Difference between revisions of "Combat"

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Combat in Second Life is a dynamic and ever changing world. This article will try to teach you some of the basics of this world.
== What is combat in Second Life? ==


== Introduction ==
'''Second Life combat generally refers to events within {{xref|inworld}} games where [[Residents]] fight other Residents based on rules imposed by a "combat system".''' A combat system is in turn part of a game. This is roughly equivalent to "[http://en.wikipedia.org/wiki/Player_versus_player player versus player (PvP)]" action in various online games.


Some areas of Second Life <!-- We really don't need to start the article off by advertising a sim * , like New Jessie, * -->are designed for the sole purpose of combat, in other areas combat is part of a larger role-playing theme.
The main difference with Second Life combat is that the combat systems and games inworld are created by Residents, real people like you. (There's only one exception, which we'll get to shortly.) This is similar to a [http://en.wikipedia.org/wiki/Gamemaster gamemaster] creating an experience ''inside'' of Second Life for you and others to enjoy. This also means that changes to a combat game ''aren't'' made by Linden Lab, but by the game creators.
There are two basic types of combat system in second life:


*The built-in Linden Lab Combat System (LLCS)
Originally, there was only one combat system, the built-in one created by Linden Lab, the informally-named Linden Lab Combat System (LLCS). It's rudimentary and doesn't offer the flexibility expected from those who've played various multiplayer games, so in response, teams of Residents began creating their own combat systems using the creation tools available to all Residents. [[Roleplay|Roleplaying]] communities grew, some involving combat, and now, combat is a popular activity across Second Life.
*User-created combat systems.


==Linden Lab Combat System (LLCS)==
[[File:3344974396_136f5fa460_o.jpg|800px]]


The Linden Lab Combat System is in effect in any parcel that the owner has designated as "unsafe". When you are in one of these areas there will be a heart with a percentage next to it on your upper menu bar. When you see this meter, it means you can be killed in the area. When this percentage drops to zero, you are then 'dead', and you will teleported to your home location.
== Where can I find combat in Second Life games? ==


Please note that being killed is '''not''' a big deal. You have to teleport back into the combat simulation from your home location, if you want to return to the combat. You will not lose anything (money, attachments, inventory) if you happen to die in this manner. However, NEVER set your home to an area that has Damage enabled, or else you may become stuck in an infinite teleport loop by a weapon that continuously kills you.
The [[Destination Guide]] has a [http://secondlife.com/destinations/games  '''Sports & Games''' category], as well as a [http://secondlife.com/destinations/roleplay '''Role-playing Communities''' category]. Both of these include places to visit with combat games. (Linden Lab is considering adding a specific combat category.) Many combat systems operate in a single region. For example, [[WWII Central]] is an example of a combat region, and several military roleplay groups have their own individual combat regions.


In the LLCS, damage is dealt by collisions with scripted objects that have used [[LlSetDamage]] to make themselves damaging. Residents also take damage when they collide with any object, or with the ground (as in falling), at sufficiently high speed.
Also, various combat games are linked to from the systems they use, shown below.


There are several ways to defeat the LLCS. The most prominent method involves forcing your agent to become phantom. This is accomplished by sitting on an object, and then having that object enable Volume Detect. Upon standing, the agent will be “phantom” and no objects will be able to collide with that agent. To reverse this effect, sit on an object and have the object disable Volume Detect. Additionally, Volume Detect can be enabled before the agent sits, and the phantom status will be applied to the agent only while it is sitting on the object. If the agent teleports out of the region or crosses a region border, it will lose its phantom status.
== What are the available combat systems? How do they differ? ==


To instantly kill an agent, that agent must be hit with an object that has its damage percent set to 100% (via llSetDamage()). Here are the conditions that will cause death.
Like video games elsewhere, combat can be used in different ways in Second Life. Some may prefer [http://en.wikipedia.org/wiki/Role-playing_game RPG]-style turn-based combat where you match words and wits against other players, while others care more for [http://en.wikipedia.org/wiki/Action_game action]-oriented gaming where the goal is to shoot everything in sight. Combat can be the central focus of a game, or an optional activity on the side, it really depends on the game.


