The Art of PvP: Chapter 6 Fundamentals
“Learning how to play is like, Rock, Paper, Scissors with a twist. Where Rock rips through Paper, Scissor cuts Rock and Paper binds Scissors. It’s not always clear who will win but each has their strength and weakness. Also, it’s important to remember how fast you draw and think about what you pick.”
-Unknown, The Art of PvP
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Fundamentals are important no matter the form of fighting. In PvP combat fundamentals are key for foundation and basis of PvPer. With the lack of fundamentals, PvPer may develop burdensome habits, unnecessary growths and/or reliance on meta crutches. In Sovereign, fundamentals are define into three unique categories/styles and two distinguishing characteristic traits. Names may vary depending on areas and locations but still refer to the same base principle and general understanding. Rationale of the three categories/styles and traits system define in earlier Chapter of Law.
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Law of System for Categories/Styles: Defines a game using the law of resource/input and effect/output system.
[RESOURCE/INPUT]: A stock or supply that can generate an effect. Can be define as mana, cooldown, item, personnel, material, etc. REQUESTING FURTHER ACCESS TO LIST… ACCESS DENIED LEVEL 2 REQUIRED
[EFFECT/OUTPUT]: The product of the input producing the intended or unintended results. Can be define as spell, ability, strategy, outcome, execution, etc. REQUESTING FURTHER ACCESS TO LIST… ACCESS DENIED LEVEL 2 REQUIRED
Knowing the basic understanding of Law of Categories/Style essential for comprehending fundamentals. Lack of knowledge may result in baseless assumptions and unwarranted speculation in later chapters.
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Law of Traits defines all PvPers are born with two unique characteristics which defines PvPer’s skill, mechanics and capabilities. Essential that both traits are built up for growth and progress, in later stages dominant trait may become more apparent than other.
[REFLEX/INTUITION]: PvPer uses their gut or unconscious impulse to solve a problem by either reacting or using instinct. Capability of movements and reactions may vary based on PvPer current physical ability level and whether if it is the dominant trait. REQUESTING EXAMPLES… ACCESS DENIED LEVEL 2 REQUIRED
[JUDGEMENT/REASONING]: PvPer uses their head or logic to solve a problem by either calculating or using probability. Understanding the data and coming up with suitable conclusion may vary based on PvPer current cognitive capability level and whether if it is the dominant trait. REQUESTING EXAMPLES… ACCESS DENIED LEVEL 2 REQUIRED
Both traits are crucial for PvPer, need both at reasonable level and within certain acceptable gap between each other to main balance. If dominant trait becomes too strong may cause recessive trait to be overshadowed or rendered useless resulting in imbalance and impairing PvPer.
With growth, dominant trait may easily change depending on certain circumstances; experience, time, age, favoritism, adaptability, training. The important matter is that there is a harmony and balance between both traits.
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Laws established proceeding with fundamentals
[CATEGORIES/STYLES]
BURST: Other names: Aggro/Alpha/Etc.: Tremendous use of resources to generate a short but a massive output. DRAWBACK: Use of resources leaving very little or none left. PREFER: Short fights. ULTIMATE GOAL: One Shot.
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PRESSURE: Other names: Greedy/Economical/Etc.: Manage resources to sustain or grow the output over a period of time. DRAWBACK: Vulnerable during early stages. PREFER: Brawls and long fights. ULTIMATE GOAL: Unlimited Value
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CONTROL: Other names: Safe/Counter/Etc.: Bare minimum use of resources to influence the output of self or others. DRAWBACK: Limited and diminishing output. PREFER: Manipulation of fight. ULTIMATE GOAL: Dead Zone
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[CHARACTERISTIC TRAITS]
REFLEX: Refer to Law
JUDGEMENT: Refer to law
Previously, mention in the laws, the system makes categories/styles quite flexible in all situation. Applying this can solve multitude of problems, develop new tactics and create new builds for fighting. This is not limited to one designated role such as damage but can be utilized/classified in a wide variety of areas such as; weaponry, win conditions, stats, strategies, non-damage roles, etc..
In this system categories tend to defeat each other due to the fact of how the resources are used to create the effects. However, this is not always predetermine or finalize who will win but shows who the favorite is in the match up.
BURST>PRESSURE>CONTROL>BURST
This is not linear but more circular with the categories on the side of the circle. Each sector represents the definition of the said category based off the INPUT/OUTPUT system. At the ends of each sector the polarity of the INPUT/OUTPUT shifts based on its definition and what other category it’s approaching. This leads to a mix and combination of categories and the creation of sub categories.
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No further interpretation required.
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