By Necronex666 at Mar 6, 2025 3:44 PM
I'm going to laser focus on the "people coming to you to die" thing because it's repeated so often yet I've never understood who's actually asked for this. It's the ultimate strawman when it comes to SD PvP that anyone expects someone to just come out and be their victim.A character deliberately not having any kind of routine is a choice that's made to avoid being targeted, this is okay on an IC level and I'm not going to ask that it's changed OOCly either because it does make sense. However, rarely is anyone ever actually falling for any trap and if someone walks into an ambush it's on purpose because they want to see what's going to happen or because they don't mind potentially taking a loss to move a plot forward.
This would be perceived by some to just be "showing up to die" but in reality the character doesn't know they may not walk out of that situation alive, the player does. It's the player's knowledge that this trap may lead to suffering that was suppressed in order for the character to get there anyway.
Let's say the location of my character's pad gets leaked. His input gets kidnapped. She's screaming on SIC for help. He rushes up to the door, opens it. Five shrouds standing right outside. Nope. Shuts the door. That bitch doesn't ride that well.
If your expected outcome from that situation is that he charge directly into those five shrouds, and "see how that turns out", I don't know what to tell you. There is some definite level of entitlement I pick up from PCs sometimes. Like "We all came here. Entertain us." There has to be a realistic limit of your expectations.
Could that scenario actually turn into something interesting? Sure. It could, but that's a one way road with a more or less certain outcome, engaging in that situation is entirely unrealistic. More importantly, is that sort of engagement worth it, beyond a certain point? This is my personal opinion, but that is something I would expect (and have participated in) at lower level conflicts. As impactful as high level conflicts can be, I expect more from those opponents than "I performed some low level, simple activity. Now, come here."
It comes back to what I mentioned in an earlier post on this thread, that if we're all "playing smart" it's incredibly easy to just never die.
This is probably the only thing I can fully agree with, but I also don't think a character dying is any sort of major contribution to the game except when it starts or allows a plot to come to its conclusion.
Beyond that, I just wanted to clarify that my comment on shrouds may have been worded poorly. I was not suggesting I, you, or anyone just go follow random shrouds. I was attempting to say that I enjoy the challenge of properly sussing out a target that utilizes them. This is directly in contrast to some of the sentiments that were voiced in the past that ultimately led to shrouds being updated to heavily impact agility, a change made as a direct result of people arguing that it was too difficult to locate a target that used them.
Again, I think we have very different playstyles and derive entertainment from different parts of the game, so I don't know if we're going to see eye to eye. I also don't know that this discussion (off topic as it is), can really proceed any further without hinting at IC events or characters. I do want to say though, that I have not really observed the things you're pointing out. Sort of the opposite, actually, which is why I quoted Bubbles earlier.