*Agent is not sitting
A combat system may be integrated into a heads-up display ({{xref|HUD}}) that you wear (attach to your avatar) to see various statuses and execute actions. Only you can see your HUD. You may also wear a "titler", visible to others, which shows text above your avatar's head like your in-game name (if different from your SL account's [[display name]]) and remaining health.
**Agent is phantom
***Agent can’t be killed
**Agent is not phantom
***Agent can be killed by any non-physical, non-phantom object that has its damage percent set to 100%.
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.
*Agent is sitting
**Agent is phantom
***Agent can’t be killed
**Agent is not phantom
***Agent can NOT be killed by a non-physical object.
***Agent can be killed by any physical, non-phantom object that has its damage percent set to 100%.


Damage "heals" gradually over time.
'''[[Combat/Systems|See the Combat Systems page for more information]]''' — and if you make or use a combat system, feel free to add yours to the list!


So, what regions support combat? For the beginner, places like New Jessie, Core and Rausch are good ideas.  They all cater to different tastes, so let's check them out.
== What are the penalties for dying in Second Life combat? ==


===New Jessie - an Open Combat Zone=== [needs update as sim cant be found]
While penalties may differ depending on the combat system, dying from combat in Second Life is ''never'' permanent in regards to your overall SL account. The most that may happen is you need to start over from a checkpoint. In the case of the Linden Lab Combat System, you're merely teleported [[home]].


[http://slurl.com/secondlife/New%20Jessie%20Combat/240/251/303/  New Jessie SLurl]
== What are the exceptions to combat in Second Life? ==


[[Image:New Jessie Ideal.jpg]]
Scripted weapons with effects like pushing avatars can be used ''outside'' of a game. When rules haven't been agreed upon, if you use a weapon to unconsensually annoy and harass others — that's griefing, a kind of abuse which can get you banned per Linden Lab's [http://secondlife.com/corporate/tos.php Terms of Service].


New Jessie is an open combat sim which is unaffiliated with any military and where everyone is welcome.  When you land here, you can set your home here so that during combat, you need not teleport back when you die. There is a healthy mix of close quarters combat in a small town there, as well as a pair of bunkers and a shorefront with barbed wire and tank spikes.  On top of all of it, there is a hub featuring a weapons shop, many free weapons, and a combat museum detailing the history of early combat in Second Life.  Full prim and currently undergoing a major rebuild, New Jessie is the premier sim for conventional combat in Second Life.
In other words, stick to using weapons in games and designated zones where ''all'' participants have decided it's fun to shoot each other, and you'll be fine.


===Public LLCS combat areas===
Also, there are scripted devices marketed as combat systems which ''aren't'' part of a game, although they have similar functionality. These combat systems are sometimes used as protection devices against [[griefer|griefers]], although Linden Lab recommends not shooting back (since things to escalate and innocent bystanders get hit), but instead, [[Help:When_and_how_to_file_an_Abuse_Report|filing an abuse report]]. It may not be as Wild West, but at least you can honestly say "I'm not a jerk".


Some of the most popular public LLCS combat areas are Rausch, Blue Base, and Red Base. These three sims are free-for-all sandboxes. There is a "safe zone" in the Rausch sandbox where you can't be attacked. It is usually surrounded by big yellow markers, and people have a tendency to gather in this area. (Please note that the "bases" are not really "bases" for anyone. They are free-for-all maps.)
If you want to have more reckless combat fun without following most rules, [[Combat/Freestyle|see "freestyle"]].


