I'm going to break the original idea down section by section, but I just want to preface this with a brief, simple statement for anyone who doesn't want to read the multi-paragraph monster I'm about to drop: This is, unambiguously, a bad idea. I'm not saying it simply doesn't appeal to me, I'm saying it's an ill-conceived "solution" to a misunderstanding of a perceived "problem" that would do literally nothing to improve the quality of the server, and would in all likelihood only denigrate the server's long-established standards of conduct. With that out in the open, I will now explain why.
Babylon System is the Vampire wrote: Sat Jun 17, 2023 11:24 pm
The intention
To create an area where people who really want to focus on pvp can do so in a contained fashion and in small numbers while still impacting the server as a whole.
There's an unstated presumption here that this is somehow a good intention. It's entirely unclear why this is deemed as necessary. I'm going to extrapolate, based on the rest of the thread and some various responses, what the inspiration for this intention is, and briefly touch on why they are fundamentally misguided:
- The server experiences too much open-world PvP that is disruptive to narratives that do not benefit from it's encroachment, so "PvP Island" is the intended solution.
This perspective flatly fails to take personal accountability for your own experiences. If you really look at the scenarios that play out in-game, much of the PvP that the server experiences tends to be opt-in. Raids often come with advance warning that allow you to simply leave the settlement being targeted. Tense confrontations are often gradually built up into a breaking point, which you may at any time use your social adaptability to negotiate out of. Factions at risk of open conflict will usually know exactly what people or places to avoid in order to not be caught in a fight. The average player is rarely ever helpless when it comes to avoiding PvP. The reality of this perspective is simply that you don't want to be emasculated by the prospect of being faced with a fight, and choosing to away from it. In either case, "PvP Island" is not a solution. The complex web of motivations and narrative beats that lead to PvP will be unchanged. The intention solves nothing that you regard as a problem.
- There are players who inhabit the server that solely desire PvP and have little interest in Arelith beyond that avenue of gameplay, so "PvP Island" is designed to cater to those players.
Have you ever played another game in your life? Listen, I love the PvP experience - in Rainbow Six, or Spellbreak (rip), or ArcheAge, or WoW. Games that are actually fun to play. I don't doubt that there are people on Arelith who are acclimated and skilled in PvP, and so are unafraid of it and play their characters accordingly, but I will be frank here and say that absolutely no one who plays Neverwinter Nights is exclusively interested in its PvP scene. Arelith interests people because it is a roleplay server. Just because your personal experiences with certain people or groups appears to be solely oriented around PvP, it doesn't mean they're not primarily here because of the roleplay. I have personally built relationships, both in character and out of character, with some of the most notorious PvP-happy players on the server, and I have found that every single one of them finds absolutely no happiness at all through PvP - it's just a means to an end, and that end always boils down to narrative fulfillment. We need to be honest with ourselves and acknowledge that this game is kind of janky and usually not very fun to play, even for the people who are very good at it. "PvP Island" doesn't cater to the RP-absent murderhobo demographic, because that demographic doesn't exist - it's a fiction players invent to disparage the people they dislike, or the people whose roleplay doesn't appeal to them.
- PvP is pointless because permadeath isn't real, so "PvP Island" adds stakes and a tangible reason to come into conflict.
PvP is never for PvP's sake - it's a narrative tool. If its outcome is regarded as "pointless," it simply means that tool is being misused. There are already plenty of ways in which PvP benefits its combatants, the primary avenues being: Securing an area for Us by driving away Them; Piracy on the open seas, contesting treasure and plundering cargo; Narrative legitimacy reinforced by mechanical demonstrations of might. These are all compelling reasons to engage in conflict, as demonstrated by the fact that it happens all the time. "PvP Island" does not do anything to add to this dynamic beyond further perpetuating future PvP by supplying its most active participants with the means to further build upon their supremacy.
So the whole idea is bad from the jump. But let's entertain it anyways. What exactly, beyond the premise, is being proposed here?
What it is
An island found off the Archipelago that also has a large cave system that stretches all the way down into the underdark filled with random encounters designed to challenge level 30s that can lead to several different rewards, ranging from runic items, rare items, and settlement resources with a player reward attached (Ie, you beat the mega beast of beasterdome, the settlement you traveled from recieves 100 wood, 100 stone, and 100 iron, you each get 20 thousand gold).
