Glinaur

dispositions · wanted · clans

A side to choose.
A price for every crime.

Player against player stands in a first form: dispositions, lawful and unlawful fights, and the Wanted clock. Clans, sieges and the Arena are decided but not built. Every number is a placeholder.

At a glance

What stands, and what is planned

PartStatusIn short
DispositionsIN GAMEFour placeholders, taken at The Tavern and shown on your card.
Fighting playersIN GAMEOn your square, outside protected ground. Melee only: spells work only against monsters.
WantedIN GAMEOne clock for every crime, and guards who attack and call for backup.
Open PvP groundIN GAMEBuilt as a mark a square can carry; no square carries it yet.
Disposition points and treeDECIDEDNot built. A lawful kill gives a line in the log today.
Spells against playersDECIDEDNot built.
The ArenaDECIDEDNot built; its rules are open.
Bounties and renownDECIDEDNot built.
ClansDECIDEDNot built. The first plots are, and clans are to hold plots too.
Sieges and city controlDECIDEDNot built. They wait for clans, plots and fighters who are not players.
Raids on propertyIDEAThe heaviest open question in the design.

Dispositions

Choose a side

Your disposition decides whom you may fight without a price. It is also your answer to the question everyone in the world asks: what should be done about the newcomers?

  • DECIDEDA stance, not a faith

    A disposition is a stance toward the imbalance in the world, not belief in a god. The same dispositions hold on every continent, and the fight between them is a fight about who is right.

  • IN GAMEYou start neutral

    Every character starts neutral. Take, change or renounce a disposition at a hall in The Tavern, never mid-fight. The hall is a placeholder, and your disposition stays with you through death and logout.

  • IN GAMEFour to begin with

    The Keepers want to keep what was and solve the mystery; the Purgers, to kill everything that came; the Warring, to make war on the newcomers; the Bridgers, to build bridges and come to terms with them. Working names, and a start, not the list.

  • IN GAMEShown for all to see

    Your disposition shows on your card for everyone on your square, and in your character window.

  • IN GAMEDisposition against disposition

    Two players of different dispositions may fight each other lawfully. Attacking a neutral player or one of your own disposition is a crime, and so is attacking while neutral yourself, unless the target is Wanted.

  • IN GAMENeutral is not safe

    A neutral player can attack and be attacked, but every such attack is a crime. Lawful fights for a neutral exist only in the Arena, which is not built, and on open PvP ground, which no square carries yet.

  • DECIDEDA track of its own

    Today a lawful kill earns a line in the log and nothing more. Disposition points, from such kills and from quests, are to buy levels in a tree of PvP skills and bonuses, and each disposition is to get its own places, NPCs and schools. Change disposition and you start over.

  • DECIDEDMore for a stronger foe

    A kill is to give more disposition points the higher the fallen player’s disposition level and combat level.

  • DECIDEDConflict and identity only

    A disposition gives no gathering or profession bonuses. That variant was considered and rejected.

  • IDEAA grandmaster per disposition?

    One player in each disposition who can make time-limited alliances with other dispositions and wage war on others, an endgame layer beside the clans. A seed; nothing about its form is said.

  • IDEAWhich dispositions?

    Which dispositions there will be, and what they are called, is open.

Fighting players

A stance behind every blow

You can attack another player on your square, outside the city’s protection. Your disposition and the ground decide whether it is lawful or a crime.

  • IN GAMEAttack a player

    On your square, attack another player from their card as you would a monster, never yourself or your own party. Hit, armour, block, parry and crit work as in any fight, but boosters never add damage.

  • IN GAMEWeapons only

    Spells and autocast work only against monsters, so fights between players are fought with weapons. Spells in PvP are decided, not built.

  • IN GAMEYour party is your side

    With auto attack on, party members on the square join the moment one of you is attacked; with it off you stay out unless a blow lands on you. Crime is for what you did yourself, never for your side.

  • IN GAMEAttack a companion, attack its owner

    A companion fights in its owner’s fight against a player and can catch a player’s blow in the protect chain. Attacking someone’s companion is attacking them, and a companion’s kill is its owner’s, lawful or a crime.

  • IN GAMEThe city is a safe zone

    Nobody fights inside a house. On Mudbury’s streets only a Wanted player may be attacked, and killing one there is no crime; a Wanted player may not attack anyone who is not.

  • IN GAMEOpen ground

    Outside Mudbury, on the roads and in the areas, players of different dispositions fight lawfully. Every other attack there is a crime, unless the target is Wanted.

  • IN GAMEOpen PvP ground

    A square can be marked as open PvP ground, where nothing in a fight is a crime, looting included. No square in the game carries the mark today.

  • IN GAMEPvP death

    Dying to a player costs no combat experience. Your gear, bag and gold lie in your corpse as after any death, and only you can take back your worn gear while the protection lasts. Logging out mid-fight keeps you in it until it is decided.

  • IN GAMELooting a player

    Taking anything from another player’s corpse makes you Wanted, even after a lawful kill and even for the killer. Only the dead player loots their own corpse freely.

  • IN GAMECrits between players

    The attacker’s crit applies as it does against a monster. Whether PvP should have a crit rule of its own is open.

