Feature Specification

PvP, Raiding & Trading

Player-vs-player interaction is core to the PvPvE experience. Players can fight, raid each other's bases fully, and trade only by dropping items.

Status: draftOwner: UnassignedUpdated: 2026-09-14

Production context

Deprecated source referenceGDD/04-Multiplayer/04-PvP-Raiding-and-Trading.md
Decision markers5 confirmed · 1 recommendations · 3 TBD
Browser document roleThis standalone HTML file is authoritative; edit this file directly through the project workflow.

Verified implementation evidence

  • Not verified for this documentation pass.

Relationships

Document contract coverage

Use these required Feature Specification areas during review. The HTML content below is authoritative; items not stated explicitly remain unresolved.

  • ReviewPurpose & Player Value
  • ReviewScope
  • ReviewOut of Scope
  • ReviewTerminology
  • ReviewFunctional Behavior
  • ReviewStates & Flows
  • ReviewRules & Edge Cases
  • ReviewDependencies
  • ReviewAcceptance Criteria
  • ReviewOpen Questions

Authoritative project content

Player-vs-player interaction is core to the PvPvE experience. Players can fight, raid each other's bases fully, and trade only by dropping items.

PvP

  • Open PvP across the world. There are no safe zones and no PvP-disabled zones[CONFIRMED].
  • Full-loot applies to PvP kills: a killed player drops all carried loot (see ../01-Gameplay/06-Inventory-and-Items.md).
  • PvPvE flashpoints: POIs, loot hotspots, and especially boss arenas where players may third-party a boss fight (see ../03-Enemies/02-Boss-Zombies.md).
  • Friendly fire within squads/clans is controlled by dedicated-server settings. There is no reputation or karma system[CONFIRMED].

Raiding — [CONFIRMED] full raiding

Other players can breach and loot bases.

  • Breaching: structural pieces have HP and material tiers; raid tools (explosives, cutting tools, melee on weak sides) deal damage to break in. Tool/cost balance is [TBD] but is the central raid-economy lever. Starter tool roles Pry / Sledge / ChopWood exist in FEAT-INVENTORY; they do not approve raid damage numbers.
  • Loot: once inside, storage contents are lootable. This is the high-stakes payoff/threat of persistence.
  • Defense: wall tiers, layered bases, built-in and installed locks, traps, turrets [TBD], and active defense by the owners/clan. FEAT-LOCK-ACCESS confirms that skill/equipment-gated Lockpick may target every lockable object; exact action tuning remains TBD.
  • Weak-side mechanics[RECOMMENDATION]: walls cheaper to break from one side to reward smart base design.

Offline raiding — [CONFIRMED] allowed

Bases remain raidable while their owners are offline. There is no offline-raid protection. Any future raid-window scheduling is a separate dedicated-server policy and remains [TBD].

Trading — [CONFIRMED] drop-trade only

  • No trade window, no player shops, no currency. Players exchange items by dropping them on the ground for the other to pick up.
  • This is intentional: it keeps the economy raw and risky (drop-trades can be robbed — more tension), and it is the simplest to build (no trade UI, no escrow, no economy backend). A good fit for indie scope.
  • World item drops are server-authoritative. Runtime drops persist across restart and despawn after 24 hours of world-up real time, with remaining time continuing after reopen — [CONFIRMED 2026-09-14]. See TECH-NETWORK-ARCH.

Server-authority & anti-cheat

  • All PvP damage, raid damage, and item transfers are server-authoritative (see 01-Network-Architecture.md).
  • Full-loot + raiding makes cheating extremely damaging to the community. Easy Anti-Cheat (EAC) is the confirmed anti-cheat solution and is required before launch alongside server authority.

Implementation guidance

  • Raid damage uses the same server-authoritative damage system as combat, with structure-piece-specific resistances by tier (data-driven).
  • Drop-trade reuses the world-drop / lootable-bag system from death drops — no separate trading code path.

Lock bypass during raids — [CONFIRMED 2026-09-17]

Hostile players may Lockpick built-in and installed locks on doors, windows, eligible containers and vehicle cabins when they have the required skill and equipment. Vehicle Lockpick grants cabin access only; an exact key or permanent Hotwire is still required for secured ignition. This does not replace structural breach damage. Canonical behavior and remaining tuning: FEAT-LOCK-ACCESS.