It’s been a while since our last post, but as you know, we’ve focused all of our energy on putting together the new version of the game. Now, as major bugs start to fade, the priorities have been shifted from bug fixing to new features. The first in line are the long awaited Group Combat and PvP.
In the first version, up to 4 players may join the combat, and 20 more can observe it as mere spectators. If someone leaves the fight others may join, either from the spectators or from the world map.
If your get in trouble during a closed fight, you will have the option to ask for help. This will open up the combat and an icon with your S.O.S signal will appear on the map for others to see and aid you in your battle.
During combat, each participant will have 60 seconds to act, with a 20 second warning before the end of their turn. If someone doesn’t perform any actions or end their turn before their time is up, we will consider it as a skipped turn.
The energy requirement for the combat will be payed by all participants. The XP will be divided according to the number of mobs defeated after joining the combat, the loot however will be received by everyone equally.
In the initial release of this feature, the PvP combat will basically be a duel. You will be able to challenge someone and if they accept it, the two of you will begin a combat. Observers will still be able to join and watch the battle, but they will not be able to participate in the combat.
At the end of a PvP combat, there will be no death punishment; this means if you are defeated in a duel, you will reappear on the map with one health point. For the moment these combats will not have any energy requirements but they will not give any rewards either.
Later on we plan to have statistics regarding your combat history, but for the time being we need to see how these new features will perform. For now we suggest you start practising your tactics, get the best gear you can and prepare to face your opponents.