The difference between Rausch and other combat sims is that Rausch is a public sandbox region, as opposed to a private combat sim.  Anything is allowed here, so you're very likely to be killed before you know what hit you - although it also means you can kill others the same way.
== What kinds of stuff is found in Second Life games with combat? ==


The fastest way to find these regions is to type "combat" into the places search.
You may already be familiar with many conventions if you've done [http://en.wikipedia.org/wiki/Deathmatch_%28gaming%29 deathmatches] or played [http://en.wikipedia.org/wiki/Massively_Multiplayer_Online MMOs]. In fact, many role-playing games in SL are likened to "mini-MMOs", and some have equally intricate rulesets to match.


[http://slurl.com/secondlife/Combat%20(sandbox)%20Rausch/172/163/22 Rausch Safe Zone SLurl]
Upon entering a game experience, you'll commonly come across the following:


[[Image:CombatBases.jpg]]
* You'll teleport into a marked landing zone where active gameplay isn't taking place, so you have a chance to become acquainted without being attacked.
* Nearby signs can be clicked on to get rules and help (either in a {{xref|notecard}} or a webpage link). There may also be a {{xref|group}} to join, so you can ask questions to more experienced game players.
* A signup kiosk lets you register, or if you'd rather not commit yet, some games have "guest" titlers you can wear to show you're just looking around. Since some games can be quite complex and you'll derive the most enjoyment out of deeply immersing into your in-game character, it's worth taking your time instead of rushing into a decision.
* A few stores or a full mall is nearby, offering themed merchandise directly relevant to the game, like weapons and armor. For example, if you're in a a post-apocalyptic game, you can buy gas masks.
* A route takes you to the designated game area, and warn you before entering. This may involve a big sign saying "Wear your HUD past this point!", or a teleporter that transports you into the middle of the action.


===Themed Military Roleplay Combat Areas using LLCS===
There are thousands of [[weapon]]s in Second Life to choose from, and some is specifically designed to be compatible with a combat system. Commonly, there are "melee" and "ranged" weapons: melee weapons are held by a avatar (like swords), while ranged weapons shoot a projectile (like guns and bows). There are also grenades, traps, magic spells, and other kinds of weapons specific to a particular game.
There are also many other regions & groups specifically for combat or military roleplay, which are running the LLCS damage system, among these are:


*[http://slurl.com/secondlife/New%20Jessie/197/92/301  New Jessie SLurl]
{{KBwarning|Be cool, ''don't'' use non-permitted weaponry in a combat game to annoy others. Just like bouncing a basketball into a hockey net would be considered a gross disruption of game rules, so is bringing in outside stuff that unbalances and interrupts the experience for other game players. Not only is it likely that you'll be ejected from a game, abuse reports will likely be filed against you to have your actual account suspended — or worse, banned — from accessing Second Life.}}
*[http://slurl.com/secondlife/Badnarik/172/163/22  Merczateers HQ(Badnarik) SLurl]
*[http://slurl.com/secondlife/Titan/172/163/22  Ordo Imperialis HQ(Titan) SLurl]
*[http://slurl.com/secondlife/2142/172/163/22  2142 HQ(2142) SLurl]
*[http://slurl.com/secondlife/Elshout/172/163/22  Alliance Navy HQ(Elshout) SLurl]


*[http://slurl.com/secondlife/Silver%20Side%20Bay/128/128/26  Gravity Zero Public Combat(Silver Side Bay) SLurl]
Defensive skills, in addition to offensive ones, are an important part of combat in Second Life. In a game, you might be able to buy upgraded armor that allows you to take more damage, or confers other advantages. Some games may require you to go on a quest to collect parts of an artifact, or allow you to collect other "inventory items" with useful (or harmful) effects. Certain games involve vehicles to travel around, or teleporters for fast access to key locations.


