Difference between revisions of "Combat"

From Second Life Wiki
Jump to navigation Jump to search
(→‎Introduction: cleanup correction expansion etc)
(New Jessie is no longer. Replacing it.)
 
(167 intermediate revisions by 28 users not shown)
Line 1: Line 1:
Combat in Second Life is a very fun and active hobby. This article will try to teach you exactly how Second Life combat works.
{{Help|Misc=*}} {{TOCright}}


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


Some areas of Second Life are designed for the sole purpose of inter-resident combat;
'''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.
in other areas combat is part of a larger role-playingn ambiance.
There are two basic types of combat system in second life:
the built-in Linden Labs Combat System, and a variety of
User-created combat systems.


===Linden Labs Combat System (LLCS)===
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 Linden Labs combat system is in effect in any parcel that the owner has
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.
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. 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 the LLCS, damage is dealt by collisions with scripted objects that have used
[[File:3344974396_136f5fa460_o.jpg|800px]]
[[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.
Damage "heals" gradually over time.


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.)
== Where can I find combat in Second Life games? ==


The fastest way to find these regions is to type "combat" into the places search.
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.


[[Image:CombatBases.jpg]]
Also, various combat games are linked to from the systems they use, shown below.


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


=== User Created Combat Systems (UCCS) ===
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.


User created combat systems do not use the built-in LLCS, but instead use
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 objects both to track and to deal damage.
This type of combat system can be used in any area that allows scripts to run.
Usually these areas require the player to wear a "tag" or a "HUD" in order to play. This monitors your health, and various other stats, varying among the combat systems.  


These systems usually come with their own sets of rules that disallow the use of everything 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.
'''[[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!


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.
== What are the penalties for dying in Second Life combat? ==
The exact effects of "death" depend on the particular UCCS in use.


It is important to note that many UCCS frown upon 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.
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]].


A Few Notable User Created Combat Systems are 'CCS' 'RCS 'DCS' 'TCS' 'Carnage Island Combat' 'XCS' and 'Pure Combat'.
== What are the exceptions to combat in Second Life? ==


== Engagement ==
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].


In Second Life you have a vast array of weapons, combat vehicles, and defense mechanisms at your disposal.
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.


=== Weaponry ===
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".


There are hundreds of weapons in Second Life to choose from. I like to classify these weapons in several categories:
If you want to have more reckless combat fun without following most rules, [[Combat/Freestyle|see "freestyle"]].


*Basic Guns - Guns that fire basic physical bullets. These are stopped by most quality shield systems.
== What kinds of stuff is found in Second Life games with combat? ==
*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.
*HUD Weapons - These are the most effective and powerful weapons, in my opinion. There are several quality HUD based combat systems available. These will be discussed more later.
*Robots and Turrets - These can be remote controlled, or set to fire on certain targets automatically.
*Annoying Crap - Stuff like caging guns, anything that flings people into the air. Considered "noobish" and frowned upon by experienced combat people.


For more information, see [[Weapon]]
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.


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


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.
* 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.
*Defense Bots
*Killing someone before they kill you


There are several different "brands" of shields to choose from. Shields are a must, and they are well worth the cost. A good shield should physically push bullets away before they reach the actual shield. Even the best shield, however, is vulnerable to tracking bullets.
== How do I optimize performance for combat? ==


Defense bots are the most advanced way of keeping alive in Second Life. Defense bots position your physical avatar underground and/or out of the sim, where it is not possible for 98% of weapons to kill them, while allowing you to play "through" the bot. I only know of two weapons that can kill someone using the "off-sim" modes of these bots, and they are not available to the public.
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:


Most defense bots allow you to issue "Combat HUD-like" commands on people, enabling you to kill them and stay safely protected in your bot.
* 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?}}


== See also ==


== Non-Lethal Warfare ==
Supplemental info with further specifics.


There are some weapons that can be used to disrupt another player without actually killing them.
* '''[[Roleplay]]''' - Roleplaying in Second Life.
 
* '''[http://en.m.wikipedia.org/wiki/Recreation_in_Second_Life Recreation in Second Life]''' - From Wikipedia.
*Orbiting is the term used when one player causes another player to be flung up insanely high in the air.
* '''[http://swrp.wikia.com/wiki/Combat_System What are combat systems?]''' - On the Second Life Star Wars Roleplay Wikia.
*People use "traps" to render a physical avatar unable to move.
* '''[[Combat/Systems]]''' - A list of combat system and their sims.
*"Lag-Bombs" - I don't need to explain this one...
 
In the area of 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 sit down on the ground somewhere.
 
== Combat HUDs ==
 
Combat HUDs are the most powerful weapons in Second Life. These devices enable you to simply say (or click) a command, such as "kill joh", resulting in the nearest person (within 96m) with joh in their name being killed instantly - shields or no shields. Underground bots and phase devices (in a nutshell devices that make you undetectable to sensors) are the only protection against this type of combat HUD.
 
Combat HUDs 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.


[[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.