Difference between revisions of "Player vs. Player (PvP) (manual)"
(new manual page) |
|||
Line 30: | Line 30: | ||
|} | |} | ||
==Notes== | ==Notes== | ||
+ | * The rock-paper-scissors relationship mentioned is 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 | ||
* See also [[Unbranded Arena]], where PvP takes place. | * See also [[Unbranded Arena]], where PvP takes place. |
Revision as of 00:17, 27 May 2009
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 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 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 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
|
Notes
- The rock-paper-scissors relationship mentioned is 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
- See also Unbranded Arena, where PvP takes place.