The developers of the MMORPG-player about a zombie called Persist Online shared the details of the new PVP system (PK), which should significantly change the approach to the open confrontation between the players. Although the previous idea remains based – a world where danger lies in wait for every angle – now every aggression will be accompanied by consequences. In the center of changes is the mechanic of karma, designed to introduce elements of order and moral balance in the chaos of battles.
Each character now matters karma -from -10,000 to +10,000, starting from +5,000. Loss of karma will occur when killing other players. If it goes into the minus, you will have to encounter a number of restrictions, such as increased wear of equipment, more serious losses of experience and even sending to the “Milia 05” location – a fortified advocate of the Black Hand faction.
An interesting feature concerns tracking. Players with positive karma can (optionally) see nearby characters with negative karma. Those who have reached particularly low values will begin to receive a melting debuff “madness”, weakening damage, health, endurance and evasion. Thus, uncontrolled aggression gradually makes the character more and more vulnerable, until even ordinary enemies can cope with him.
The system provides measures against hunting for low -level players. The killing of characters, significantly inferior in level, will lead to a multiple increase in karma losses – up to tenfold fines with a difference of 50 levels. Beginners up to 10 levels in the vicinity of Dzhankshen do not lose experience and contents of the inventory at death by the hands of another player.
An important part of the new system will be the status of “deservedly killed”-if someone attacks, but does not finish you, you have 10 minutes to take revenge without loss of karma. At the same time, participation in the battle for an ally, if you were not directly attacked, will be considered unreasonable aggression and be punished, respectively.
Along with this, the developers announced the appearance of guild control zones in the future, where standard PVP restraints will not be valid. These territories will become an arena for large -scale battles between organizations where each murder is considered justified, and the loss of experience and inventory does not follow.
The new system is still in development, and its goal is to make the world of Persist Online as long as dangerous, but at the same time more fair. The authors it that it is impossible to achieve the perfect balance in the PVP environment, and therefore consider the possibility of creating individual worlds without PVP for players who prefer research and survival without a threat of attack. However, the main world will remain faithful to its spirit.