Make raiding mechanics more accessable more often and to a wider group of people without making securing bases impossibleģ. Create a meaningful end game meta for clans to competeĢ. Over the coming patches we plan to add in clan unlocks that can be purchased with reputation like special clan tags, gear shaders, and vehicle skins so it is obvious when out in the world that your clan is powerful in this server.Īs mentioned a few blogs ago, this system aims to achieve a few things:ġ. Unclaimed points will show on the map putting a higher bounty on sacking specific territories for enemies.įor the first iteration reputation points will be used to rank clans in the clans window. Territory totems will also accumulate reputation points over time that need to be manually claimed in person periodically. We plan something around 2 per biome that will show clearly on the map which clan holds each one. Initially the territory control system will purely be for bragging rights. No picking up your loot, no running back up to get back in the fight… making online raiding a LOT easier for these bases. If you are killed as a defender safely behind your walls, you are locked out of the cell. In addition to this no beds will be allowed inside territory control cells. This should put everyone on a more even playing field. Ultimately if you kill someone in a territory control skirmish, they stay dead for a bit regardless of their bed proxmity / cooldown. This timeout is currently set to 5 mins, we will tune this as we go. Entering any of these cells before the debuff wears off will cause you to take lots of damage. If you are killed inside a territory control cell you will gain a debuff that indicates you are currently locked out of all territory control cells. To do this we have built a player lockout system, it works like this: We can’t do anything about the 3v1 fight to begin with, but we want to try to make it harder for the higher number team from extending the fight indefinitely. That annoying scenario where you are fighting 1v3, kill the first two people, battle the last for a bit then finally win the fight 3v1 only to have the first person arrive back and kill you. We expect a lot more online raiding to happen with these mechanics and want to make sure that this isn’t just a numbers game. PVP in Hurtworld is very rarely a balanced fight, especially online raiding. The crafting cost is muuuch cheaper than normal C4, meaning holding these points is gonna be a big challenge and we expect them to change hands often. To make things even harder for the defenders, a new type of explosives is craftable that can only be deployed inside territory control cells. Construction is allowed by the controlling clan in the center cell but only with a limited set of prefabs (currently concrete + wood + doors) making it much harder to defend. The cell will be surrounded by a significant nobuild area (currently 2 build cells in each direction). Scattered throughout the maps will be special build cells in fixed locations that have permanent totems that can only be occupied by one clan at a time. The first of our endgame PVP systems dropping next patch will be the Territory Control System. Now that we have the foundations of the clan system in place I’ve moved on to the fun stuff… Bragging rights PVP systems to rank clans!
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