The only way to get there is via an npc, that checks to see your party size. If its more than a certain number (say 4 or 5) it won't let you pass through. Once a group passes, no one else from that entry point can go in until that group returns or everyone from that group is dead. Raises/ressurections are disabled on the island, but you can carry your buddy back to raise them. The number of entry points would have to be determined in hopefully an equal fashion.
A quick breakdown of the proposed layout for "PvP Island":
- It's Large.
- It's an island.
- Its encounters are designed to challenge level 30's.
- It can only be accessed via NPC.
All of these are bad ideas for fun and unique reasons! First, the fact that the island can't be accessible by sailing makes no sense from a logical standpoint. If it's an island, why can't I go and sail there? Obviously, there's a functional reason: You can pack as many people as you want onto a boat, but the island is intended to entertain small skirmishing parties. But, sure, whatever, let's suspend our disbelief for the sake of a contrived narrative convenience - that's the Arelith way, after all! Okay, but second, there's the fact that the island is described as being large and multi-layered. If you're designing an arena-type zone that stretches across a vast cluster of areas, you're setting yourself up for a situation wherein even the people who do want to fight each other can't find anyone else who's around to fight. But, hey, there's a third point - the mobs should be challenging enough to entertain the island's visitors with or without PvP! Except, what challenges a group of 5 Weaponmasters isn't going to be the same as a challenge to 5 Wizards, which isn't going to be the same as a challenge to 5 Warlocks. The difference between each of the classes is vast and, frankly, impossibly difficult to balance given the fact that it's constantly changing. Even if you design the area around present class dynamics, who's to say that they'll still be challenging a month from now? And once you know what to expect, is anything ever really going to be challenging ever again? Once the layout and the enemies have all been memorized, what's stopping this resource-rich zone from getting free-farmed?
Speaking of richness in resources, here's the proposed incentives to participate:
- Some rewards include runic items.
- Some rewards are paid directly to a settlement.
- Participants are paid flat gold sums.
So, basically, you're not getting anything different from what you might get through sailing. Which, as has been hinted at throughout the thread, is sort of already doing exactly what this "PvP Island" proposal is suggesting. The only thing that really sets this idea apart is that the premise explicitly bears PvP in mind, and it is theoretically more accessible due to being detached from any sail skill or ship rental requirements.
But, how accessible is it really? These are the mechanical limitations envisioned for the system:
- Party size limited to 4 or 5.
- Entry points are tied to settlements (?).
- Entry points are inaccessible until its designated party leaves or dies.
- This island is graceless and godforsaken, the dead are unable to be revived.
- "The number of entry points would have to be determined in hopefully an equal fashion."
That last point is painfully close to self-awareness, because the cold truth is that there is no way to distribute entry points in a fair manner. If they're meant to be tied to settlements to work with the idea that settlement resources can be earned on the island, then that means the Underdark will always be able to circle-grind the area whenever they want with 3 full parties of 4-5 randoms who all got together earlier at the Hub and decided to make bank. The surface is too spread out to easily match that kind of coordination. Unless, of course, they start coordinating via ooc channels - and if the rewards are really good enough, that's exactly what people will start to do.
How I envision it playing out
Players who log in itching for pvp can group up, go to a place where if nothing happens at least they can hunt down some resources, and with any luck they will run into an equally matched group from the other side also looking for pvp. Bashing ensues.
There are definitely some kinks that need to get worked out just off the top of my head, and probably a few more I'm missing, but I didn't want to get into the weeds with this post in case everyone is thwpt on this idea.
Groups from the Underdark who run into other groups from the Underdark would rarely actually try to kill each other - because this is still a roleplay server, and it makes no sense to kill your neighbor and collaborator, even if you're competing for the same resources. The same goes for the surface. A Cordorian company isn't going to cut down a party from Guldorand. They're not going to automatically see each other as enemies just because they came from different settlements. Sure, the island is a PvP Enabled Zone, but so what? The whole server is always a PvP Enabled Zone. The discouragement to make unnecessary enemies is still there, and there still needs to be incentive grounded in character motivation.
