Hey, seekers!
More data today in the Official News, 3 topics really and one of them is about the PK system.
"If I weren't a mob, I'd PK, too!"
Described elsewhere as a Goblin Village
Farm Camp. Time to feed the chickens.
Desert Camp. (I love the lens flare of the sun)
Okay, so enough with the pretty pictures, already, what's up with PK?
Well, according to the post the developers have really gone "back to square one", and they have strived to create a new model. Pretty much "This is what all PvP should be, next level" kind of work. Here's what we can tell, so far. it's the "Fighting Spirit PK model"
At level 30, a player gets a "fighting spirit" ability. This ability can be turned on/off by the player, but it seems they won't be performing "at their best" without it turned on. Once it is on, the system dynamically tracks the movements and operations of the player. "soul absorption" happens to one players benefit, and the other's loss. Once you've absorbed "a certain amount", you go into a "fighting Spirit Fury" state, not only will your powers increase, but apparently your gear and weapons will be affected, as well.The higher your "fighting spirit value" , the more your weapons are affected with visual effects. The higher your "fighting spirit luminous efficiency,", will determine even the *color* of the weapon effects.
Now, conversely, if your "Fighting Spirit" drops to zero, you will not be able to turn on your "fighting Spirit" ability. How, when and if it recovers has not been covered yet.
Timing is going to make or break PvP, because it's been designed where "Best gear does NOT equal instant win" in a blink of an eye, a player can be "down and out", and turn it around to their advantage.
As it continues to shape up, the game, and it's subsystems appear to be poised to "break the mold" for a MMORPG. Time will tell...but I'm impatient.
2 comments:
Wow, thanks for finding that, Dusk =)
As always, you are more than welcome. Just keep in mind, that "until it's official", everything is subject to change.
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