Chapter 6.2 Combat Overview
Weapon Styles
Each weapon has a base style. The base style is programmed as a moves that every player has by just equipping the weapon. However, as players unlock movesets, these will override them. Players can assign movesets to weapons (and place icons on items to help organize them) so players can use quickslots and loadouts to toggle between movesets quickly.
Loadouts
Players can start with either two mobile loadouts or three extra skill slots. At any time, players may burn three skill slots to unlock a new loadout, or burn a loadout to reclaim five skill slots. For those who prefer to keep all their skill points and still have loadouts, it’s also possible to construct a loadout storage (chest/wardobe). Depending on the crafting complexity, players can load more or less loadouts in it. As with all structures, these must be defended from monsters and decay.
Quick Swap - Weapon or Shield Slings and Quivers
Players can mix and match skills and weapons. Quivers, shield slings, and weapon slings allow this kind of fast access from your back or belt without using loadouts. Except each item needs to be toggled. (The crafting variant is a toolbelt.)
Variety of Combat - Overview
Players can choose how to engage in field battles how they choose. Use combat traits, skills, weapons, armor, and the environment. They can utilize the classic trinity, as well as constructions to create defenses, traps, and mounted weapons on vehicles and buildings. (The next section will discuss the MMO Trinity.) Players can discover different ways to uncover buffs through food, potion crafting, charms, or lone-wolf survival unlocks. Fight with friends, NPC, a combination, or alone. You can gain more strength by using skills that encourage specializing, or spread your utility through using load out skills.
Hit Basics
Players perform real-time actions, hitting and dodging monsters outside of PVP duels. All players start with basic movesets for unfamiliar combat skills, but as they unlock combat skills they can focus in on, or switch their move styles. At long range, when out of range to lock on, players can still freely target monsters with less damage. PVP is available in the form of field battles, your regular MMORPG experience, or by using the dueling mechanics for weapon contact.
Buffs
Food and drinks are a basic way to buff your character before a fight. Players can mix and match consumables to create the buffs they need for battle, up to 3 different kinds, with skills allowing more, or strengthening certain buffs. Eat anytime to replace buffs that have not timed out yet. Monsters, PVP attacks, and other events can cause debuffs, affecting certain skills and attacks.
Healing
Players will need to maintain a stock of potions to heal themselves in battle. They will need to time it well, since you can drop them when interrupted. Players can attach potions to arrows to break them on other players to heal them. You can create aid kits to help downed players on the field. Or players can carry their unconscious bodies back to town, or a caravan, and help them recover via a herbalist hut, or remedy wagon. Or players can resurrect if in range of a resurrection point they set.
Weight Mechanics (Not Applicable to Players with Self Claims)
All players have a core inventory, everything in a core inventory will not count weight. But everything in a bag/backpack (extended inventory) will (Except for players with self claims). The character's weight of equipment, including inventory, determines a characters mobility. There are some movement based skills that require a maximum weight to be able to perform. For example, a lighter character will be able to roll dodge, while a very heavy-set character will only be able to jump back slowly. If a movement skill cannot be performed, a character will still attempt a dodge move, based on the basic weight mechanics instead of the intended movement skill.
Targeting
Players can optionally target a monster, to help focus the camera towards them. The targeting system will have a bias towards the player's center creen. Players can toggle the default angles anytime using their core menu, but ideally it should be done with a training target. A player cannot target a monster outside of their weapon's range radius, but can still players can manually target with long ranged weapons for example in the case of archery and mounted weapons.
Monster Difficulty Based on all Options Available
As players progress the accumulation of player spirit will cause difficult monsters to spawn. Due to many different mechanics on how to handle monsters through combat, pacifism, with healing and resurrection mechanics, monsters can become souls-like in battle. Players need to strategize resurrection points, to keep the fight going, or to successfully flee. Just remember complex resurrection points may also attract monsters. Players will need to plan strategically and defend spawn points, or keep them mobile, and communicate well if the community wants to perpetuate their existence then the world.