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1v1 Combat and "unkillable" characters

The subject of one character being "unkillable" by another character in a 1v1 situation has come up while discussing dual wielding and parry.

Rather than derail that thread, I'm making this one.

From my perspective, I strongly believe that the harder we make it for any one character to predictably and single handedly vat any other character, the better off the community will be in the long run.

I'm going to make this about me because I do not want anyone else to feel attacked or called out.

For most of my gaming career, especially the PvP portions of it, I have been extremely anti-social. The power fantasy of being able to enforce my will over another person / character and defeat them was an outlet for a lot of RL angst, anger and other unresolved emotions. And in my case, being able to overpower other people with violence held me back from developing key life skills like team work, and cooperation, and conflict meditation, and negotiation, and so many other things that help people co-exist with each other.

When I read comments that imply it's unreasonable to create game mechanics that make it difficult or impossible for one character to vat another character, I think that's a good thing. It's a good thing because it requires people to work together. It makes for community. It drives RP by virtue of having to work together.

And, it helps moderate extreme behaviors. Speaking for myself, I appreciate the reality check of other people. I appreciate it when someone says something like, "Yeah Hek, that other person IS annoying. But, maybe just take a deep breath. You're the only person who seems to be irked enough to want to murder them."

I always try to consider the other side of whatever position I'm taking or putting out there. So, the "down side" I could see of making it difficult for one character to dispatch another one predictably, is that an antagonistic personality can entrench themselves to the point where it becomes near impossible to build a collation against them. And, hypothetically, such a character could breed toxicity and have other malignant impacts on the community as a whole. That said, I trust the staff to adjudicate such situations if they occur.

The other potential downfall is the murder hobo aspect. The ceramic katana / wooden bokken wielding power house who picks fights with anyone and everyone, and then resorts to red texting them because they're on the kid of perpetual power trip that draws anti-social 13 year olds to RP games (not that I know anything about that….).

Again though, I trust the staff to deal with those players if they truly get to the point of being toxic and detrimental to the community.

Is this is a decent topic discussion?

Does anyone have any opinions on the 1v1 subject and whether it's an essential "balance issue" that needs to be maintained for the health of the game as a whole?

All good points except it's missing the key part of it… It only applies to SOME people, if you are a gun user, all this does not apply, you can kill anyone.

@Aida

Is that a problem? That's pretty much how firearms work.

It's what lets 95 lb domestic violence victims fight off 250 lb abusers.

It's what lets revolutionaries rise up and overthrow governments.

Firearms kind of are the final word in settling disputes when the talking stops.

Unless we're collectively deciding that we want to play a game where characters are doing matrix style, slicing bullets in half with monowhips or whatever. Which would be cool, in it's own, different kind of way.

That is the balance issue though.

Based on the weapon you decided to max some people you either can or cannot kill and suddenly need to duo, for what another person can do alone. Not because of UE investment, gear, planning and so on, just because of weapon choice it suddenly becomes a mandatory 2 people task. I do not know if you ever tried to stalk someone out, but it's hard unless that person explicitly is making it easy to get them, and needing 2 people to do it, and stay all this time away from RP is just… Not a good community building design.

What I take issue with is that if you're using anything that's not a gun: you have no advantage going on the offensive against someone who can parry. They don't have to be on the same skill level as you, you can be much better and if they go guarded you're going to be stalled even if you're in the kamikaze stance. On the thread where I say parry is too effective that's one of the reasons.

A shooter who stakes someone out, as Aida already brought up, can send their target to Genetek with haste if they're better as parry will not come into play. Whereas someone who has to contend with parry can both be better and the person who attacked, and end up at a disadvantage because of that.

As long as it works that way you're always gonna need someone with a gun for those parry reliant, defensive characters and all it does is reduce the number of people I can feasibly go after on my own. Not because our builds are far apart, but because they'll parry me for ages until I give up and leave.

I can kind of relate to how challenging it is to stalk people in game. I can relate to that.

I don't know enough about the specifics of firearms, and UE investment in those versus other combat types. Versus weapons availability. Versus… all of the other dynamics I don't know about.

To address the community part of it, I think that making it difficult to stalk that one person really enforces the ambient population. As you mentioned, there is that ROI calculation. What's your personal return on investment of going after one person? How much does your character really want to do that other character harm? How much are they willing to give up to take that other character down a peg? Or to take their shiny toys? Or to...

