Player Accountability and the lack thereof
While I realize this may be a controversial opinion, I want to open up a CIVIL discussion concerning a perceived problem that I've noticed with Aetolia's player population in concerns to player accountability when it comes to PvP and the role play attached to it.
First, I don't think there can be any doubt as to that group combat has completely dominated Aetolia for the most part. Most formal events, whether encouraging solo combat or not, inevitably seem to end up as group combat scenarios and most PvP events seem to be centralized around group combat.
However, I have noticed a pretty alarming tend and one that has largely dissuaded me from getting involved in PvP again and that is that there a very strong lack of player and character accountability when it comes to actions taken against others these days. It seems that, from my perspective, there are players who will commit crimes against another organization or individual and then when someone comes to claim retribution on them, they will frequently alert their respective organization who will then swarm the hunter and obviously kill them. Should the hunter then go after the people who attacked him, the same cycle repeats itself. The hunter is then forced to bring people who largely have no real cause to go after the people that helped the huntee save that the hunter attacked them and so I ask all of you: has Aetolia lost any sense of player accountability and role play when it comes to those sorts of decisions?
While I understand many will disagree with me for this, I find it in pretty poor form to use "defending a city mate" as justification for jumping into every single conflict (and I literally do mean every single conflict) that concerns someone from their organization. Keep in mind that I am not pointing fingers and I realize that everyone does it, but I think we're edging closer to a dangerous precedent where players will no longer be held accountable for the actions of their character because they can simply fall back onto this endless cycle of players helping one another on flimsy reasoning.
Now, while I may view "defending a city mate" as flimsy reasoning myself, I am not doubting that it is a potent argument to jump to the defense of another. What I am saying is that it has established an environment that has all but nearly wiped out solo combat which is NOT a good thing regardless of how much you like/dislike group combat in Aetolia.
So I ask: What solutions can we put forward to address this endless cycle, or is it even viewed as an issue by the population these days? I definitely think there is an issue when players can do whatever they want, bounties or no, and get off scot free because there are other players that will always jump to their defense (even when they have no real idea as to why they're doing it or why that person is being attacked in the first place). Personally, while I dislike the Avechna Avenger system in Lusternia, I cannot deny in what it has achieved against constant teaming and the fact that players are still held accountable for their actions on Prime plane. I feel like some form of mechanical enforcement will be better for Aetolia in the long run because there's no real roleplay reason why someone would not jump in if someone was attacked right in front of them or called for help. Anyway, discuss.
1
Comments
Number of times Snakes complained they'd been attacked = rarely, only if newbs..
Number of times non-snakes would complain to me about something a Snake had done = several times a day.
Number of times I would give a damn or get involved = Zero.
Number of times I would even reply to their tell = you're more likely to win power ball.
Why? That's really the most important part, and it's not because I was lazy.
Some players are too emotionally invested in their characters, and that leads to their friends getting emotional as well. Leaders though should know how to stand back and realise that it's a game we're playing, and that non-rp conflicts aren't remotely important enough to get involved in. Through them, their subjects should be guided to understand the same, and just let small conflicts play out and stay small.
Death is an RP opportunity as well, remember. Getting mouthy at that team that crushed you is par for the course, but then again so is talking to them one at a time to explain the situation and detail how much of a douche the person they defended is.
I don't pretend to know who is in what position these days, but if you want to point the finger at anyone, point it at the leaders. While not the only ones that can affect change, they're the most readily recognised as being able to.
I think Exodus really hit the nail on the head in that small conflicts should be allowed to stay small and the leaders are likely to blame on both sides for encouraging the team at all costs atmosphere so we can win or team them because they're teaming us (I know I've argued this one). Unfortunately, I'm also of the opinion in that the playerbase has proven itself in the past to be unable or incapable of policing themselves in this matter and that I think mechanical enforcement will go a long way in solving this problem. There is a time and a place for group combat, such as war, ylem, or when there is meaningful reason for two organizations to get involved. However, if Susie is going after Bob because Bob decided to insult and harass Susie at every opportunity then Enorian shouldn't rush in to help Bob and trounce Susie because she finally decided to do something about it. Like I said, there are instances where it makes absolutely no RP sense why the organization is getting involved at this point and people are farming excuses or reasons to get involved so that they can participate in any form of PK that they can find and not necessarily for the roleplay behind it.
