· PvP, guilds & cross-play
Guild priorities, open-world PvP stance, and server capacity
The discussion links several multiplayer systems together: guild-focused social structures, practical server population limits, queue handling, and a restrained approach to open-world PvP penalties.
Guild strongholds and player housing
Guild strongholds are prioritized ahead of player housing. The reasoning is social: in a cosmetic-driven MMO, players are expected to gather in shared spaces and show their characters to others, whereas private housing can isolate players from the broader world.
Server population targets
A target of at least 10,000 players per server is mentioned, but with caution about density. Concentrating too many players in a single zone is expected to create crowding and client-side rendering problems, potentially making the game difficult to play.
Because of that, the practical plan is to lower the number of players per server instance or distribute players across more servers so that zones remain functional.
Queue system
A queue system is already implemented to prevent overload. Server access can be adjusted in real time, allowing the team to gradually let more players in as capacity is evaluated.
Open-world PvP and risk
Open-world PvP is discussed in terms of player friction. The game does not plan to make defeated players drop items or inventory as a PvP penalty.
The stated concern is that harsh open-world PvP consequences can damage the experience for players who are questing, gathering, or otherwise not looking for PvP. Being attacked by roaming groups is already considered disruptive enough without adding item loss on top.
Battlegrounds are also mentioned elsewhere in relation to Paladin gameplay, indicating that structured PvP exists alongside these open-world considerations.
Source
- Recording:
I Revealed the Playtest Dates (And What You’ll Be Playing) - YouTube: Watch on YouTube
- Published: Thursday, March 12, 2026 at 4:31 PM UTC
