Well, haven’t attended in a while, but the unlimited healing was a great issue in my mind, as it killed the sense of progression. The shifts on the battlefield end up being largely dependant on agreement instead of player interaction.
Technically impossible so how do we work around that one?
Seeing how I’m guilty of using interrupts out of sheer ignorance which probably spurred the opposition to break rules, I do believe that more active communication of rules and conditions would help.
I personally lack faith in the community not to cheat with that one and metagame battlefield intel for advantages. As the competition overtakes the cooperation in RP, expect disaster. Always.
As I mentioned before I think the crux of the issue is how PvP damage and ‘time to kill’ has changed over the years. Actual PvP is now far more about someone dying in two seconds if they’re not being babysitted by a healer. In past xpacs HP wouldn’t plummet so rapidly (provided everyone was playing ball ofc) if people held back. This gave time for HP to get low and for people to react accordingly.
But PvP nowadays by design is that you’re either at 100% HP or 0% HP. And this leaks into restricted RPPvP, as soon as healers stop, people drop like stones. But so long as healers can keep casting uninteruptted, nobody dies or dips low enough for long enough to figure “Hey I’m injured, maybe I should give ground.” Since by design healers stop people dipping below 100% so long as they’re around. If someone is hovering at 10% they’re going to die in the next millisecond. And as discussed earlier, very few people willingly give ground via RP unless PvP mechanics force them to (Usually via death but when people corpse run even that doesn’t seem to help).
Net result: Battles go on for literally hours with nothing of note happening until enough people on one side “cheat” just enough to score some kills and force the battle to progress. One way or the other.
Really, there’s no easy answer. Best I can think of is to get everyone to equip lower level vendor gear. But that just opens us up for griefers. Or we urge people to take IC fatigue and battle injuries into account and not assume that them being at 100% in HP means they’re 100% fine IC after being in a melee for three hours. But that’s a tall order while the I MUST WIN mentality is dominant.
For me personally, I don’t necessarily want fast battles, but rather active ones and ones I am able to influence, rather than battles that stagnate while I have no influence what so ever and the entire pace of it is in the hands of either overwhelming numbers, cheaters or raid DMs that take an eternity to communicate (And even longer to get the other side to respond to, say, a bombardment).
I personally agree with this, Although I was not around during MoP it sounds like a great way to have done rp-pvp.
I somehow missed this one, but I like all of this.
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