Kythana wrote: Thu Apr 10, 2025 7:10 pm
I personally think it's silly. After playing a more PvP focused character, I think doing away with bashing and trophies would be overall healthier for conflict culture. Have a bashed corpse just vanish, no options to collect an ear.
Have the mechanics reflect the typical response ─ That so and so is alive, but greatly injured.
The issue is there are very justifiable reasons why trophies would be collected. This falls into the "this is why we can't have nice things" meme category, where we're doing away with a mechanic because some people cannot be trusted to use it responsibly.
Further, getting rid of "death" entirely in PvP doesn't solve the problem, it just changes it. The people who are doing this behavior presently, will instead start boasting they're "immortal" and "unkillable" or "undefeatable" because they can't "die." It just changes the flavor of the issue.
Kythana wrote: Thu Apr 10, 2025 7:10 pm
I'll also add to this that lately rules feel more like suggestions. I've known reports that have taken weeks if not months for any actionable impact to be taken. By the time they're responded to, the damage has already been done.
It makes reporting feel like an exercise in frustration.
This I agree with 1000%. I think part of the issue is the culture of rules enforcement on Arelith. I've observed that PvP violations get a lot of attention very quickly, and often carry strict consequences. It's easy to observe that players/characters doing "PvP'' either too much or the wrong way quickly disappear, or get in line.
On the other hand, players or characters that continue to metagame in any number of ways (e.g. Death Amnesia) appear to be free to continue to do so indefinitely. I can't say exactly why this is. Perhaps its harder to prove, perhaps its viewed as less of a serious infraction and the consequences are lower?
But it has created a culture wherein issues such as metagaming death are par for the course, because people don't seem to be afraid of consequences for doing so. I put forth to the team and community that while getting "no line PvP'd" is certainly frustrating, it's far worse to have your entire character and narrative arch destroyed by someone metagaming a death, disguise, or stream crossing. These behaviors literally end entire character and faction RP and months of time investment. A PvP death, as we are discussing here, (unfortunately) often has very little narrative impact. Given this is a RP server, not an Arena where rewards are given for being at the top of a PvP leaderboard, punishments and rules enforcement should match the impact of the rule infraction on the community. While a player might even be punished, the lasting impact of the metagaming IC is often irreversible.
Having a player character walk up to your disguise tagged PC, do a full spot gear swap and activate consumables (or having their bard friend come by next time because you just can't quite crack it) to break your disguise might very well "end" that character arch as you know it. This is "standard" behavior now. That being said, it should be viewed as a far more egregious (or at least equally egregious) rule break to a PvP violation and receive similar enforcement. The same goes for metagaming death and outing your killer, or any other flavors of this "must-win" behavior.
As a parallel to the real world, if we legislate that "Armed Robbery" is 20 years and "Unarmed Robbery" is 3 years in prison, you're still going to see a lot of Robbery, but less with a weapon. People are (on average) crafty and risk averse, and will adjust their behavior, more or less, based on the perceived consequences or risk/reward. And I think many would agree that it appears that people are pretty comfortable metagaming things these days...