Wanted

A city that watches

Mudbury’s streets are full of people, and its guards keep watch. Break the law and you are Wanted: everyone on your square sees the mark, and only you see the clock.

  • IN GAMEPeople in the streets

    Townsfolk, beggars and militiamen walk the city, town guards patrol it, and a gate guard stands at each of the four guardhouses. They can be attacked in the streets, never inside a house, and give experience and gold by their kind.

  • IN GAMEA guard saw the deed

    Kill one of the city’s people, a guard included, while a free guard or militiaman stands on your square, and you are Wanted. With no guard watching nothing happens, and a rat is no deed. Only the killing blow counts.

  • IN GAMEGuards call for backup

    Guards and militiamen attack a Wanted player on their square and shout for backup, and free guards within a few steps walk to the fight. Gate guards never leave their gate. No guard attacks anyone who is not Wanted, or follows into a house.

  • IN GAMEOne clock, no ceiling

    Every crime adds time to one Wanted clock with no maximum: the deed, an unlawful attack on a player, an unlawful kill, robbing a player’s corpse, healing or buffing a Wanted player, and a Wanted player felling someone who is not, even in defence. The clock stops at zero while you are still fighting, and dying does not reset it.

  • IN GAMESafe at the clay

    The Clay Mound is holy ground: no fight starts there, for anyone. A Wanted player who wakes there is safe until they step off.

  • DECIDEDBounty hunters

    Wanted players are to get a price on their head on bounty boards, and items that help locate them are to be added. Hunting them is meant to become a play style of its own.

  • IDEASeeing the clock?

    Guild levels that let a player see how long others stay Wanted are a possibility, not a decision.

  • IDEAA lighter price for looting?

    Looting after a lawful kill might cost less Wanted time. A thought, not a decision.

Clans

Bigger than a party

None of it is built yet. Player against player was brought into the alpha line to open the way for clans, houses, fort building and player shops.

  • DECIDEDClans

    A council, plots, buildings, forts and territories with shared profit.

  • DECIDEDMore than a name

    Clans are to get a far larger role than a party, through plots, territories and city control. A clan has a ranked council; the ranks are not designed.

  • IN GAMEPlots a clan can hold

    A plot is one or more squares with a holder, a player or a clan. Only players can hold one today, since clans do not exist yet.

  • DECIDEDClan territory

    Some plots are tied to areas a clan can own. The owners get a share of the profit from all farming there, and the area is theirs alone, but other clans can attack it.

  • DECIDEDForts are built, not given

    A fort can be as small as one plot, though rarely, and it is something a clan builds, never something it simply gets. Clans are also to build forts in the mine as it grows.

  • DECIDEDA town of your own

    Houses or towers on your plot, at most one house per square. A lone player can hold a large plot and raise a little town on it that might grow into the largest city in the game; a fort is something clans build, not something they get automatically.

  • DECIDEDClan shops and storage

    Clans are to run shops of their own that work more like an auction than an NPC shop, and to keep clan storage. An auction house open only to one clan is a variant under consideration.

  • DECIDEDMore than one soldier

    Today a player can have one companion of each kind. Recruiting more than one soldier is meant for when clans arrive.

  • IDEAClan experience?

    Whether a clan has a progression of its own, and what it would give, is open.

Sieges

Whoever holds the city

Decided, not built. City control is won and defended in sieges at announced times: predictable for the defenders, with no hijacking at odd hours. What holding a city gives a clan:

  • DECIDEDThe city’s forces

    Send the city’s NPC forces to attack other cities.

  • DECIDEDBuffs for the whole city

    Buy buffs for everyone who lives in or visits the city, which makes it a place people want to be.

  • DECIDEDA share of the flows

    A share of the city’s shop fees, taxes and market fees.

  • DECIDEDTitles and an emblem

    Special titles in the members’ names and profiles, and the clan’s emblem on the map and in the area, so players always know whose ground they stand on.

  • DECIDEDBoosts for members and the area

    Passive Charisma buffs for the clan’s members, and more experience and better drops in the area.

  • DECIDEDBuild, and pay for it

    Build out the city and upgrade its buildings; every upgrade adds upkeep, so neglect has a price.

  • DECIDEDWhat sieges wait for

    Clans, plots and fighters who are not players, all at once. The first plots and companions are built; clans are not.

Ahead

Still to come, still open

Decided or still open; none of it is built. It shows the direction.

  • DECIDEDThe Arena

    A sanctioned place to fight, open to everyone, neutral players included. Not built; its rules are open.

  • DECIDEDRenown

    Fame from deeds (bosses, sieges, crafting mastery, crimes), shown on your profile.

  • DECIDEDSieges

    Announced in advance. City control brings NPC forces, buffs, an economic share and titles.

  • DECIDEDCaravans

    Heavy goods travel by caravan. Escort them, hire guards, or rob them and start a criminal career.

  • IDEARaids on property

    Whether a neutral player’s property can be raided at all is the heaviest open question in the design; rules, time windows and offline protection hang on it.

  • IDEAPickpocketing?

    Stealing from other players is neither adopted nor rejected; it is to be settled together with crime, bounties and what is lawful.