PvP: A How-To Guide

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Phoenix

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PVP: A How-To Guide
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Player vs. Player combat (PvP) has become an ever-expanding portion of the site, and one which often generates confusion and disagreement among even veteran members. As someone who enjoys PvP and has no small amount of experiences with it, I’ve been cooking up an idea for a while now to compile a (hopefully) simple “how-to” guide to answer some FAQs and outlines some of the basics in order that new members coming to the site might have an idea of how it works rather than "learning the hard way." Hopefully some of you may find this beneficial.

What is PvP?

First off, we have to answer the big question in the room: what is PvP? PvP is the competitive aspect of the site. There are and should be many collaborative and story-telling aspects to any roleplaying website, but at the end of the day, there is also a side where competition thrives: that is where PvP sits.

Many RP sites handle PvP differently, but on SWRP PvP will result in a winning and losing side. There is such a thing as cPvP (cinematic PvP), which can be very enjoyable and usually consists of a predetermined ending and much lower tensions, but that is not what you will find in faction-run combat threads such as battles and missions.

PvP is built around attempting to trick, trap, or force the other character to make a mistake in their actions that will result in said individual being damaged. This can be accomplished in many ways but usually occurs when one player cannot think of a physically possible means of escape or if said individual writes an action that defies possibility. Note: if it would look good in an anime fight, it probably wouldn't work in PvP.

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PvP Rules

There are numerous rules laid out on the site's rules page that I would recommend reading including an entire section on combat. Below is a quick summary of a few of the major PvP rules that are critical to know.

  • Every combat thread has a "time-out" period. Depending on the number of people in the thread, it may be between 48 and 72 hours. If it is 1v1, each person has 48 hours to post, in 2v2 each team has 48 hours to post, and in threads with two teams with 5+ individuals total each team has 72 hours in total to post. Failure to post during that time will automatically result in a hit for whatever attacks were made in the previous opponent's post.
  • Official battles will end 3 weeks after initial combat for 1v1 fights and 4 weeks after initial combat for 2v2 (or more) fights. Time extensions may be granted by admins only. Agreements to proceed past that point are not allowed. If an agreement as to the outcome of the thread cannot be reached by participants, reporting the thread and asking for an admin ruling is the appropriate action.
  • If an attack is not responded to by an opponent, it is automatically a hit. Even if there is an obvious reason that the attack would not hit, it must be stated in the rebuttal post. Failure to do so will result in damages.
  • "Autohitting" or posting an attack and having it strike or damage your opponent in the same post is strictly prohibited. More on this later.
  • Posts in the past are not open for alteration. If you have an issue with your opponent's post, you must address it before posting. Your post is an indication that you agree with everything that your opponent has written up until that point. Once you post, nothing before that will be reviewed further.
  • Don't exploit vagueness. If you need an opponent to clarify something, ask them to clarify. Do not assume.
  • A character may not post an attack in their first post in a thread (exception: if it is a pre-approved espionage plot)

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How Should PvP Posts Be Written?

Unlike many posts on the site, PvP posts should not be long essays. While I would not go so far as to say that no emotional, environmental, and descriptive details should be present, they should generally be kept to a minimum. Instead, posts should generally include only those details that are relevant to the conflict. The exact length of the posts will vary from person to person and the amount of detail that writers choose to put in will be different, but in my experience, most relevant information should fit into ~3 paragraphs or less.

While extraneous details about the environment are not typically suited to PvP threads, details regarding the nature of the attack are. The exact method for description will vary from author to author, but below is a list of common and useful things to include in a post.

For bladed combat: 1) what weapon is being used (if there are multiple bladed weapons) 2) what hand is being used 3) what side of the body it's on (your character's left/right, the other character's left/right, etc.) 4) what direction the blade is facing (45 degrees compared to the ground, vertical, etc.) 5) what direction the blade is swinging (ex: from my character's bottom left to top right would be a diagonal swing).