In essence, focus on that one character to the detriment of interacting with the rest of the player base? To the detriment of hypothetically giving up the potential of meeting any one of the other literally 90 MILLION amb pop people in the dome who might be an equal, if not better target to take stuff from?

@Necronex666

You're talking about end game, Max UE combat?

If melee is involved, the min-maxed parry twink is always going come out ahead of any other non-firearms users?

if that's what your saying, I can see how that's a problem from a game balance perspective. I think… I have to think some more on that.

It's not necessarily that they'll, "come out ahead." It's that if we're both decently skilled and I attack someone, we just both kinda lose. The fight will be a stalemate and the deciding factor will likely be something like blood loss, someone's backup arriving, or someone not being able to flee because of bad rolls. But if someone goes into the guarded posture the attacker can flee without a roll, because that's just the way it's coded.

-I attack

-They go guarded if need be

-I flee for free

It's wasted effort and wasted time.

More in general effort on this topic though: In my opinion the game has shifted from character rivalries and combat is clique based now. The most fun I've ever had on SD is when I've had specific characters who'd attempt to outplay me and we'd both end up taking losses. Victory is primarily determined by how many people you can surround yourself with when you're out at the club.

That's always been a factor but you'll hardly ever find anyone being a lone wolf now. You'd be lucky if there are only two of them wearing shrouds, draining life out of the engagement, and playing like that is almost mandatory in many instances if you don't wanna be at a disadvantage.

You'll also hardly ever find anyone splitting off from a clique because they know they need every single one of those people. The game doesn't see the type of betrayals it used to see before either, at least on the combant side of things. Subterfuge does happen but generally people don't wanna leave their specific circle.

At times I think it wouldn't be inappropriate to suggest the most dominant groups wear specific colors to represent what sports team they're on but that might be too on the nose.

Victory will always be determined by numbers, full stop. However, as long as you literally cannot kill someone in a one on one fight, one on one fights simply won't happen. It doesn't matter if someone has two friends or ten, defensively they are just as unkillable either way if you are a melee character fighting a melee character.
Innocent question, when someone sees someone pull out the bokken for parrying, why don't you just try to disarm that parrying bokken?

Can disarm be parried?

Not sure if you can pick which item you are disarming. But if your could specify which item you are disarming it would help solving that Risikio
Disarms cannot be 'parried', but disarms, grapples, wrests, etc, are not catch-all solutions to this problem due to the practical limitations of those tactics. They can help, but I cannot go into how and why these things don't knock down the dual wield guard meta.
It sounds like there should be a slight nerf to guarded posture rather than parry itself from the writing here.

I've never seen a problem with it from the combats I have seen even with sword users, but haven't witnessed max ue combat apart from UMC replays.

The more people attacking the harder it is to defend, that is true.

I agree with the last post, if this is actually a problem and not people just assuming what other people's stats are, a slight nerf to guarded may be in order.

I haven't had time to catch any of the people claiming this is the case online and not idle, to test it against NPCs of various skill levels yet. I still plan to do that when I have time and helpers. I'd rather it be the people saying it is an issue so they can show me exactly what they are seeing and what the problem is, otherwise I'd just test it on my own.

(Edited by Slither at 6:37 pm on 6/4/2025)

Thank you for looking into this! I don't really have an opinion on this specific issue but I really appreciate you taking the time to listen to players' concerns.
It definitely seems to be a potential issue with the guarded stance, unsure how much single/dual wield and weapon type affect it.

Posted in the previous thread about experiencing this so feel free to borrow my PC for testing if you catch me online.

By Slither

I haven't had time to catch any of the people claiming this is the case online and not idle, to test it against NPCs of various skill levels yet. I still plan to do that when I have time and helpers. I'd rather it be the people saying it is an issue so they can show me exactly what they are seeing and what the problem is, otherwise I'd just test it on my own.

If you email me a day/time range you want to test, I can make myself available.

Hey there, just checking in regarding this, I have noticed the problem with the posture since and tested ic.

How is it all going? Thank you.

I'm still pinging people to catch people online/not busy to run some tests with them.
Changes implemented to reduce this issue. See https://www.sindome.org/bgbb/game-discussion/new-game-features/-july–25--improvements-n-bug-fixes-537/#last for details.
You guys knocked it out of the park! Great changes both mechanically and thematicalluly. Thank you.