General PVP Rules: Difference between revisions
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# 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). Further, if the fight is still ongoing and you can mechanically draw your weapons into hand you may continue to fight. | ||
# 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. | ||
# 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. | # 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. | ||
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====PvP Rule - Eight: Conflict Resolution & Dice Alternative==== | ====PvP Rule - Eight: 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. | 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 Nine: Player vs. Player in Towns (Hubs) ==== | |||
By default, '''PvP actions''' and '''attack-on-sight behavior''' are not permitted in admin-controlled towns or hubs. | |||
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. | |||
====PvP Rule Ten: 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 <code>/resize</code> command or other provided methods to ensure PvP resizing rules are respected. | |||
==== PvP Rule Eleven: 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 Twelve: 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. | |||
Revision as of 18:55, 14 January 2026
PVP Rule - One: PVP Pvp Intent Procedure & Rules
- 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.
- 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.
- 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.
- 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.
- 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 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.
- 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.
- 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
- 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.
- 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.
- 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.
- 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. It is not to be until 10 minutes have passed since last contact that being in active combat ends. Players who are damaged by other players earn PvP status debuff, which won’t allow them to use travel systems. Moreover, they are not allowed to use map teleports. 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: 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 - Seven: 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 - Eight: 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 Nine: Player vs. Player in Towns (Hubs)
By default, PvP actions and attack-on-sight behavior are not permitted in admin-controlled towns or hubs. 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.
PvP Rule Ten: 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 Eleven: 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 Twelve: 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.