For gun combat: 1) how many shots are being fired (do NOT say "and then he faired a spray of shots" as this is entirely too vague) 2) what weapon is being used (if carrying multiple firearms) 3) what range the shot is being fired at 4) what part of the body is being aimed at

Also when writing PvP posts, attacks should not be written as already having been completed. "He swung his saber horizontally and the blade passed through his opponent's neck, severing his head from his body" would be a pretty solid example of what not to do. It is not permissible to have an attack land in the same post that it is written. This is called "autohitting" and is strictly prohibited. Instead, the above attack could be written as follows: "He swung his sword horizontally from left to right, the blade aiming to strike his opponent's neck and decapitate him." In this example the intent of the attack (decapitation) has still been explained, but the action has not been confirmed as having already occurred. This is to ensure that an opponent has an opportunity to counter the attack.


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Shared Time and Interrupt Actions

Shared time is without a doubt one of the topics that is most commonly a cause of concern when it comes to PvP. It is the most complex element that will be discussed here, but also one of the most critical to understand.

The shortest explanation of shared time is this: in combat, both parties are performing actions at the same time and are therefore bound by the same time constraints. If one combatant runs 10 meters in the first post, the second person does not have time to run 300 meters. This may seem like an obvious element, but often sees confusion in combat threads.

For the sake of example we will say that fighters X and Y are in combat with one another. X posts first and states that he runs 30 meters. At this point in the fight, X is committed to the action of running 30 meters and his time is accounted for up until he completes that action or is interrupted by his opponent.

Y posts next and immediately shoots at X while he’s running. Now both combatants have performed an action for this particular point in time so nothing before that gunshot can be changed.

Despite not having completed the 30-meter run yet, the next post by X will begin simultaneous to the gunshot by Y. For this reason, it is not possible to interrupt an interrupt attack by going back in time to alter one’s actions.

It is for this reason that performing numerous actions or a single action that takes an extended period of time is not recommended as it leaves the combatant open to interrupt attacks. As another note on this topic, if you interrupt your opponent's post, it does not mean that everything they wrote after the time of your interrupt is automatically successful. Interrupting locks in everything before the point of the interrupting action, but not the actions that come after.


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PvP Outcomes

Does PvP always end in character death? The short answer is "no." PvP does not always have to end in character death. There are many possible outcomes to PvP including, but not limited to, capture, maiming, death, slight injury, or no injury. However, I must emphasize that while death is not required, DEATH IS A POSSIBILITY in any and every PvP thread. If you, as a writer, are not prepared for the possibility of losing a character, then it is not recommended that you engage in PvP.

The goal of PvP should not be to avoid taking any damage. Most combat threads will result in at least minor injuries to all parties involved. Furthermore, a combatant is expected to take reasonable damage. Refusal to ever take any damage or ever admit that an attack is likely to hit is likely to cause an increase in OOC argument, complaining, and ultimately reports.

Note: A report should not be the first action in the face of differing views. Patient and rational discussion with one's opponent should always be the first course in addressing disagreement with reports only coming at a later time, if necessary. The one exception is auto-hit reporting. If an opponent makes a defense that is obviously inadequate (an extreme example would be someone saying that they catch a 5,000kg stone with their bare hands to avoid all damage), rather than give the opponent a chance to edit their post so they can evade the damage, it may be reported.

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What is Metagaming?

Metagaming is one of the cardinal sins of PvP. Metagaming has many different definitions, but is generally defined as using out of character information that your character would not have access to in order to benefit your character. This can take many forms. Some examples are listed below (not a complete list).

  • Intentionally altering your characters actions to avoid a hidden bomb that your character would have no knowledge of.
  • Actions of convenience, such as "conveniently" bending over to tie your shoe at just the perfect time to avoid an enemy's gunshot.
  • Using the Force to ascertain an enemy's exact position within a building

Anytime that you are using information that would not be realistically available to your character in order to benefit your own situation it would fall under the umbrella of metagaming.


