This is the last new feature for the long-delayed Milestone 15 build. Over the coming week, I’ll be fixing any show-stopper bugs that folks find, bringing the tutorial up to date, and then we’ll be bringing in the next round of testers! Sorry this took so much longer than planned, but we’re nearly at the end!
- Subscribers can now fight each other! Once you’ve developed the PVP technology, you can enable subscribers to challenge each other to PVP duels.
Note that this doesn’t yet feel entirely right to me in the simulation; in my testing so far, subscribers seem to become more unhappy, when they’re engaging in PVP. The extra deaths are probably what’s causing that; maybe I need a special “duel defeat” state instead, which won’t penalise the user quite as badly as a real death does. Definitely interested in the thoughts of players!
Also note that if you’ve enabled PVP duels, it’s probably important to keep subscribers of different levels separated. Particularly when they’re unhappy, higher-level players will love to challenge lower-level players to duels, and we don’t do any level-scaling! This feature definitely needs some more balancing, but I wanted people to be able to play with it.
EDIT: It has been pointed out to me that the “duels” functionality is disabled by default, after you acquire the PVP technology (either by starting a PVP-type game, or by developing PVP by yourself). After developing PVP, you’ll need to go into the Game Overview dialog and over to the “Features” tab to actually turn it on. In an upcoming build I’ll fix this to make it turn on automatically!
- More combat smarts! Players now try to keep further away from their enemies. If players have long-range attacks and are fighting someone with only melee attacks, for example, they’ll tend to kite their enemies, trying to stay out of the enemy’s combat range.
Note that if some of your classes have low-range attacks (melee warriors, for example), and some have long-range attacks (wizards with fireballs, for example), the wizards will probably have an easier time surviving in combat, now! That may start having an effect in your class FoTM rankings.
- Activities attract different subscriber types! Some subscriber-interaction activities have been rebalanced for different subscriber types.
For example, Socialisers now enjoy socialising somewhat more than other types of player, and Killers now enjoy PVP somewhat more than other types of player.
- “PVP”-type MMORPGs now get the PVP technology automatically from the start. No need to develop it separately, like everyone else!
If you have a saved game of PVP type, you will not automatically get the PVP technology, because of a silly bug in previous versions of the game which saved your game’s type as just “Player”, instead of “Player versus Player”, so you won’t be awarded the technology during the load. Sorry about that! This little perk will only affect new games.
- Plus all the usual minor bug fixes!