Vixen
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Gameplay · guide

Arenas, battlegrounds and objectives

Four composable objective types with one signed capture meter, so a contested point is frozen rather than slowly losing, and a new battleground is a map plus a .vxdef.

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  • Dungeons, raids and lockouts — Difficulty tiers, encounters with gates and checkpoints, and lockouts whose resets are absolute boundaries rather than timers from whenever somebody entered.
  • Abilities and damage — Abilities over the kernel's effects, and a damage pipeline of six named stages a game inserts rules into rather than replaces.
  • Gameplay tags — One hierarchical, interned tag type, numbered so that "is this under Damage.Fire" is two integer comparisons.
  • Matchmaking, queues and ratings — Open Match's model without its deployment — a ticket is a party so "never split" is a property of the types, and two rating models the queue definition chooses between.