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PvP is completely optional
and will be roughly one-third of the game world. Characters receive
a warning before entering a PvP area, so if they wish to avoid these
areas they may. Outside of those areas the collars worn by all
players use electric shocks to actively prevent players from harming
each other.
PvP will occur through the entirety of the game rather than being an
"end-game" activity. It will take several forms such as fighting
over conflict towns, arenas, and large scale raids - in other words,
it will have a purpose. Players in PvP areas may attack anyone.
Doing so can have more than immediate consequences (such as faction
standing), so thought must be given before arbitrary attacks are
launched.
There are no LifeNet pods in PvP areas. Players always spawn in safe
locations, so PvP combat is not structured to be a never-ending
struggle of who can resurrect fastest. Due to the fact that players
become less effective the more often they die, at least in the short
term, players will eventually have to leave a battle because they're
just not able to keep up. Also, they have to return from a pod
outside the PvP zone if no one on their team can restore them.
Players do not receive death penalties when they are restored by a
teammate, only if they go to a LifeNet pod. This means if you're
under siege in a conflict town and get taken out with no one around
to help you, you're stuck on the outside of the PvP area, possibly
with hostiles between you and your allies. This system benefits
players who work as teams, keep each other up, resuscitate each
other, and don't go running off by themselves.
Although everyone is a target (regardless of their group or
faction),
PvP in this game is not about killing other players. It's about
reaching goals that can best be reached by killing other players; a
fine distinction, but an important one. Large-scale PvP battles are
going to be about securing resources for your guild, controlling
territory, and finding rare
knowledges.
Forms of PvP Content
Conflict
Towns
Conflict Towns are the most common and most important type of PvP.
They will begin appearing in Northfields (Sector 2) and in each
sector from then on. There are 5-8 Conflict Towns per sector.
Initially, Conflict Towns are neutral and anyone may enter them, do
the available missions, conduct business, train, etc. Outside these
towns players will find faction-specific camps for each major
faction. In these camps players can get PvP based missions that will
help destabilize the town and take control of it for that faction.
These missions are tracked in a series of point totals and once a
faction gets over a certain point total, the town changes allegiance
to the faction with the most points. Faction point totals will be
checked periodically, but when these checks occur will not be known
to the player base.
A conflict town’s affiliation with a particular faction is not
permanent. The controlling faction must maintain their control by
continuing to achieve goals that allow them to keep that control. At
the same time, other factions are completing goals to undermine the
stability of the town. So it will be a constant balancing act to
retain a controlled town. Some faction towns will set tasks that
require resource gathering within a particular PvP zone, and those
items will only be found there. Taken outside of the zone,
however, some of them can be used for crafting. Conflict towns, that no faction is actively working to retain control of, will revert back to neutral status.
There are many rewards awaiting a faction that takes control of a
conflict town. When a town changes allegiance, all NPCs change as
well, so all guards, missions, trainers, etc. will become
faction-specific to the currently controlling faction. The rewards
for taking a town is getting access to all the new
missions,
equipment,
special abilities,
mutations,
resources,
and crafting
knowledges that can only be
obtained in that specific town.
Raids
There are PvP objectives that players can take possession of and
fight for control of. Whoever can control the area around the
objective and keep other factions away will get extra resources,
money, etc. Some of these objectives may also include more complex
tasks such as guard duty or rescues.
Arenas
Most sectors have Arenas where players can participate in battles
with other players. These Arena battles are instanced areas with
only those participating inside. There are a variety of team
structures available in Arenas. Players can compete for rewards
in these battles as well as bet on them.
Factional PvP
Some faction missions will be to hunt down members of other
factions.
Clan Wars
Player Clan Leaders are able to initiate Clan Wars, which pits two
Player Clans against each other in an agreed PvP zone. Side
wagers are allowed, and additional rewards are being worked on.
See the Clans
page for additional information.
Resources:
20, 22, 25, 27, 36, 39, 42, 43, 51, 52, 63, 73, 74, 96, 89, 102, 110,
113, 135 |
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