on the topic might be good. Smile

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Re: Auto hostile = more of a detriment than a benefit?

Post  TheeVals on Tue Apr 16, 2013 5:10 pm

I stopped playing twice before (taking a long count to 10 over 10 million times type of break) because of cleaven/axfell members grouping up to powergame/pve with each other.
They didn't even sneak around, blatently openly -somewhat proudly icly claimed time spent training with the enemy.
Problem was while I was doing all the darn pvp for cleaven other cleaven members where off having tea parties with the enemy.

"This higher level player won't help me level up" is not an excuse for such behavior, and it's a bad mentality to have towards fellow players.

-But thats as far as I am aware of in terms of potentially ruining the module's roleplay setting structure of two armies at war.

I think at least one or two players might enjoy the potential to "trade" items with enemies.. and have that possible roleplay aspect of keeping "enemies" closer -luckily I have faith in their rp skill that they'd keep it hidden as it would be meant for such sneaky roleplay. -And still help their own team during pvp.

As for attacking on sight... if you want to try to roleplay with said player, use the /subduel command to bring them down to 0 hp and then type as fast as you can to initiate a roleplaying setting of them being at your mercy. If they ignore you and as soon as they get up -they heal and try to run.. then you know where you stand with that player in terms of their willingness to mix rp and pvp. Just take subdual off, chase them down and kill them this time.
While it's a bit odd to pvp first, in ic termonology.. attack someone first and then try and talk with them.. it's just one way to go about testing the waters.

Could be fun to have everyone having to manually set people to dislike if coming across them. However there would need to be a script which auto sets any assaulter's auto-hostile to all cleaven or axfell players depending on which faction they are. Is such a scripting/setup possible?
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Re: Auto hostile = more of a detriment than a benefit?

Post  UndyingKnight on Tue Apr 16, 2013 8:12 pm

So there are a lot of pros and cons to auto hostile as stated by mega, I'm all for cross faction role playing, and one thing with auto hostile that I think is a downfall is at times such as this when we will be starting out fresh and players from opposing sides shouldn't really know when they comes across an enemy player I.C unless their enemy is dressed in the opposing factions colors and it's clearly visible, yes they will oocly know due to the auto hostile and their enemies name showing in red but if it's not visible I.c that they are from the opposing faction then some type of role play should occur. Yes there are ways to script in such ways to get rid of the auto hostile but I do still believe it should be left in, for the reason that the two opposing sides are at war, and after that first RP encounter with said enemy then auto attacking them is fine due to now knowing they are in fact from the opposite side((unless players still decide to RP which is completely fine!)), unless of course said enemy is dressed in a completely different outfit not sporting any opposing side colors then again I believe some sortof role play should happen.

It's a tricky situation I suppose and like Theevals said the best thing to do is to make an attempt to role play with said enemy and if said enemy doesn't make an attempt at role play and instead attacks instantly then you will know for next time to not make an attempt to RP with them.



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Re: Auto hostile = more of a detriment than a benefit?

Post  DeathWarding on Sat Apr 20, 2013 3:55 am

Come back Undying!! xD
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Re: Auto hostile = more of a detriment than a benefit?

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