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Difference between revisions of "Player vs Player (Mechs)"

From Sanctuary Shard

(Death Curse)
(Death Curse)
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Player may call down a ''death curse'' on other player which has the possibility of causing a ''long term'' need to heal after their next PvP battle with that same person.  When a death curse strikes it will limit the character from healing after a death for 24-72 hours.   
 
Player may call down a ''death curse'' on other player which has the possibility of causing a ''long term'' need to heal after their next PvP battle with that same person.  When a death curse strikes it will limit the character from healing after a death for 24-72 hours.   
  
  This system is still in design and we are considering implementing ways to effect this with Spellweaving. (8/14/19)
+
  This system is still in design and we are considering implementing ways to effect this with Spellweaving, as well as having the command cost fame to initiate. (8/14/19)
  
 
=PvP on World Map=
 
=PvP on World Map=

Revision as of 16:45, 14 August 2019

There are a variety of ways in which player vs player conflict is initiated and resolved on Sanctuary; including a dueling system, a guild PvP system and RPCSS.

This implementation is the easiest to implement and therefore allows us the option to dedicate resources to changes things as we get some more real game experience as to how RPCSS will effect players day to day role-play. We intend to do a review of our player vs player options in October.

It is important to note that we are first and foremost a role-play shard, and PvP is intended to further our shard storyline.

Dueling

Activated via the command, "I wish to duel". This is the standard Serv UO dueling system for now and needs some tweaks to detangle it from the XML Spawner system, but you can load the screen and see that it allows multiple people in a team conflict and has a variety of rules we will eventually get documented.

  • Can be used on any of the maps, but is the only way to PvP on Summer Isle and Underhill.
  • Is by its very nature mutually consensual and thus doesn't require any rules except one ...
  • If someone doesn't want to duel you and chooses to walk away, you are required to let them and drop it.
This system needs some tweaks to allow it to be used more broadly. (8/14/19)

Death Curse

Player may call down a death curse on other player which has the possibility of causing a long term need to heal after their next PvP battle with that same person. When a death curse strikes it will limit the character from healing after a death for 24-72 hours.

This system is still in design and we are considering implementing ways to effect this with Spellweaving, as well as having the command cost fame to initiate. (8/14/19)

PvP on World Map

Noble House/Guilds who are at war with each other can PvP. At war players appear in orange/red to each other making it very clear as to potential outcome of RP conflict. For those players who do not like PvP, we feel this is a fair "warning" and compromise.

  • Guild leaders have control over who they flag as at war. This option will be backed up and supported by the RPCSS system which will flag two houses as being "at war" when their armies are in conflict.
  • This means that a guild leader can not refused the "at war" challenge once the other guild's armies are at their door step.

All other individual conflict between individual players can be resolved via the dueling system above.

Rules of Engagement

The shard Rules of Engagement are created in combination with staff and players and are reviewed on a regular basis. The RoE applies to combat between warring guilds on the World Map. Failure to adhere to the rules may result in players being "banished" to Summer Isle for a period of time. Read More ..

RPCSS

The primary player vs player conflict on Sanctuary happens between Noble Houses and their NPC armies. Our custom designed system, RPCSS, is a web based solution that allows guilds to manage and direct armies against other guilds/noble houses.

Noble House (Guilds) will have the ability to place guards in the populated areas of the towns they control, and armies in the other areas (hexes) they control. Guards will be able to be summoned much in the same way that old school guards were.

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