== User-Created Combat Systems (UCCS) ==
== How do I optimize performance for combat? ==


User-created combat systems do not use the built-in LLCS (and for this reason are sometimes called "safezone" combat systems), but instead use scripted objects both to track and to deal damage.
Many combat scenarios, having been influenced by [http://en.wikipedia.org/wiki/Shooter_game shooters] and [http://en.wikipedia.org/wiki/Twitch_gameplay twitch gameplay], require you to react fast to win. Certain things may be beyond your control, such as ping time and server-side lag. Nonetheless, there are general [[:Category:Performance|performance tips]] that apply, and specifics you should be aware of:


This type of combat system can be used in any area that allows scripts to run. Usually these systems require the player to wear a "tag" or a "HUD" in order to play. This monitors your health, and various other stats, as well as add varios special features like heals, spells and miscellaneous weapons.
* Optimize your computer: [http://lifehacker.com/ Lifehacker] has lots of tips for all platforms.
* On lower-end computers, set your graphics (in '''Me''' menu > '''Preferences'''' '''Graphics''' tab) to '''Mid''' or even '''Low'''. This will raise your Viewer [http://en.wikipedia.org/wiki/Frame_rate#Frame_rates_in_video_games frames per second] for smoother, more responsive motion.
* In '''Preferences'''' '''Setup''' tab, raise your '''Maximum bandwidth''' to <code>1500</code> kbps and see if it makes a difference. (By default, it's set to <code>500</code>, which makes downloading Second Life stuff slower.) NOTE: If you do not have sufficient bandwidth or other downloading software on your network is reducing your maximum throughput, increasing '''Maximum bandwidth''' can be detrimental to your SL experience.
* Detach/unwear all unnecessary attachments, including {{xref|HUD|HUDs}} and {{xref|animation override|AOs}} from your avatar. Not only can they lead to visual clutter, they may also cumulatively add to server-side lag.
* Wear prim-efficient clothing and hair to have a lower [[Avatar_Rendering_Cost|Avatar Rendering Cost]]. But unless the rules say otherwise (like on an {{Mra}} region), don't go naked!
* If it applies, use ranged weapons with a reasonable rate of fire and tight conical spread. Be considerate of others. {{red|What's a specific example of this?}}


These systems usually come with their own sets of rules that disallow the use of anything from advanced weapons to Bots to shields to instant-killers with the exception of basic weaponry and in some rare cases some small explosives. Sometimes the UCCS' rules include the neccessity of [[Roleplay]]ing, but some again are just straight forward killing. Some advanced UCCS keep stats of the players such as kill count, death count, level etc.
== See also ==


When the player dies, unlike the LLCS, they will not be teleported back home. They will typically either "respawn" after a few minutes or some advanced systems will spawn a "spawn ball" which the player sits on and they will be able to respawn at a random location in the combat area with full health. The exact effects of "death" depend on the particular UCCS in use.
Supplemental info with further specifics.


It is important to note that many UCCS discourage Defenses (shield, auto orbit), Advanced "guns", Large Scale Explosives (+5 m), Automated Turrets, orbit, lag bombs. Most UCCS simulations also recommend using High quality basic weaponry that do not cause Lag within the SIM.
* '''[[Roleplay]]''' - Roleplaying in Second Life.
 
* '''[http://en.m.wikipedia.org/wiki/Recreation_in_Second_Life Recreation in Second Life]''' - From Wikipedia.
A Few Notable User Created Combat Systems are '[http://www.dcs2.org DCS2]', '[http://www.bnjrps.com RPS]', '[http://reference.ccs-gametech.com/#fragment-1 CCS]', '[http://gm.mivabe.nl/ GM (Gorean meter)]', '[http://www.combatsi.com/e107/news.php C:SI]', 'Spell Fire', '[http://www.rpcombat.com RPCS]', 'URCS', [http://BNWCS.org 'BNWCS'], [http://vicecombat.com/ 'VICE'], 'XRPS', 'FFRP'.
* '''[http://swrp.wikia.com/wiki/Combat_System What are combat systems?]''' - On the Second Life Star Wars Roleplay Wikia.
 
* '''[[Combat/Systems]]''' - A list of combat system and their sims.
Because user-created combat systems generally depend on cooperation between scripted damage-dealing objects and scripted damage-sensing objects owned and worn by the player being damaged, there is a great potential for 'cheating', by writing scripts that appear to be obeying the rules of the system, but that in fact make the player very hard to damage, very good at dealing damage, or both.  Also meter resetting during play is common using these systems. While most users of these combat systems enjoy competing legitimately, there are always a few who try to cheat, and different combat communities and combat systems have taken various approaches to detecting, preventing, or discouraging the cheaters.
 