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Force Powers in Combat

In the past, there have been a variety of different ways that Force powers have been handled on the site. The general rule is that while there are no powers that are specifically allowed or disallowed (as in previous timelines) there is an expectation of common sense for determining what is reasonable and when. This guide is to help you answer those two questions: what is reasonable and when?

This timeline, the Force is generally balanced by two elements: exhaustion and concentration. In many cases, there has been a great deal of confusion and misconception about how precisely these two interact in order to determine what is and is not possible in PvP.


Concentration

So first, I want to break down concentration a bit. As the name implies, concentration involves the ability to focus on a particular action. If you are attempting to perform a complex Force manipulation it is best not to be focusing on anything other than that specific interaction. If a person is having to fend off a second or third attack while trying to absorb a blaster bolt with their bare hand, they are likely to fail. So what does a distraction look like? It could be a gunshot, a sword strike, or a counter assault with the Force. Often "distractions" will take the form of another attack that a character must block or an assault of their own. This is perhaps the most important aspect of using the Force in combat.

In addition, at the upper levels when Force users are able to use the Force in multiple ways, it should be noted that the more the user splits their concentration, the weaker the power will become. A level 3 who uses half their energy for a shield and half for lightning could have their shield overpowered by a level 2 who puts 100% of their power into a blast.

Stamina

The second most important factor for determining viability of the Force in combat is stamina. This is another area in which there has been a great deal of misconception that I will try to dispel right now. Using the Force for two consecutive rounds is not going to be enough to completely exhaust your character. What will exhaust a character is complex powers, such as blocking a lightsaber with your bare hand (like above) for an extended period of time. Yes, this is possible, but highly dangerous as even a slight interruption could easily see you impaled.


Complexity

So what determines the difficulty of using the Force? How do we know how much concentration something will take or the amount of exertion it will cause over time? There are a number of elements that factor into this that one can use to help determine if their usage of the Force is unreasonable. I will cover some of the major elements below.

  • Intricacy: Intricacy tends to factor primarily into the amount of concentration that it will take in order to summon a particular manifestation and typically won't play heavily into the stamina required. For instance, summoning a formless burst of telekinetic energy from one's own hand is less complex than forming a telekinetic grip around an opponent's throat fifteen meters away.

  • Size: The size of the manifestation and the distance it must travel will factor more into exertion than concentration. A shield of energy surrounding multiple people is going to be more difficult to cast and maintain than a small personal wall of energy. Likewise, most offensive uses of the Force are going to be most effective at close range rather than extreme distances. The longer your Force lightning or telekinetic burst has to travel, the more tiring it will be to your character.

  • Time: Maintaining your shield over a long period is going to eventually tire your character out and deplete your stamina. Breaking up your assaults with time to rest and recoup your energy will help prevent this from occurring.

  • Preparation and Power: These two act in tandem as the amount of time that one has to prepare and the amount of power behind a strike greatly affect its effectiveness. Is this an instinctual attack that is being put together in a fraction of a second to save your skin or a well-prepared attack that your character has been planning to execute? Increased time to prepare and shape the Force is going to mean that a manifestation is both less likely to fail, more powerful, and less tiring. Like physical work, the amount of energy that must be expended in order to move a one kilo object around versus flinging a human-sized object across the room is going to be very different and preparing for such an action beforehand can help increase the odds of success and lessen the physical toll over time.


Physical Components of the Force

Although individuals at the higher levels may use the Force without a physical component (a wave of the hand for instance), all Force users benefit by having a free hand to manipulate the Force. In a battle of equals, having a free hand allows the user to generate more power and finesse than if one’s hands were full. Much like trying to drive a car when your hands are full vs. when your hands are empty, having a hand unencumbered allows the user to better shape and manipulate a powerful blast or reach out with more efficiency to tug at the strings of the Force.


Line of Sight

Line of sight is an tricky topic because there are so many variations of line of sight, but rather than go through all of them, I will explain the general model for comparison by presenting a couple of examples. Grabbing something with the Force is much like grabbing something with your hand: it helps to know where it is.

