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The Events World

Canon

The events world is a separate world — the only place PvP exists (vision amendment 2026-07-16) and the stage for every hosted spectacle. The main world's promises are untouched: cooperative PvE, creature-only combat bindings, no progression stakes here in either direction.

Entry is one hub portal, gated on completing the guided beginning (the hfonboarding flag — monotonic, so the gate stays a stateless read like every other). Past that, the world never gates: baseline combat already makes levelling irrelevant, so there is nothing to qualify for. Individual events may take registration (Territory Wars are guild-registered); the world itself asks only that you know how to play.

Baseline combat (owner ruling): you fight in your own gear, but every combat bonus your progression earned is switched off — skill levels' combat effects, skill-tree nodes, class-mastery passives — and class abilities run normalized baseline versions. The amendment's promise is enforced literally: levelling confers no advantage. Gear remains player expression, and stays inside the P2A wall's logic — every piece is obtainable without paying. Death costs nothing, as everywhere; respawn follows the event's own rules.

Nothing progresses here. Event combat awards no XP, no MobCoins, no mastery — in either direction. Rewards are the event currency (bound: earned by participating, spent only at the event shop), event cosmetics, titles and deeds (records of what you did, never power), and collectibles. The event shop follows the standard audits: the D-CURRENCY-04 shop rule and the no-FOMO edge (rotating stock returns; server-wide one-offs cosmetic only).

Hosted surfaces — the frame carries, sessions and content passes fill:

  • The Colosseum — admin-hosted PvE spectacles (boss fights, mob waves, survival rounds) with spectator stands, using the ratified encounter taxonomy (inherited via D-COMBAT-BOSSES-05).
  • Territory Wars — the guild competitive layer (D-GUILDS-06): neutral contested islands living in this world.
  • Duel and FFA arenas — V1's open/duel/free-for-all spaces, at baseline, opt-in by walking in.
  • Seasonal events — pending: the V1 seasonal docs are empty placeholders; content waits on staff intent (the standing rule).

Broadcasts (event starting, boss spawning, winners, rare drops) ride the hfrecords town crier like every server moment.

Decisions

D-EVENTS-WORLD-01 — one separate world; entry gated on onboarding completion (proposed)

Owner ruling on the gate. The world is the sanctioned PvP surface and event stage; its single portal opens when the guided beginning is done — a monotonic flag read, stateless like every ratified gate. No other world-level requirement, ever.

Rejected: open-to-all-always (the recommended shape — owner prefers new players finish the tutorial before landing in PvP); per-event level requirements (gates on the one surface built to erase levelling's edge).

D-EVENTS-WORLD-02 — baseline = own gear, progression bonuses off, abilities normalized (proposed)

Owner ruling. Personal gear worn as-is; all combat effects of skills, skill trees, and class mastery disabled; class abilities replaced by normalized baseline versions. Enforces the amendment literally — levelling confers no advantage — while keeping gear identity and player skill as the deciders.

Rejected: standard-issue event kits (equality by construction, but strips all identity — owner kept gear); stat normalization over gear (permanent per-item audit surface); flat damage table (weapon choice reduced to cosmetics).

D-EVENTS-WORLD-03 — event currency is bound; the last deferred slot resolves (proposed)

Earned by participation, spent only at the event shop. No bazaar coupling, no exchange-rate audit, no attendance-as-income farming. Resolves the final D-CURRENCY-01 deferred slot (recorded there as D-CURRENCY-08).

Rejected: MobCoin-style withdrawable notes (turns showing up into sellable output); fully tradeable (strongest economy tie, weakest be-there incentive).

D-EVENTS-WORLD-04 — events grant no progression, in any direction (proposed)

No XP, no MobCoins, no mastery from event combat; nothing in the main world requires event participation either. Rewards are bound currency, cosmetics, titles/deeds, collectibles — records and looks, never power. The events world is a stage, not a rung.

Rejected: participation XP trickle (re-opens the every-entrant-equal audit and makes events a levelling venue); main-world content gated on event deeds (forces the optional surface).

D-EVENTS-WORLD-05 — the frame hosts; content waits for its owners (proposed)

Colosseum, Territory Wars, and duel/FFA arenas are the launch surfaces. Seasonal events, Tower of Loot, admin boss events, limited-time rewards — all empty V1 placeholders — wait on staff intent per the standing intake rule.

Rejected: designing seasonal/limited-time content against empty doc titles.

D-EVENTS-WORLD-06 — the V1 corpus fate table (proposed)

V1 idea Fate
Battle passes Dead — the vision promise names them ("no battle pass, no FOMO seasons")
Wager arenas Parked — player-staked duels are promise-neutral but gambling-shaped; owner intent check first
Ranked arenas / ranked seasons Parked — seasonal leaderboard resets need a promise check (boards are records; do records expire?); hfrecords owns boards
Faction combat Dead — no faction system
Tournaments, mini games, survival events Adopted as Colosseum/arena content — content pass
Spectator stands, scoreboards, announcers Adopted as arena furniture — content pass
Broadcast systems (empty V1 doc) Adopted via hfrecords town crier — no new system
Guild battle zones Adopted as Territory Wars (D-GUILDS-06)

Rejected: designing parked/dead items now.

Tuning

  • data/events-world.json — event currency name, shop rotation cadence, arena roster, baseline ability normalization notes, Territory War cadence (shared with guilds data). Owner-edited; nulls until the content pass.

Implementation

No owning mod yet (hfevents-shaped). The onboarding gate reads ForgerOnboarding cross-mod (JDK-typed, the established route). Baseline enforcement is a world-scoped combat-pipeline concern — disabling progression hooks in the events world rather than subtracting stats; the class-ability baseline blocks on the ability-engine probe like everything ability-shaped. Event currency is a per-player balance component (bound — no withdrawal surface). Broadcasts ride hfrecords provider hooks.

Open questions

  • Event currency name and shop catalog — owner content pass.
  • Baseline ability set (what "normalized" versions look like) — blocks on the ability-engine probe.
  • Wager arenas and ranked seasons — parked promise/intent checks.
  • Seasonal event content — staff intent on the empty V1 docs.
  • Whether the events world runs always-on or spins up per event (lifecycle/hosting cost) — implementation spec territory.