=== Weaponry ===
 
There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. There are two types of weapons "melee" and "ranged" weapons. Malee weapons are held by a Avatar (swords). Ranged weapons shot a projectile (guns, bows). They fall within numerous commonly known Classes:
 
*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.
*Advanced "Guns" - Guns that fire tracking, non-physical bullets. These can't be stopped by all but the most advanced (and expensive) defense systems.
*Explosives and "Nukes" - Self explanatory. These range from basic explosives to nukes that can kill everyone within 96m of the detonation point.
*Advanced Weapons - The most effective and powerful weapons often combine a number of different effects with sophisticated, often HUD-based controls. There are several quality HUD-based combat systems available, as described below.
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.
*Annoyance weapons - Stuff like caging guns, anything that flings people into the air, and in general things that annoy rather than, or as well as, dealing combat-system damage. Considered "noobish" and frowned upon by experienced combat people.
 
For more information, see [[Weapon]].
 
=== Combat Vehicles ===
 
Sadly, the use of combat vehicles has reduced in second life. While they are very fun to fly, most vehicles will be "disrupted" by shields in actual combat situations, causing them to fly away. The only way to avoid this is to use non-physical vehicles.
 
=== Defense ===
 
Defense plays an important part in combat life. An undefended avatar can be obliterated by modern weaponry, ruining the fun for many new combat players. There are several ways to defend yourself in Second Life.
 
*Shields
*Offsim Bots
*The Phantom Glitch
 
Shields, for the most part, have become obsolete with todays weapons. Any shield that offers true 100% protection will be using the Phantom glitch, by means of an object that you sit on.
 
Offsim bots place your agent out of the current sim, while moving your camera so you see through the eyes of the bot. This technology works well against less sophisticated weapons, but it can and has been defeated.
 
The Phantom Glitch was discussed in detail earlier in this article. When your agent is phantom, bullets and "killprims" can't collide with you, making you invincible.
 
Note that many role-play areas disallow some defensive items.
 
== Non-Lethal Warfare ==
 
There are some weapons that can be used to disrupt or annoy another player without actually killing them.
 
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.
*People use "traps" to render a physical avatar unable to move.
*"Lag-Bombs" are devices of various kinds that eat up Sim resources and cause lag, thus slowing down the target Resident's activities.
 
While this kind on non-lethal device can (sometimes) be appropriate to delay or detour a legitimate opponent in a combat game, they are also commonly used by [[griefer]]s against unwilling victims in both combat and non-combat areas.  They therefore tend to have a poor reputation, and to be looked down upon in many combat communities.
 
In the area of defense against pushes and pulls, most combatants use a device known as a "non-phys". A non-phys makes your avatar non-physical, in other words immune to being pushed or pulled. Period. A non-phys is basically a prim that you sit on, usually it becomes invisible once you sit, and you steer it around just like you are moving normally. When using a non-phys, you can pass through objects and walls.
 
If a non-phys is not handy and you are in danger of being orbited, just create a prim box and sit on it.
 
== Advanced Weapons ==
 
The most powerful weapons in Second Life are advanced weapons systems. Because many of the currently popular weapons in this class use Heads-Up Displays ([[HUD]]s), they are sometimes referred to as "Combat HUDs". They usually offer a substantial arsenal of attacks that you can deploy, other than the standard "kill person" command. These include orbiting, "burning" people, trapping, auto-killing, etc.
 
Some advanced weapons are designed primarily to deal damage and provide defense in a single combat system (either LLCS or a user-created system); others support two or more different combat systems in a single device. Still others concentrate on the non-lethal actions and annoyances described above, and merge into the category of griefer and anti-griefer devices and away from legitimate combat.
 
Some system within this class should be considered problematic. They should be used with care.
 