If you are trying to grab something in a dark room (grab without direct LoS), it is best to know precisely where the object was before the lights went out. If the item is already in hand (breaking LoS by somehow blinding your opponent who has already gripped you) then you don't necessarily need to be able to see it. If the object runs into the darkness as soon as you touch it (an opponent manages to run around a building and their position becomes unknown to the attacker) then it is going to be difficult to reestablish a grip.

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Levels in Combat

Levels and Force Users

  • Level 1: The rules listed here generally govern what is possible for a level 1 combatant. Although capable of holding their own in most combat situations, there are some limits to what they are capable of. Some examples would include lightning and tutaminis. Although possible to cast lightning, level 1s lack the power of a true master and is generally incapable of killing in a single blast and will tire a use much more quickly than many abilities. Likewise, blocking a blaster or saber with tutaminis would be exceptionally difficult if not impossible.

  • Level 2: Those who have mastered the Force show that they are capable of impressive feats in the Force and are able to more easily maintain their focus. Able to unleash devastating blasts in the Force, hurl large objects, and unleash powerful streams of lightning and fire, these masters are a true force to be reckoned with on the battlefield.

  • Level 3: Some of the most powerful Force users in the galaxy, they are capable of manipulating the Force in multiple ways at once. They can protect themselves from attack while also lashing out, defend against multiple incoming attacks at once, track and engage multiple opponents when surrounded with ease, or overpowering those who are not experienced (level 1s).

  • Level 4: Rarely seen anywhere in the galaxy, these individuals often head the most powerful sects of Force-users in the galaxy. Without a doubt the most knowledgeable masters of their orders, there are few who can claim such an understanding of the Force as these. Capable of holding at bay numerous opponents or pulling starfighters from the sky, the limits of these individuals is still unknown.


Levels and Non-Force Users

  • Level 1: These individuals represent the elite of the soldiers in the galaxy. Crack shots who are able to quickly engage a target in front of him with speed and accuracy, they can overwhelm the average soldier of the galaxy with ease. Although unable to easily engage with multiple opponents at once, they are capable of engaging with Jedi Knights and Exile Apprentices with above average reflexes.

  • Level 2: After years of honing body and mind, these warriors have shown that they are capable of fighting through even bursts of lightning from an Exile Apprentice, engage multiple targets in front of them, and have greatly heightened reflexes that rival those of even a Jedi Knight.

  • Level 3: Some of the most dangerous fighters in the galaxy, these warriors are able to quickly engage with multiple opponents, even when surrounded and are able to quickly turn on enemies in ways that seem to push the very limits of human capability. Their reflexes have been attuned to the extreme and their speed and reactions develop accordingly. They are so quick that a level 1 may have trouble even reacting quickly enough to avoid a strike from these warriors.

  • Level 4: As rare as their Force-wielding counterparts, those who obtain a galactic-wide reputation truly deserve it. Each of their senses has been attuned to such extreme levels that many would wonder if they themselves can hear the call of the Force. Using their other senses, they are able to engage enemies without looking, move with speed, reflexes, and intuition that surpass what is commonly thought possible, and have bodies that can endure brutal punishment.
 

Tulos

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So like... this should probably get sticky thread status. This would have been helpful af when I started out here lol
 

Jinan B

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This is incredibly helpful, especially since I have no idea how to do next to anything on this site. (aside from an idea how to Pvp, as of right now)
 

GABA

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Looks good to me! Great job Phoe!
 

Intratec

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Really glad this got stickied. Its really helpful!
 

Phoenix

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With the hope of keeping things up to date and accessible for everyone, I’ve made some updates to the PvP guide to help clear up some common confusions that I’ve heard recently. Below are a list of edits:

  • Updated the “time-out” section to comply with the new PvP rules
  • Made some clarification on the relationship between interrupt actions and post lock-in
  • Clarification on autohit reports
  • Clarifications on concentration particularly as it pertains to different levels and using multiple Force powers at once
  • An older edit actually, but added a section about the physical component of Force manifestations
 
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