I think down the road that a mechanical enforcement of a non-teaming system, either something that allows diminishing returns when you team one person with multiple people or a mechanical enforcement like the Avenger system will be healthy for Aetolia in the long run and cultivate a larger and healthier PvP base.
Could you detail what this avenger system is for those of us that don't play any other MUD?
By this I mean, how often does a group fight go beyond the sheep mentality of a damage train pile on and into a true strategic battle of tactics? Rarely. The majority of team fights involve one group senselessly mashing at the other group hoping the other side dies first.
Aetolia and indeed most MUDs have hundreds if not thousands of individual abilities that, in a one vs one fight, often require a lot of thought and tactical savoir-faire behind their use, throwing these away for group pummel trains is a tremendous shame.
Seir is absolutely right in what he's saying; people like to start shit but do not like having to face the consequences of their actions and so they resort to hanging around in packs and/or never leaving safe zones so as to avoid getting their comeuppance. This is ridiculous when were playing a combat centric game.
If I had my way, the people who I infamously dub "pseudo fighters" would be called out by ther city mates for being so craven.
This is a large part of why I've basically dropped out of PK. Rammus, no offense, but you're newer and people don't really know if you can fight, but the biggest problem is that a lot of people (especially those who are mid-tier combatants who think they're top tier) have this problem where they don't want to lose, ever, so they always call in help.
I'd rather lose a 1 on 1 fight where I learned something, saw something, et cetera, than win a team fight. It's really that simple. Tyrak, Mazzion, even Dourif have given me 1 on 1 fights lately, but there are a lot of people who simply -won't- and -only- team. I can't change this fact, so I've pulled back a lot out of the PK realm because it just doesn't interest me anymore. It's part of why I hate the bounty system, I've been bountied twice for being within two rooms of city - because that's where wings\amulet exit near there. But that's another rant for another thread.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
If the foundation is solid, I think we'll see more people wanting to rejoin the 1v1 aspect of combat.
If you wish to fight someone on the Prime Material Plane in Lusternia, you must DECLARE that person to declare your intent to Avechna, the Avenger (basically omnipresent god of justice dude guarding creation) that you intend to kill them. The person declared on receives no notification. If they are attacked and killed, the declared slain person gets status on that attacker for 30 days. If the attacker decides to attack that person again, the attacked person gets Vengeance on that person. They get it twice if they're slain in the process. The attacked person then goes to Mount Avechna and requests vengeance to the God, who then sends one of his unkillable avatars (who basically one-shot the aggressor, stalk them, and pretty much you have no chance against) and kills them and gives the xp that the attacked person lost from being killed a second time. The one slain by the avatar is then peaced for a length determined by how many individuals have status on them.
Any attacks against an org results in the aggressor auto-declaring against that entire org. Meaning that the org can defend themselves without fear of reprisal from Avechna. Individuals of that org may declare their intent to DEFEND an ally if they're attacked but while they can defend that person, they cannot attack them aggressor if the aggressor has status on them else they risk vengeance.
If it seems complicated, it really isn't. Here's the help file link: http://www.lusternia.com/game/helpview/lusternia?what=Avenger&x=Help
tl;dr. It enables player accountability as far as fighting on Prime goes. You cannot constantly jump into fights at your leisure else you risk getting killed/peaced by Avechna. People do not jump into every fight because of this and if it were not for the other planes being Open PK and free from Avechna, you'd see more solo combat because of it.
@Haven:
The tactics you've described are no different than tactics used elsewhere when it comes to group combat. Hindering is not a foreign concept. As Malak said, group combat comes down to either trying to outrange one side or pick them apart individually. If melee encounters occur, they become a match of who can spam AoE damage the most enemies or who can damage/hinder the one leading/target calling for the group. It's a waste of all the abilities that we learn, there's no place for affliction classes in it really, and it's boring.
Seeing as how there is no lack of conflict in Lusternia despite the Avenger system, I'd say that's a pretty inaccurate statement on your end. All mechanical enforcement would do is prevent people from jumping into every fight as they please because they know with the way the system is now: they'll get away with it. Why? Because if the person they attacked in a group comes seeking retribution when they're alone, the earlier pack will descend for the same flimsy roleplay reasoning. It has happened many times over and in my opinion has caused a pretty stagnant combat environment in Aetolia.
