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Revision as of 12:26, 24 March 2024

Deathmatch
Deathmatch is a game mode where teams kill as many enemy players as possible in a given time, for which they get points, and the team with the most points wins. Players fight against each other in teams of up to 5 players. Players are placed in battle bases on the field and are given a half minute grace period during which they cannot move from their base. After the grace period, each player's base life (without bonuses) is tripled and the battle begins. There are 10 minutes to fight. The winner of the game is the team that reaches 50 points first or has scored more points at the end of the time limit. If the score is tied, the teams are given 5 minutes extra time. The team that scores first during this time wins.

The deathmatch mode is a simple PvP battle in which players fight to kill each other in an arena. The aim of the game is to kill as many enemy players as possible in a given time, or to reach a given kill count as quickly as possible. HP reg does not work in the game, but each player can heal in their starting position. The map has two levels, you can fall from the middle of the upper level to the lower level, and you can fall into the water on the edges of the lower level, these are instant deaths, or you can kill an enemy player this way if someone pushes you. In these cases, the character is revived in the starting position.

Spawn kill protection:

Each team's starting position is a protected area, if someone from the opposing team enters it, they die immediately and are resurrected in their starting position. Upon entering the suspension bridge leading from the starting position, the character is given a buff that lasts for 10 seconds, so when they reach the end of the bridge they can go and find a suitable place to stand, during which time they cannot be injured by the opposing team.

Jungle mobs:

The map also features several smaller mobs and a boss. By killing them, characters can gain bonuses depending on the strength of the mob, which apply to the character in the case of small mobs and to the whole team in the case of large ones.

Cursed warrior - 30% Life bonus for 1 minute

Destroyer - Gives 30% attack bonus for 1 minute

Killer - 30% Defence bonus for 1 minute

Butcher - 30% Movement speed for 1 minute

Bounty Hunter - Gives a 30% evasion bonus for 1 minute

Sand Dragon - Gives to the whole team:

60% Life bonus - 1 minute

60% Attack bonus - 1 minute

60% Defence bonus - 1 minute

Players cannot be pushed - for 30 seconds

Mobs respawn after 90 seconds of waiting.

Use of objects:

Traditional potions cannot be used in the game mode, and premium bonuses do not apply, but players can buy elixirs with a special % value in the battleshop, or bonuses for a specific battle, which can only be used here and are only valid at the beginning of the match during the preparation period.

Victory condition:

The game is won by the first player to reach 50 points - where each opponent's death is worth one point, or the first player to collect the most points within the 10 minutes allowed for the game.

Statistics and rewards

The game mode collects the following statistics:

Players killed (points)

Deaths

Mob kills

Boss kills

Injected wound

The most important information for Deathmatch is how many kills the teams have collected. This information is displayed on a counter that is constantly visible during the match. The counter shows the number of kills your team has killed in green and the number of kills your opponent has killed in red.

Pressing and holding the Backspace key displays more detailed stats, where you can see each character (in the same nameplate format as on the loading screen) and their individual stats.

Notifications:

When an event happens, a notification is displayed for all players to see.

One team takes the lead

Death of the first character

If a team killed the wrestler

With the start of the last minute

Victory

Defeat

Rewards:

After each completed battle, the player will receive EXP, gold and battle points according to his performance and level.

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