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General PVP Rules: Difference between revisions

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## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.
## You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.
## In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.
# In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.
#In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules or mechanical defuffs). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight, unless serverly injured.
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable.  
# PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable.  
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.
# Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.
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Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.
Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.


====PvP Rule Ten: Player vs. Player in Towns (Hubs)====
====PvP Rule Ten: Player vs. Player in Towns (Hubs) and Sapphire Island====
* By default, '''PvP actions''' and '''attack-on-sight behavior''' are not permitted in admin-controlled towns or hubs.
=====Inside the Hub =====
* Players may temporarily enable PvP intent through in-game mechanics (such as bribing guards). When enabled, PvP is only allowed within the '''specified timeframe and conditions''' provided by the mechanic.
* By default, PvP actions and attack-on-sight behavior are not permitted inside admin-controlled towns/hubs, or in the space between the caravan and the hub.
* Players who initiate or engage in PvP outside of Town are not permitted to flee into Town for assistance or protection. A one-time caravan escape from the island may be used. Town guards will not permit active fighting to enter or continue within Town limits.
* Players may temporarily enable PvP intent through in-game mechanics (e.g., bribing guards). When enabled, PvP is only allowed within the specified timeframe and under the conditions provided by the mechanic.
* Players assigned to Guard duty remain subject to these PvP rules. They are required to join any PvP instance as defenders but are not permitted to participate in combat. Players may not bribe Guard-duty players; only NPC guards may be bribed.
* A notification will be sent to all players within range when PvP is enabled.
* Anyone who sees the notification may join the fight.
* If the defender moves the fight outside the hub walls, they may not return to the hub or use warps. Their options are to fight it out or flee and try to hide somewhere on the island.
 
====== Guard Duty Rules ======
Players assigned to guard duty are subject to the following rules:
* If they join, they must join the defending side.
* They are not permitted to initiate combat.
* Players may not bribe guard-duty players; only NPC guards may be bribed.
 
====== Consequences ======
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.
 
===== Outside the Hub / Caravan Trail =====
* Players who initiate or engage in PvP on Sapphire Island outside the hub, or outside the road between the hub and the caravan, may do so, but warps are still not allowed.
* If the defender reaches inside the hub walls, the PvP ends. The defender is then considered saved by the guards.
 
====== Consequences ======
* Cons: Only minor cons are allowed. Aftermath RP is mandatory.


====PvP Rule Eleven: Resizing in AOS Zones====
====PvP Rule Eleven: Resizing in AOS Zones====

Latest revision as of 19:47, 23 January 2026

Back to Rules


PVP Rule - One: PVP Pvp Intent Procedure & Rules

  1. To Initiate Pvp Intent, one must provide an emote with (Pvp Intent) included at the end. Once the emote is presented, all that are able to read it must pause where they are and provide a response acknowledging the incoming fight in the way of emoting with one of the following (Pvp Join) (Pvp Surrender) (Pvp Abstain) at the end of their response while continuing to be still.
    1. Bystanders may declare neutrality with /pvp abstain. They can be challenged by an aggressor or defender to elevate to combat status. Once combat has ended, a new PvP intent needs to be initiated to start a new combat encounter inside a secured player compound or /rp protected scene such as consequences. PvP may ensue without the need of waiting for bystanders. Unless challenged, they will be automatically counted as absent.
    2. Those that may wander into the scene must pause immediately in recognition of what it is and provide their response whether before or during the fight. Movement starts again once the fighting begins or is ongoing.
    3. Once all have responded, Every active combatant is required to declare ready status before it starts by typing (r) or (ready). With everyone ready a count down can be started with the /pvp start command. Or a Countdown shouted in the chat by a volunteer.
    4. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction. Running away when you have received an emote directed at you will be counted as roleplay avoidance.
    5. In the aftermath the severity of the fight is judged by the actions of the victors (See Consequence Rules.). Where they may choose to mechanically help one up, this equals a sort of brawl. If they are left to get up on their own, they will suffer some injury. Then finally one can choose to mechanically execute a fallen, this inflicts severe mechanical consequences and should be considered a severe injury taken, used sparringly.
  2. In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules or mechanical defuffs). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight, unless serverly injured.
  3. PVP may take place anywhere in the world, except for the spawning locations. Players can be recovered when downed by means of spells and In-Game mechanics. They can rejoin the same fight as long as it’s allowable.
  4. Upon dropping a Pvp intent upon a Player showing activity before the intent is dropped, such as movement, typing ect. If the receiver does not emote or respond after a time of five minutes, the Pvp intent is considered lost by the character presumably AFK or stalling. The initiator of the Pvp intent needs to open a Ticket to log the encounter with screen shots of timeframe.
  5. Sizing up: Players must use the /resize command to set their height to 180 with hand sliders set to 0. Changing these values during a fight is a strike-worthy offense.

PVP Rule - Two: AOS Location Allowance

  1. Attack On Sight is prohibited outside of designated areas such as the Unnamed City. It is the players responsibility to press M to look at the map to be sure they are not breaking this rule. PVP Intents are still allowed on first contact Also, provided the PVP intent procedures are followed. You cannot avoid Roleplay when engaged with an emote, as soon as an emote hits your Local chat there needs to be a response and a moment given for further interaction in such zones. Running away to avoid roleplay or intent will be counted as roleplay avoidance.
  2. If a player is downed within an AOS Zone or downed in a fight that travels out of it the encounter falls under Attack on Sight rules, they are subject to the specific downed-state rules applicable to Attack on Sight situations.
  3. Attack on Sight is active within the zones unless a party is involved in roleplay. To be protected while in roleplay they must input command /rp when stopping to roleplay a scene. In RP scenes, players are required to actively roleplay in it. If the scene is not active RP, AOS protected status will be invalidated.
  4. Upon choosing to engage someone with Attack on Sight, you are required to give them roleplay in the aftermath to your standard quality. AOS-ing someone, dropping a single line then running off is considered not good faith gameplay. Be mindful if you need to Execute when an opponent is down, the mechanic is not to be used to hinder someone else's enjoyment of the game.

