Player vs. Player (PvP) (manual)

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Game Manual

Character Stats and Info
Classes
Skills
Items
Talismans
The Map
Time, Turns, and Adventures
Combat
Player vs. Player (PvP)
Journal & Quests
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Player vs. Player (PvP)

There are a lot of ways to compete with other players, like the leader boards, Heirloom Derby once you retcon, and the economic warfare of the Mall.

But the most direct form of conflict is Hero Dash. Visit the Unbranded Arena in the Seedy Casinos to kick it off.

Every day, they will choose a location in Twilight and some obstacles that you can overcome. The real question is time. The less (in-game) time it takes you to complete the obstacles, the better your result. It's a race, basically, like the name implies.

The obstacles, of course, aren't necessarily simple or easy. Jumping right in is a good way to get yourself hurt and it pays to be prepared.

At the end of the day, they will send out rewards to everyone who completed all their obstacles and further rewards to those who placed particularly well. Those rewards can be spent in a special shop for a variety of prizes. You'll also get a little something along the way for completing individual challenges because they're nice like that.

Hero Dash will continue to expand, with new challenges, sponsors, and other craziness along the way.

Notes

The PvP system is still in early development.
The basics are, you go to the arena (in the casino district), register with them to be able to fight other players, and then pick from other registered players to fight against. The winner gains rank and prizes, the losers lose rank.
Fighting Basics
Right now it's a simplified combat. When you attack, you get to choose between one of three different types of assault: fierce, moderate, and tentative. The defender is played by the computer, but will use player preferences. For every attack, there is a defense, which can also use one of three tactics: block, parry, and dodge. Like the rock-paper-scissors game, different attacks work better or worse against different defenses. Once you have attacked, the computer then counter-attacks on behalf of the player you're fighting against, using the same sets of choices.
Both your defense (assuming you're the one who started the fight), and the attack and defense of the account being fought against, are determined by the preferences that have been set in the locker room. By default all accounts start out with a roughly even split between fierce/moderate/tentative attacks, and block/parry/dodge defense, but you can set the percent of times that you perform each action on the locker room page.
Gear
Only specific pieces of equipment are approved for use in the Arena. (You want to put on a show, but you don't want to really hurt any of the other players, right?) You'll get a white jumpsuit when you register with the arena, but most of the rest of the equipment needs to be purchased at the Arena armory. Gear can improve your offense, your defense, and other factors.
Important Note!: PvP does NOT use the equipment that you see on the "wear things" page. PvP assumes that for every fight you take off your normal adventuring gear and put on the outfit you've selected in the locker room. I know this is a little counterintuitive, but the equipment slots are more limited here than in the outside world, so they don't translate well. There is a bonus, though: if someone else attacks you, you'll automatically wear the outfit that you have picked out, so you don't have to worry about changing clothes when you log out or having players wait to catch you without the right gear on.
Winning and losing
If you win a fight, you'll gain rank. It tends to average around 5 points for a win, but other factors influence this, such as the equipment you wear, the difference in rank between you and your opponent, and the margin of victory.
Fight winners will often get a lambda token, which can be used to purchase equipment from the armory. Certain equipment can help you have a chance to earn a bonus token at the end of some fights. There's a difference here between the attacker and the defender. If the attacker wins, they always get a token. If the defender wins, they have only 50% of the normal chance of getting a token. (Mostly because it's possible to be attacked many times more often than you can initiate attacks.)
In the next iteration of PvP, there will be other, more "clubby" options, such as attacking to steal items, XP, and possibly chips. I'm also considering a "counting coup" option that would have a separate leaderboard but provide no other benefit.
Some other rules
There are also some rules about who you can fight against, and how often.
  1. Once you've beaten a player twice in one day, you can't attack them again until after rollover.
  2. You can only attack players who are "active" in PvP. Players only become active if they first register at the arena, and they renew their active status any time ::they initiate a PvP fight. Players are removed from active status once 7 days have passed from the last time they participated in PvP.
  3. You can't attack yourself.
  4. Players with rank 500 or less can't attack anyone who has half their PvP rank or less.
  5. Players with rank over 500 can't attack anyone with a rank less than 300.
  • Under the old system,
    • The rock-paper-scissors relationship mentioned was as follows:
      • a moderate attack is even with a block, strong against a dodge, and weak to a parry
      • a tentative attack even with dodge, strong against a parry, and weak to a block
      • a fierce attack is even with a parry, strong against a block, and weak to a dodge
    • PvP took place in the Unbranded Arena.
    • You could not attack someone whose rank was less than half of yours unless your rank was over 500. If your rank was over 500 you could attack anyone ranked over 300.
    • In a move that was highly popular by the higher ranked PVPers, the first PVP match of a hero's day costs no time.