The Hope
That folks who really like pvp above all else can find enjoyment in the game while slowing down the amount of pvp for everyone else, all while feeling like they are the heroes they long to be for their side thanks to the system giving them chances to provide resources for back home. Plus, they have the chance to kick some Snuggybear.
This all ties into what I was talking about in response to "The Intention" - which is, to reiterate, completely misguided and not grounded in reality. Your hopes are based in a fictitious understanding of psychology and motivations that inspire PvP to begin with. The idea is doomed to be bad until it is formed from a mindset that aligns more closely to reality.
What it's not
The only solution currently needed, but it does I think at least answer the question "What do you do with all these people that have made pvp the central focus of how they play while slowing things down a little for everyone else".
A replacement to random encounter pvp, via dungeons or the wild. I do think we need to institute some anti-mob rules when it comes to these things (aka, running away and coming back with a giant posse), but i don't want to see this aspect of the game go at least personally.
A replacement for raids, though i do think that raids need more creativity behind it and should require the dm teams approval and a good bit of planning/purpose.
So, it sounds to me like what you really want is to segregate PvP - or perhaps just certain players that you are polite enough to not name but still subtly allude to - and shove it off somewhere that you don't have to be exposed to it. For the reasons thus far outlined, even this intention is failed by the proposal. Which makes a lot of sense - anyone who actually enjoys player driven conflict, PvP or no, could probably see very easily how this plan fails on first contact. You at least concede that you don't want PvP to be dispersed from every corner of the server, because you've been around long enough to understand its necessity as a narrative device and tool for conflict resolution, but you don't enjoy it and you're exhausted by its frequency. What you don't realize, in the process of this write-up, is that what happens on "PvP Island" is never going to just stay on "PvP Island." The blood spilt on the sands of its beaches will become the rising tide that sweeps across the server in a wave of self-righteous vengeance. Even in its most ideal execution, it's creating the grounds to breed a more personal animosity among strangers that will plague future interactions. The inevitable result of "PvP Island" is, well, more PvP across the entire server.
So, yes. The idea is bad. But, that's not entirely your fault. You probably haven't had a lot of fun PvP before. You probably haven't experienced PvP in other games that made you feel excited and energized. You don't really know what good PvP looks like. So, I'll admit it's impressive how close your idea gets to something that resembles those qualities. Your idea of a person or group signing up to join a private lobby of sorts is on the right track. Rewards and prestige and a sense of heroic triumph tied to one's success is hugely necessary for a positive PvP experience. And while an island definitely isn't the right venue for it, an actual arena just might.
Just make an arena queue.
Players sign up with an NPC and are summoned to the stage once they're matched with another contestant. 1v1 only, or at the very least to start with as an experiment. Have it hosted by a neutral NPC faction - maybe a test of strength by some Giants, or a tourney of the Fey courts, or some testing grounds for the Modron - who have constructed an arena from within a pocket plane into which various warriors, be they heroic or villainous, can submit their names and be called to fight in one-on-one skirmishes. The understanding on all parties' sides is that they're not fighting to the death - only to subdual - so no one has to feel bad for kicking their allies' teeth in. Optionally, if people want to keep their identities secret in the arena, they can be granted a temporary +200 Bluff unbreakable disguise so they can fight under an alias. Leaderboards might keep track of outstanding achievements, and give people something to strive for. Participation grants you a unique currency that you can exchange in a specialty shop for various unique items and cosmetics that maybe don't inherently give you an edge outside of the arena but are still a sign of prestige to show off to your friends. Ideally, even losing in the arena gives you some of that currency. You can only participate three times a day, or maybe once every so many hours, to prevent people from spamming the queue. I don't imagine the arena has spectators (other than maybe DMs) so it's a very low-stakes environment to lose in, which is a big reason why people don't like engaging in PvP to begin with. It could potentially be a great way for people to get their toes wet and expose themselves to the realities of how player conflict plays out as opposed to the standard PvE experience. With the right narrative framework and the right mechanics to make it accessible and attractive to even the most PvP-shy players, I think it could be something that turns out really special.
A major misunderstanding that doomed the original idea proposed is the premise that there isn't enough on the server worth fighting over. I believe strongly that this is not the case. There's so much worth fighting for that hardly anyone can bear the prospect of losing. But if you make loss a little more forgivable, you'll see more people willing to try something that they might have otherwise thought was frightening.