I am not trying to kill off group combat. I personally believe that it has an appropriate time and place such as when wars are declared between organizations, ylem is involved, Orders are going to war, or other various reasons. Going after someone because they insulted me or maybe even harassed me by trying to attack me in my own org via Abduct (and I'm citing an actual example here) is a reason for when conflict should be Seir vs Aggressive Syssin and not Seir vs Bloodloch. Bloodloch has no business jumping into a fight that I started because I'm entitled to defend myself in the first place and the Syssin in question should be held accountable for being aggressive
What has happened is that in every instance, and I mean every instance, individuals from Bloodloch have come to the aid of that individual on false pretense that I am just randomly attacking them when I am in fact going after them for wrongful actions that they have committed.
I am sure I am not the only one that this has happened to. Daskalos has pretty much said the same thing as has Malak.
I can out numerous names that this has happened with, but I don't feel it would achieve any purpose. I will say that it happens frequently and likely more than you might be aware of. I know that you don't particularly enjoy 1v1 combat and don't partake in it. I can respect that if that is your choice to only participate in group combat scenarios that involve Bloodloch.
Hypothetically, however, if Ilyon were to go out and start exterminating and thus create a scenario where he has committed action against an organization, he would be expected to be held accountable for it and should expect to get attacked. It would be incredibly poor form if he were (and I'm not saying that you would) to call for help against the aggressor when he was the one being aggressive in the first place. This is the problem I'm referring to and what many of us are frustrated with. There's no accountability and there's no distinction now as to what should involve an organization and what should remain a personal conflict. People are so afraid of losing that they'll resort to any and all options to avoid death. I think Keroc's suggestions are a step in the right direction from making death in Aetolia optional to making defending yourself actually required again.
Edit: Keep in mind that in the above scenario: If Ilyon was attacked by multiple people, he'd probably be entitled to call for some backup then, but even then it'd be on very flimsy foundation. It's like attacking a person and they defend themselves and then calling for help when you were the aggressive one in the first place.
Death is incredibly negligible in terms of experience loss and (at most) a couple of minutes ressing; it's incomprehensible to me that people would rather take the easy route than put themselves to the test and duke it out.
Not necessarily relevant to aetolia but in another mud I've played, combatants would be -incredibly- upset if someone came along and interfered in fights they were having...
Surely there's some pride in being a good fighter. I'm not particularly good but I sure as hell feel better about beating someone myself than a 20 on 20 damagefest that is predicated on whoever manages to get that to 21.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
Hiding in a city IMO shouldn't be a viable and rewarding way to 'out wait' cause when you've earned it.
Message #17059 Sent By: Oleis Received On: 1/03/2014/17:24
"If it makes you feel better, just checking your artifact list threatens to crash my mudlet."
To answer your question, Haven, I'm not sure that tiers has much relevance to this situation. Higher tier fighters tend to be less concerned with losing than they are about having enjoyable fights,though,so I'd have to say that no it's not the top tier people who are the ones getting cause on themselves then hiding (most of the time.)
It's almost always 'not very good' for lack of a better term, people who make a point of messing with others exclusively because they know that the system allows them to dodge the consequences indefinitely.
I really don't think much can be done about this until people start encouraging their allies to deal with the situations they've precipitated, and this is unlikely to happen.
I also think we should separate 'group combat' from 'ylem combat' because in ylem conflicts I don't think anyone cares about teaming. In other things though such as bounties or possession of hunting grounds items, teaming people for either of those things is not only irritating but it doesn't even foster combat; all it does is make people more and more bitter about (and therefore more reluctant to engage in) the combat system at all without a group.
If you don't like to 1 v 1 then you shouldn't be giving people reasons to kill you. Simple. Man up and realise that actions have consequences. (Directed at nobody in particular!)
Bounties on the other hand... I shouldn't get all of Bloodloch coming after me because I decided to go after someone who thought it was a good idea to raid Duiran and then insult me from the safety of Loch when they're next out hunting. I'd be wrong, however, and I've generally conceded that people taking responsibility for their character's actions has died out.