PVE, PVP, conflict levels and griffing protection – new details of MMORPG BITCRAFT Online

MMORPG developers with Bitcraft Online sandbox elements opened New information About the game. The team shared the details about the improvements of battles with monsters (PVE), devices of a multi -level conflict between players, introduction of PVP and measures to protect the world from griffing. Let’s go in order.

Improving battles with monsters (PVE)

The developers it that initially the battles with monsters were not the main part of the game, but now they are actively working to improve this system. The goal is to make PVE a deep and interesting element of the Bitcraft world. Improvements cover several directions. New activity will appear in the game, including small dungeons and stronger enemies. The skill of “monsters killer” with unique progression and equipment will also be added.

The combat system also undergoes changes. The updated system of characteristics will add significance to the equipment. The consequences of defeat in the battle will become less critical, and players no longer have to automatically return home. Fights will become less predictable thanks to the elements of randomness, and the use of buffs and effects will allow the use of a variety of tactics. Developers also improve the responsiveness of management and interface, which is especially important before going out in early access. In the future, it is planned to add attacks in the region and more complex behavior of enemies.

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Different levels of conflict

The conflict in Bitcraft is not reduced only to battles. It manifests itself at different social and territorial levels, reflecting the ambitions of players and their desire to leave their mark in the world.

At the level of empires there is a struggle for prestige. Players compete for control over the territories using patrol towers and hexitis capsules. Such dominance does not give direct bonuses to force, but brings recognition and symbolic power. Success requires strategy, logistics and politics. The developers think about how to make the interaction of empires with other parts of the game even deeper.

At the level of settlements, the conflict is more like an economic and social competition. Cities are trying to attract residents and masters, offering the best infrastructure and conditions for life and crafts. Settlements receive income for the activity of players, which stimulates their development and creates healthy competition. This encourages the cities to become centers of the regions, cooperate with each other or choose their specialization. Perhaps in the future there will be more direct forms of rivalry between settlements.

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At the characters level, the developers shifted the emphasis with direct competition for cooperation. The goal is that the presence of other players nearby is felt as something positive. Instead of fighting for resources, players are more often united to solve common problems, especially in PVE. A good example is a fishing system where the actions of one player can help everyone else nearby.

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Approach to PVP-transfers

The developers solved the question of the battles between players (PVP) for a long time, since Bitcraft was conceived as a game with an emphasis on cooperation. As a result, they found a way to add PVP so that it did not contradict the main idea. The first step was a duel. These are completely voluntary battles that are suitable for training, friendly competitions or tournaments.

In the future, PVP can become part of the siege of empires. A system where players will be able to fight during the siege are considered, and the main goal and betting will be the capsules of the hexite. This should add a strategic element associated with logistics and supply, and can lead to the appearance of new game roles, for example, mercenaries.

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Griffing protection

In the world that players can change, protection against malicious actions (griffing) is important. In Bitcraft, there are special mechanisms for this. The ownership system gives players control over their land; While the site is active, no one else can change it. In addition, a change in the landscape (terraforming) occurs slowly, so if someone wants to dig the terrain very much to harm, it will take a lot of time. But you can fix everything and return the landscape to normal much faster. These measures help to protect the world of the game from chaos and save it as a space for creativity.

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Conclusion

The creation of the Bitcraft world is a process that goes hand in hand with the community. The developers emphasize that, as always, they will continue to listen carefully to your reviews and ideas. It is from players that will become the basis for further improvement, change and development of all game systems.

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