PvP
Decision: PvP is in at launch. With an economy in which items can be worth real money, the design of PvP decides whether it is fun or becomes a reason for players to leave.
Where PvP exists
| Area | Rule |
|---|---|
| Villages and cities | No PvP. NPC guards protect. |
| Roads and fields of the starting regions | PvP only with consent (duel, or PvP flag turned on by the player) |
| Mina Velha (Old Mine) (the only contested zone at launch, near Lumen) | Open PvP only in scheduled windows; 6 common-material concessions; outside the window, only with consent |
| Contested zones of the expansions (borders, mines, ruins) | Open PvP; common-material concessions; rare materials stay in hard places, not here |
| Arenas | Ranked matches 1v1, 3v3 and 5v5, with seasons |
| Clan wars | Contest over territories (mines, forts, trading posts) at scheduled times, which give taxes and access to common resources. Maximum of 50 vs 50; alliance wars, 100 vs 100, in instanced battlefields |
What is lost when dying in PvP
- An NFT item or an equipped item is never lost. If it were possible to lose something worth money, PvP would become robbery and the economy would become a target for cheating.
- Part of the carried cargo (ore, wood, caravan goods) and of the gold in the pocket is lost, dropping to the ground for the winner. The risk lies in what the player chooses to carry.
- The anti-grief rules of
23also apply to PvP drops: same account, clan or IP, and a pattern of repeated deaths between the same pair, do not transfer cargo or gold. There is a daily cap on value received through kills per player. - Equipment suffers extra wear (economy sink, see
08).
Protections
- The level scaling of
20§2.4 applies only to PvE. In PvP the protection is by equipment power and account age, not by level difference. - Low-level players cannot be attacked in the contested zones by those many levels above them, or they get temporary protection.
- Penalty for those who repeatedly kill much weaker players (outlaw mark: guards attack, prices go up in villages).
- Combat log on the server to judge reports and cheating.
First person and VR
- PvP combat uses the same system as PvE (see
03), with dodge and block readable in first person and no mechanics that depend on an external camera. - The server validates every strike (speed, reach and trajectory); the hand in VR is treated as untrusted input (
05). - In VR, PvP between those who play in VR and those who play on keyboard needs its own balance (gesture aiming against mouse aiming). Proposal: arena queues separated by control type when VR arrives.