Difference between revisions of "Combat"

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== What is combat in Second Life? ==
== What is combat in Second Life? ==


'''Second Life combat generally refers to "games" where [[Residents]] fight other Residents based on rules imposed by a "combat system".''' A combat system is in turn used in a combat game. This is roughly equivalent to "[http://en.wikipedia.org/wiki/Player_versus_player player versus player (PvP)]" action in various online games.
'''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.


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.
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.


Originally, there was only one combat system, the built-in one created by Linden Lab. 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 using the creation tools available to all Residents. Communities grew, and now, combat is a popular activity across Second Life.
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.


== What are the penalties for dying in Second Life? ==
[[File:3344974396_136f5fa460_o.jpg|800px]]


Don't worry, you won't lose experience points.
== Where can I find combat in Second Life games? ==


There are also devices marketed as '''combat systems'''
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.


== Where can I find combat games in Second Life? ==
Also, various combat games are linked to from the systems they use, shown below.
 
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.)


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


[[Combat/Systems|See the Combat Systems page for more information.]]
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.


== What are the exceptions to combat in Second Life? ==
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.


Scripted weapons with effects like pushing avatars can be used ''outside'' of a combat system. 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].
'''[[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!


In other words, stick to using weapons in combat games and designated zones where ''all'' participants have decided it's cool to shoot each other, and you'll be fine.
== What are the penalties for dying in Second Life combat? ==


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, [[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 wasn't a jerk".
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 kinds of weapons, armor, and other gear are found in Second Life combat game? ==
== What are the exceptions to combat in Second Life? ==


You may already be familiar with much of the equipment found in SL combat games if you've done [http://en.wikipedia.org/wiki/Deathmatch_%28gaming%29 deathmatches] or played [http://en.wikipedia.org/wiki/Massively_Multiplayer_Online MMOs]. Here's a quick overview of what you can expect to find:
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].


=== Weaponry ===
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.


There are hundreds of [[weapon]]s in Second Life to choose from, compatible with various different combat systems. There are two basic types of weapons: "melee" and "ranged" weapons. Melee weapons are held by a avatar (like swords). Ranged weapons shoot a projectile (like guns and bows). They fall within numerous commonly known classes. Note that there are variations on these common themes:
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".


* '''Basic Guns''' - Guns that fire basic physical bullets. These can be stopped by a quality shield system.
If you want to have more reckless combat fun without following most rules, [[Combat/Freestyle|see "freestyle"]].
* '''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. <!-- This borders more on the line of a griefing weapon than an actual weapon for combat use, as it breaks the TOS. I think the article needs cleaning up to try harder on defining the line between griefing and combat as an enjoyable, competitive sport. -->


For more information, see [[Weapon]].
== What kinds of stuff is found in Second Life games with combat? ==


=== Combat Vehicles ===
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.


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


The use of combat vehicles in LLCS has seen a surge recently (2009 - 2010) where the use of [[LlVolumeDetect]] to make an avatar invincible is used and then a custom damage system implemented. (Usually 100 "hitpoints", where each recognised bullet collision reduces one point, until zero where the owner/user agent is killed intentionally to simulate death)
* 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.


=== Defense ===
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.


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.
{{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.}}


*Shields
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.
*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.
== How do I optimize performance for combat? ==


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.
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:


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.
* 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?}}


Note that many role-play areas disallow some defensive items.
== See also ==
 
== 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.
 
== 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 to 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.
Supplemental info with further specifics.
 
* Reduce your graphics settings as low as possible.
* Disable all unneeded features in your preferences for your client.
* Remove all unnecessary HUDs and AOs from your AV. (Most weapons come with an integrated AO for efficiency already)
* 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 ranged weapons with a reasonable rate of fire and tight conical spread. Be considerate of others.
 
In short you want to run as "lean" and well running a computer as possible.
 
== See also ==


* See also [http://swrp.wikia.com/wiki/Combat_System UCCS explained in the Second Life Star Wars Roleplay Wikia],
* '''[[Roleplay]]''' - Roleplaying in Second Life.
* [http://secondlife.wikia.com/wiki/Combat UCCS and LLCS in the Second Life Wikia]
* '''[http://en.m.wikipedia.org/wiki/Recreation_in_Second_Life Recreation in Second Life]''' - From Wikipedia.
* and the [http://merczateers.net/wiki/Second_Life_Combat LLCS in the Combat Community Wiki]
* '''[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.


[[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.