PvP: Difference between revisions
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Although Stars Reach has been confirmed as a PvE-focused<ref name="star">[https://www.reddit.com/r/MMORPG/comments/1dqodoo/comment/lapoxuz/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button Reddit /r/MMORPG Deep Dive with Raph Koster]</ref> game, it will also support player versus player (PvP) gameplay. While Playable Worlds has not yet shared extensive details publicly, we can gather some insights into their PvP plans from various sources as development progresses. | |||
==PvP Plans and Considerations== | |||
[https://www.reddit.com/r/MMORPG/comments/1dqodoo/ | PvP in Stars Reach is expected to be zone-based. Players will have the option to engage in PvP by voting to enable it on their planets through a player-governed system. This approach ensures that PvP is consensual and localized, rather than pervasive throughout the game world.<ref>[https://www.reddit.com/r/MMORPG/comments/1dqodoo/comment/lapsphb/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button Reddit /r/MMORPG Deep Dive with Raph Koster]</ref> | ||
The development team acknowledges that extensive design work is still needed for PvP. They intend to carefully consider community feedback before finalizing PvP systems. The team is particularly cautious about the potential for griefing and plans to address these issues before expanding PvP options. | |||
If fully developed, the PvP system could allow for emergent storytelling similar to games like Eve Online, where player interactions lead to unique in-game narratives. However, the developers are not making promises on this front until they are confident in the core PvE mechanics.<ref>[https://www.reddit.com/r/MMORPG/comments/1dqodoo/comment/lapoxuz/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button Reddit /r/MMORPG Deep Dive with Raph Koster]</ref> | |||
==Combat System Features== | |||
[https://forums.mmorpg.com/discussion/comment/7815698/ Discussion / Raph releases Star's Reach Game Pillars Part 1] | Complex Combat Mechanics: While specific details on PvP combat have not been publicly disclosed, it is known that Stars Reach will include a variety of combat mechanics typical of RPGs. These include status effects, combo/chaining between specials, and resource management. The goal is to create a combat system that is more intricate than simple "pew-pew" shooting mechanics.<ref>[https://forums.mmorpg.com/discussion/comment/7815698/#Comment_7815698 MMORPG forums Discussion / Raph releases Star's Reach Game Pillars Part 1]</ref> | ||
==References== | |||
<references /> | |||
Revision as of 14:31, 12 August 2024
Although Stars Reach has been confirmed as a PvE-focused[1] game, it will also support player versus player (PvP) gameplay. While Playable Worlds has not yet shared extensive details publicly, we can gather some insights into their PvP plans from various sources as development progresses.
PvP Plans and Considerations
PvP in Stars Reach is expected to be zone-based. Players will have the option to engage in PvP by voting to enable it on their planets through a player-governed system. This approach ensures that PvP is consensual and localized, rather than pervasive throughout the game world.[2]
The development team acknowledges that extensive design work is still needed for PvP. They intend to carefully consider community feedback before finalizing PvP systems. The team is particularly cautious about the potential for griefing and plans to address these issues before expanding PvP options.
If fully developed, the PvP system could allow for emergent storytelling similar to games like Eve Online, where player interactions lead to unique in-game narratives. However, the developers are not making promises on this front until they are confident in the core PvE mechanics.[3]
Combat System Features
Complex Combat Mechanics: While specific details on PvP combat have not been publicly disclosed, it is known that Stars Reach will include a variety of combat mechanics typical of RPGs. These include status effects, combo/chaining between specials, and resource management. The goal is to create a combat system that is more intricate than simple "pew-pew" shooting mechanics.[4]