== Extreme Optimizations for Combat ==
 
Perhaps nothing is more demanding on the SL server system, connectivity, and your PC/Mac then combat. To win you must be fast. To be fast requires a good connection, a good too great computer and a SIM that is well managed by its owner. All are essential to your success. But ..... there are some things you can do to "tweak" your system to win and make over all combat gaming better for all those involved.  
 
* Reduce your graphics settings as low as possible.
* Disable all unneeded features in the preferences HUD.
* Remove all unnecessary HUDs and OAs from your AV
* Wear clothing and hair with the least amount of prims. possible. This will lower your Avatar rendering costs (ARC). Fighting naked on most SIMs is prohibited. Wear some form of clothing.
* Do routine maintenance on your machine before engaging in combat. (Defrag, check disk and remove junk files and unused programs)
* Use range weapons with a reasonable rate of fire. Ranged weapons that fire too fast cause lag. Be considerate of others.
 
In short you want to run as "lean" and well running a computer as possible.
 
== Related Links ==
* See also [http://swrp.wikia.com/wiki/Combat_System Combat Systems explained in the Wikia Wiki]


[[Category:Tutorials|Combat]]
[[Category:Tutorials|Combat]]

Latest revision as of 12:52, 11 November 2017

What is combat in Second Life?

Second Life combat generally refers to events within inworld games where Residents fight other Residents based on rules imposed by a "combat system". A combat system is in turn part of a game. This is roughly equivalent to "player versus player (PvP)" action in various online games.

The main difference with Second Life combat is that the combat systems and games inworld are created by Residents, real people like you. (There's only one exception, which we'll get to shortly.) This is similar to a gamemaster creating an experience inside of Second Life for you and others to enjoy. This also means that changes to a combat game aren't made by Linden Lab, but by the game creators.

Originally, there was only one combat system, the built-in one created by Linden Lab, the informally-named Linden Lab Combat System (LLCS). It's rudimentary and doesn't offer the flexibility expected from those who've played various multiplayer games, so in response, teams of Residents began creating their own combat systems using the creation tools available to all Residents. Roleplaying communities grew, some involving combat, and now, combat is a popular activity across Second Life.

3344974396 136f5fa460 o.jpg

Where can I find combat in Second Life games?

The Destination Guide has a Sports & Games category, as well as a Role-playing Communities category. Both of these include places to visit with combat games. (Linden Lab is considering adding a specific combat category.) Many combat systems operate in a single region. For example, WWII Central is an example of a combat region, and several military roleplay groups have their own individual combat regions.

Also, various combat games are linked to from the systems they use, shown below.

What are the available combat systems? How do they differ?

Like video games elsewhere, combat can be used in different ways in Second Life. Some may prefer RPG-style turn-based combat where you match words and wits against other players, while others care more for action-oriented gaming where the goal is to shoot everything in sight. Combat can be the central focus of a game, or an optional activity on the side, it really depends on the game.

A combat system may be integrated into a heads-up display (HUD) that you wear (attach to your avatar) to see various statuses and execute actions. Only you can see your HUD. You may also wear a "titler", visible to others, which shows text above your avatar's head like your in-game name (if different from your SL account's display name) and remaining health.

See the Combat Systems page for more information — and if you make or use a combat system, feel free to add yours to the list!

What are the penalties for dying in Second Life combat?

While penalties may differ depending on the combat system, dying from combat in Second Life is never permanent in regards to your overall SL account. The most that may happen is you need to start over from a checkpoint. In the case of the Linden Lab Combat System, you're merely teleported home.

What are the exceptions to combat in Second Life?

Scripted weapons with effects like pushing avatars can be used outside of a game. When rules haven't been agreed upon, if you use a weapon to unconsensually annoy and harass others — that's griefing, a kind of abuse which can get you banned per Linden Lab's Terms of Service.

In other words, stick to using weapons in games and designated zones where all participants have decided it's fun to shoot each other, and you'll be fine.