PVP Rule - Three: Banned PVP Practices

Intentionally causing other players to crash or lag out with any means is forbidden. Blocking doors with deco items to block breach attempts, or placing Explosives such as Jars & Mines in the middle of PvP as a way to kill other Players. They are fine to be used to create breaches in Raids, but actively using them solely to kill players is not allowed.

PVP Rule - Four: Water Combat

Water Combat - PVP in water & attacking someone swimming in water is forbidden. Water should be used absolutely minimally, only as a way to pass from point A to point B, in a direct line. Lingering inside water during PvP or dodging attacks by going into water would be severely punished in a ticket. It is known mistakes happen in the heat of combat so some variations may occur but please be conscious of your movements around water.

PVP Rule - Five: Teleportation in PVP

Any means of teleportation or portals are forbidden in active combat. The Caravan System and /home where mechanically possible is able to be done again after one has broken away from the combat and 30 minutes have passed. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. The timer does not start if one stays around to view the fight as a able bodied combatant, cannot watch to decide if going to join in again and then decide not to if one wishes the counter to have begun. One must be actively freely fleeing or have fled in this way for the count of 30 minutes to start.

The only exception to this are locations which are not a direct part of the open world such as dungeons. Teleportation means can be used to exit towards the open world.

PVP Rule - Six: Post PVP Intent Engaging and Fleeing

If one comes across an ongoing fight outside an AOS zone one must pause and shout their ((Pvp Join)) Declaration if they wish to take part. This counts for those that have fled an have come back after they have escaped the initial fight via what is detailed below.

A Pvp intent engagement is considered over for some one who has fled having broken away from the active fight & has not been involved in consequence rp for 30 minutes. To have broken away from the combat one must break line of sight completely and be actively fleeing or have fled from the engagement. To attack an individual that has escaped in this way and has been out of the proximity of the fight for 30 minutes a new Pvp Intent must be started for them to fight or be fought. This rule is overridden by AOS zones.

PvP Rule - Seven: Mounts & Thralls in PVP

Mounts & Ranger thralls can be used for PVP. They cannot however be used to store valuable items or block pathways. Mounts can spawn by pathways while in following mode, but must never be parked by it in guarding or scouting state.

PvP Rule - Eight: PvP Downing

In an open world Pvp, once a player is downed, the victor may choose to not finish them off. If the Victor of the PVP is present over their downed body, the defeated player is required to remain at the location for Consequences, or allow themselves to be carried away. If the fight is still ongoing, the downed player may attempt to escape using mechanical means, unless another rule overrides this (such as raid rules). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight.

PvP Rule - Nine: Conflict Resolution & Dice Alternative

Mechanical PvP is considered the official resolution of any conflict, and it’s protected by the rules. Parties however may choose dice combat, but it has to be purely consensual between both parties.

PvP Rule Ten: Player vs. Player in Towns (Hubs) and Sapphire Island

Inside the Hub
  • By default, PvP actions and attack-on-sight behavior are not permitted inside admin-controlled towns/hubs, or in the space between the caravan and the hub.
  • Players may temporarily enable PvP intent through in-game mechanics (e.g., bribing guards). When enabled, PvP is only allowed within the specified timeframe and under the conditions provided by the mechanic.
  • A notification will be sent to all players within range when PvP is enabled.
  • Anyone who sees the notification may join the fight.
  • If the defender moves the fight outside the hub walls, they may not return to the hub or use warps. Their options are to fight it out or flee and try to hide somewhere on the island.
Guard Duty Rules

Players assigned to guard duty are subject to the following rules:

  • If they join, they must join the defending side.
  • They are not permitted to initiate combat.
  • Players may not bribe guard-duty players; only NPC guards may be bribed.
Consequences
  • Cons: Only minor cons are allowed. Aftermath RP is mandatory.
Outside the Hub / Caravan Trail
  • Players who initiate or engage in PvP on Sapphire Island outside the hub, or outside the road between the hub and the caravan, may do so, but warps are still not allowed.
  • If the defender reaches inside the hub walls, the PvP ends. The defender is then considered saved by the guards.
Consequences
  • Cons: Only minor cons are allowed. Aftermath RP is mandatory.

PvP Rule Eleven: Resizing in AOS Zones

Players are required to be properly resized while in designated AOS zones. Players will be automatically resized upon entering these zones. If a mechanical issue prevents this from occurring, players are responsible for manually resizing using the /resize command or other provided methods to ensure PvP resizing rules are respected.

PvP Rule Twelve: PvP Intent Near Player Compounds

Players may not declare PvP intent with more than two players (including themselves) within three foundation range of player compounds. Player compounds are defined as secured bases that require climbing or scaling to gain access.

PvP Rule Thirteen: Caravan and Base Camping

Camping caravans for the purpose of attacking players is strictly prohibited, similar to base camping.

Camping is defined as remaining in a caravan area for longer than 10 minutes with the intent to cause harm to players passing through.

Base camping is also prohibited and is defined as remaining near a player base for longer than 10 minutes without active roleplay. To engage a base, players must submit a siege ticket and conduct a raid. Failure to do so will require players to disperse immediately.

Players who are actively roleplaying within caravan locations may be declared for PvP intent and are exempt from caravan camping restrictions.