Re: Crowd control
Posted: 02 Jun 2023 18:34
Hi,
First time weighing in on the topic but I think it is important to keep a few things in mind.
1 - PvP is Gen is a universal constant. It has never been turned off just made MUCH more difficult to do effectively.
2 - Universal PvP is not something that someone can opt into or out of. The only way to protect yourself from being playerkilled is to act/roleplay in a fashion that doesn't create an environment that other players want you dead.
3 - There are safeguards against being playerkilled already in place like safe-rooms (and maybe peace spells if they still exist).
4 - The ability to kill another player is distinct from the ability to keep another player from being killed. Making PvP skills universal (as opposed to guild specific) really deadens a powerful aspect of Genesis.
5 - There is a vast region of roleplaying that is hidden behind the ability to effectively PvP. To deny effective PvP is to deny players the opportunity to roleplay many archetypical characters and personalities.
6 - Harrassment rules already exist and have been in place for many years. Nothing changes in that respect simply because CC abilities are turned on or made more powerful.
With these thoughts in mind I think that returning CC to a useful aspect of the game for both PvE and PvP is a win for all. If you aren't interested in risky PvP as an option then you are free to limit your exposure to it through roleplay and guild selection. It is somewhat absurd to think that one can join the knights and not be called upon to combat a member of the RDA or BDA. It is similarly absurd to think that one can be a Morgul Mage and not be called upon to combat a member of the Rangers. There are plenty of options for people to join guilds that, from a roleplay perspective, do not have any in-game or roleplaying combat enemy.
If you want to be a Ranger or an Angmarim and not run the risk of being effectively player-killed then roleplay in a way that protects you from the majority of that exposure. Don't protect guild NPCs or don't talk shit about opposing guilds.
All-in-all effective and risky playerfighting and playerkilling is an important aspect of the game both mechanically and from a roleplaying perspective. It isn't the case that roleplaying is 'better' or 'worse' just because it happens through emotes in a pub rather than through guild specials in the battlefield.
Sincerely,
Brentan's Player
First time weighing in on the topic but I think it is important to keep a few things in mind.
1 - PvP is Gen is a universal constant. It has never been turned off just made MUCH more difficult to do effectively.
2 - Universal PvP is not something that someone can opt into or out of. The only way to protect yourself from being playerkilled is to act/roleplay in a fashion that doesn't create an environment that other players want you dead.
3 - There are safeguards against being playerkilled already in place like safe-rooms (and maybe peace spells if they still exist).
4 - The ability to kill another player is distinct from the ability to keep another player from being killed. Making PvP skills universal (as opposed to guild specific) really deadens a powerful aspect of Genesis.
5 - There is a vast region of roleplaying that is hidden behind the ability to effectively PvP. To deny effective PvP is to deny players the opportunity to roleplay many archetypical characters and personalities.
6 - Harrassment rules already exist and have been in place for many years. Nothing changes in that respect simply because CC abilities are turned on or made more powerful.
With these thoughts in mind I think that returning CC to a useful aspect of the game for both PvE and PvP is a win for all. If you aren't interested in risky PvP as an option then you are free to limit your exposure to it through roleplay and guild selection. It is somewhat absurd to think that one can join the knights and not be called upon to combat a member of the RDA or BDA. It is similarly absurd to think that one can be a Morgul Mage and not be called upon to combat a member of the Rangers. There are plenty of options for people to join guilds that, from a roleplay perspective, do not have any in-game or roleplaying combat enemy.
If you want to be a Ranger or an Angmarim and not run the risk of being effectively player-killed then roleplay in a way that protects you from the majority of that exposure. Don't protect guild NPCs or don't talk shit about opposing guilds.
All-in-all effective and risky playerfighting and playerkilling is an important aspect of the game both mechanically and from a roleplaying perspective. It isn't the case that roleplaying is 'better' or 'worse' just because it happens through emotes in a pub rather than through guild specials in the battlefield.
Sincerely,
Brentan's Player