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Difference between revisions of "PvP Rules"
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− | + | ''These PvP Rules apply to 1-on-1 PvP Combat that does not include Guild War Combat or dueling. | |
;PvP Needs a Reason | ;PvP Needs a Reason | ||
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;One on One | ;One on One | ||
− | :We assume that the fight is between two people unless their guilds are already at war. Given that limitation, it is acceptable for another person to stand to defend you, but then you can not participate. This restriction does not apply to guilds who are at war with each other. | + | :We assume that the fight is between two people unless their guilds are already at war. Given that limitation, it is acceptable for another person to stand to defend you, but then you can not participate. This restriction does not apply to guilds who are at war with each other or the dueling system which allows teams. |
+ | |||
+ | ;RP Guards | ||
+ | :You may choose to role-play that you have 2 guards, but their only allowable action is to move your character out of the conflict. They can not be used for intimidation or combat (obviously). | ||
+ | |||
+ | ;Looting | ||
+ | :Looting is completely disabled in these cases, and your corpse items go back into the bank if you are unable to retrieve them. (Looting of bodies can only happen between warring guilds.) | ||
+ | |||
+ | ;Death Curse | ||
+ | :After two PvP encounters between two players within two months, either player may call down a ''death curse'' on the other player which has the possibility of causing a ''long term'' need to heal after their next PvP battle with that same person. When a death curse strikes it will limit the character from healing after a death for 24-72 hours. (We are considering implementing ways to effect this with Spellweaving.) |
Revision as of 14:17, 14 August 2019
These PvP Rules apply to 1-on-1 PvP Combat that does not include Guild War Combat or dueling.
- PvP Needs a Reason
- We assume that those playing on our shard expect that another player has a good role-play reason for wanting to start a PvP fight. We assume those reasons have to do with the shard storyline and have depth to them. That that said here are some of the expectations for PvP.
- Where you can fight
- These rules would assume that standard UO PvP mechanics are on for the mainland, i.e. attacking causes criminal flag unless in a guild at war. But only consensual dueling is active on Summer Isle and Underhill using the "I wish to duel" system built into Serv UO.
- You have a real reasons to fight.
- "My character is a bad guy." isn't good enough reason. We expect to see real role-play depth and valid triggers that are more rare then they are common. If your character's blood lust is triggered by the wind blowing we assume that they are not stable enough to be of any use to the god or gods that wanted to bring them here.
- Right to back down, apologize or walk away.
- We require characters to have enough self-control to allow the other character to back down, apologize or walk away.
- Sneak Attack
- We allow for the fact that a character, by its design, might back down from a fight they did NOT start only to look for a more opportune setting to even the score. You have 30 mins, after backing down from a fight to attack the other party one-on-one. You can not bring a friend to help you. You can not use another one of your characters. You can not ask someone else to attack them for you.
- One on One
- We assume that the fight is between two people unless their guilds are already at war. Given that limitation, it is acceptable for another person to stand to defend you, but then you can not participate. This restriction does not apply to guilds who are at war with each other or the dueling system which allows teams.
- RP Guards
- You may choose to role-play that you have 2 guards, but their only allowable action is to move your character out of the conflict. They can not be used for intimidation or combat (obviously).
- Looting
- Looting is completely disabled in these cases, and your corpse items go back into the bank if you are unable to retrieve them. (Looting of bodies can only happen between warring guilds.)
- Death Curse
- After two PvP encounters between two players within two months, either player may call down a death curse on the other player which has the possibility of causing a long term need to heal after their next PvP battle with that same person. When a death curse strikes it will limit the character from healing after a death for 24-72 hours. (We are considering implementing ways to effect this with Spellweaving.)