One of the bigger design questions we've been chewing on this Alpha is how player-versus-player combat should work when the isles open. Our early plans leaned on PvP-only worlds — and the more we prototyped them, the less convinced we became. Here's where our thinking has landed.

Why we're moving away from PvP worlds

Putting PvP on dedicated worlds would mean splitting the community along with it. To test yourself against another player you'd have to leave your friends, your market, and your routine behind and hop to a world built for one thing. We think most players never would — and the worlds meant to feel tense and exciting would likely end up empty.

We'd rather PvP be something you can reach for in the moment, wherever you happen to be standing.

Duels: settle it on the spot

The first piece we're designing is duelling. Challenge another player, agree on the terms, and settle it then and there — no travelling, no separate ruleset, and no risk to anything you haven't chosen to stake. It's built for the friendly rivalry that starts with a bit of trash talk outside the bank.

PvP zones: risk worth taking

The second piece is danger. We're planning PvP zones scattered across the map — areas where the gloves come off and any player can attack any other. They'll be dangerous on purpose, and they're where some of the best rewards will live. Step in when you're ready; stay out when you're not. The choice is always yours.

Where this stands

  • PvP-only worlds are out of the design.
  • Every world is being built around a single, peaceful-by-default ruleset.
  • Duelling and PvP zones are in active development for a future Alpha build, with the aim of putting them in players' hands by beta.

It's all still taking shape, and Alpha is exactly the time to get it right. Tell us what you'd want from a good duel — we're listening.