Also, there are scripted devices marketed as combat systems which aren't part of a game, although they have similar functionality. These combat systems are sometimes used as protection devices against griefers, although Linden Lab recommends not shooting back (since things to escalate and innocent bystanders get hit), but instead, filing an abuse report. It may not be as Wild West, but at least you can honestly say "I'm not a jerk".

If you want to have more reckless combat fun without following most rules, see "freestyle".

What kinds of stuff is found in Second Life games with combat?

You may already be familiar with many conventions if you've done deathmatches or played MMOs. In fact, many role-playing games in SL are likened to "mini-MMOs", and some have equally intricate rulesets to match.

Upon entering a game experience, you'll commonly come across the following:

  • You'll teleport into a marked landing zone where active gameplay isn't taking place, so you have a chance to become acquainted without being attacked.
  • Nearby signs can be clicked on to get rules and help (either in a notecard or a webpage link). There may also be a group to join, so you can ask questions to more experienced game players.
  • A signup kiosk lets you register, or if you'd rather not commit yet, some games have "guest" titlers you can wear to show you're just looking around. Since some games can be quite complex and you'll derive the most enjoyment out of deeply immersing into your in-game character, it's worth taking your time instead of rushing into a decision.
  • A few stores or a full mall is nearby, offering themed merchandise directly relevant to the game, like weapons and armor. For example, if you're in a a post-apocalyptic game, you can buy gas masks.
  • A route takes you to the designated game area, and warn you before entering. This may involve a big sign saying "Wear your HUD past this point!", or a teleporter that transports you into the middle of the action.

There are thousands of weapons in Second Life to choose from, and some is specifically designed to be compatible with a combat system. Commonly, there are "melee" and "ranged" weapons: melee weapons are held by a avatar (like swords), while ranged weapons shoot a projectile (like guns and bows). There are also grenades, traps, magic spells, and other kinds of weapons specific to a particular game.

KBwarning.png Warning: Be cool, don't use non-permitted weaponry in a combat game to annoy others. Just like bouncing a basketball into a hockey net would be considered a gross disruption of game rules, so is bringing in outside stuff that unbalances and interrupts the experience for other game players. Not only is it likely that you'll be ejected from a game, abuse reports will likely be filed against you to have your actual account suspended — or worse, banned — from accessing Second Life.

Defensive skills, in addition to offensive ones, are an important part of combat in Second Life. In a game, you might be able to buy upgraded armor that allows you to take more damage, or confers other advantages. Some games may require you to go on a quest to collect parts of an artifact, or allow you to collect other "inventory items" with useful (or harmful) effects. Certain games involve vehicles to travel around, or teleporters for fast access to key locations.

How do I optimize performance for combat?

Many combat scenarios, having been influenced by shooters and twitch gameplay, require you to react fast to win. Certain things may be beyond your control, such as ping time and server-side lag. Nonetheless, there are general performance tips that apply, and specifics you should be aware of:

  • Optimize your computer: Lifehacker has lots of tips for all platforms.
  • On lower-end computers, set your graphics (in Me menu > Preferences' Graphics tab) to Mid or even Low. This will raise your Viewer frames per second for smoother, more responsive motion.
  • In Preferences' Setup tab, raise your Maximum bandwidth to 1500 kbps and see if it makes a difference. (By default, it's set to 500, which makes downloading Second Life stuff slower.) NOTE: If you do not have sufficient bandwidth or other downloading software on your network is reducing your maximum throughput, increasing Maximum bandwidth can be detrimental to your SL experience.
  • Detach/unwear all unnecessary attachments, including HUDs and AOs from your avatar. Not only can they lead to visual clutter, they may also cumulatively add to server-side lag.
  • Wear prim-efficient clothing and hair to have a lower Avatar Rendering Cost. But unless the rules say otherwise (like on an Parcel lght A.png Adult region), don't go naked!
  • If it applies, use ranged weapons with a reasonable rate of fire and tight conical spread. Be considerate of others. What's a specific example of this?

See also

Supplemental info with further specifics.