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	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65580</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65580"/>
				<updated>2013-07-13T19:56:38Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==Brawling==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development==&lt;br /&gt;
&lt;br /&gt;
===History of PvP in Diablo III===&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PvP Development in Diablo III===&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PvP Does Not Slow Game Development===&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65579</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65579"/>
				<updated>2013-07-13T08:00:41Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==Brawling==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops &lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building, which gives this area its name. A square enclosure made of short walls occupies the Northwest portion. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than teleporting from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding its Northeast portion.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Blacksmith&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Chimney'''&lt;br /&gt;
|'''Short Wall'''&lt;br /&gt;
|'''Short Wall with Bush'''&lt;br /&gt;
|'''Left Funnel Wall'''&lt;br /&gt;
|'''Right Funnel Wall'''&lt;br /&gt;
|'''North Light'''&lt;br /&gt;
|'''South Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!Location&lt;br /&gt;
|center&lt;br /&gt;
|West&lt;br /&gt;
|North&lt;br /&gt;
|Southwest&lt;br /&gt;
|Southeast&lt;br /&gt;
|Northwest&lt;br /&gt;
|South&lt;br /&gt;
|-&lt;br /&gt;
!Shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular&lt;br /&gt;
|L-shaped&lt;br /&gt;
|scooper shaped&lt;br /&gt;
|L-shaped&lt;br /&gt;
|square&lt;br /&gt;
|square&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|&lt;br /&gt;
:Northwest: irregular&lt;br /&gt;
:Southeast: smooth&lt;br /&gt;
|smooth &lt;br /&gt;
|&lt;br /&gt;
:West bush: irregular&lt;br /&gt;
:East wall: smooth&lt;br /&gt;
|smooth &lt;br /&gt;
|smooth &lt;br /&gt;
|smooth &lt;br /&gt;
|rough&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Chimney'''&lt;br /&gt;
|'''Short Wall'''&lt;br /&gt;
|'''Short Wall with Bush'''&lt;br /&gt;
|'''Left Funnel Wall'''&lt;br /&gt;
|'''Right Funnel Wall'''&lt;br /&gt;
|'''North Light'''&lt;br /&gt;
|'''South Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks &lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|&lt;br /&gt;
:North: no &lt;br /&gt;
:South: stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|&lt;br /&gt;
:North: no &lt;br /&gt;
:South: stop&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!are of effect attacks&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Rockets&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|- &lt;br /&gt;
!sight &lt;br /&gt;
|blocks &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|&lt;br /&gt;
:North: no &lt;br /&gt;
:South: blocks &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other &lt;br /&gt;
|_&lt;br /&gt;
|barbs can spear drag&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_ &lt;br /&gt;
|_&lt;br /&gt;
|cloaked enemies can be revealed in the funnel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==PvP Development==&lt;br /&gt;
&lt;br /&gt;
===History of PvP in Diablo III===&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PvP Development in Diablo III===&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===PvP Does Not Slow Game Development===&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65578</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65578"/>
				<updated>2013-07-13T07:52:01Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Blacksmith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops &lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building, which gives this area its name. A square enclosure made of short walls occupies the Northwest portion. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than teleporting from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding its Northeast portion.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Blacksmith&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Chimney'''&lt;br /&gt;
|'''Short Wall'''&lt;br /&gt;
|'''Short Wall with Bush'''&lt;br /&gt;
|'''Left Funnel Wall'''&lt;br /&gt;
|'''Right Funnel Wall'''&lt;br /&gt;
|'''North Light'''&lt;br /&gt;
|'''South Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!Location&lt;br /&gt;
|center&lt;br /&gt;
|West&lt;br /&gt;
|North&lt;br /&gt;
|Southwest&lt;br /&gt;
|Southeast&lt;br /&gt;
|Northwest&lt;br /&gt;
|South&lt;br /&gt;
|-&lt;br /&gt;
!Shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular&lt;br /&gt;
|L-shaped&lt;br /&gt;
|scooper shaped&lt;br /&gt;
|L-shaped&lt;br /&gt;
|square&lt;br /&gt;
|square&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|&lt;br /&gt;
:Northwest: irregular&lt;br /&gt;
:Southeast: smooth&lt;br /&gt;
|smooth &lt;br /&gt;
|&lt;br /&gt;
:West bush: irregular&lt;br /&gt;
:East wall: smooth&lt;br /&gt;
|smooth &lt;br /&gt;
|smooth &lt;br /&gt;
|smooth &lt;br /&gt;
|rough&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Chimney'''&lt;br /&gt;
|'''Short Wall'''&lt;br /&gt;
|'''Short Wall with Bush'''&lt;br /&gt;
|'''Left Funnel Wall'''&lt;br /&gt;
|'''Right Funnel Wall'''&lt;br /&gt;
|'''North Light'''&lt;br /&gt;
|'''South Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks &lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|&lt;br /&gt;
:North: no &lt;br /&gt;
:South: stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|&lt;br /&gt;
:North: no &lt;br /&gt;
:South: stop&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!are of effect attacks&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Rockets&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|- &lt;br /&gt;
!sight &lt;br /&gt;
|blocks &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|&lt;br /&gt;
:North: no &lt;br /&gt;
:South: blocks &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other &lt;br /&gt;
|_&lt;br /&gt;
|barbs can spear drag&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_ &lt;br /&gt;
|_&lt;br /&gt;
|cloaked enemies can be revealed in the funnel&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65577</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65577"/>
				<updated>2013-07-13T06:15:21Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel and their Environmental Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops &lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building, which gives this area its name. A square enclosure with openings occupies the Northwest portion. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than teleporting from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding its Northeast portion.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Blacksmith&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Chimney'''&lt;br /&gt;
|'''Small Wall'''&lt;br /&gt;
|'''Small Bush Wall'''&lt;br /&gt;
|'''Left Funnel Wall'''&lt;br /&gt;
|'''Right Funnel Wall'''&lt;br /&gt;
|'''North Light'''&lt;br /&gt;
|'''South Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!Location&lt;br /&gt;
|center&lt;br /&gt;
|West&lt;br /&gt;
|North&lt;br /&gt;
|Southwest&lt;br /&gt;
|Southeast&lt;br /&gt;
|Northwest&lt;br /&gt;
|South&lt;br /&gt;
|-&lt;br /&gt;
!Shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular&lt;br /&gt;
|L-shaped&lt;br /&gt;
|scooper shaped&lt;br /&gt;
|L-shaped&lt;br /&gt;
|square&lt;br /&gt;
|square&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|&lt;br /&gt;
:Northwest: irregular&lt;br /&gt;
:Southeast: smooth&lt;br /&gt;
|smooth &lt;br /&gt;
|&lt;br /&gt;
:West bush: irregular&lt;br /&gt;
:East wall: smooth&lt;br /&gt;
|smooth &lt;br /&gt;
|smooth &lt;br /&gt;
|smooth &lt;br /&gt;
|rough&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65576</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65576"/>
				<updated>2013-07-12T02:54:46Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel and their Environmental Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops &lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building, which gives this area its name. A square enclosure with openings occupies the Northwest portion. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than teleporting from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding its Northeast portion.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65575</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65575"/>
				<updated>2013-07-12T02:37:25Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Graveyard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops &lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65574</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65574"/>
				<updated>2013-07-12T02:35:10Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Graveyard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops &lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65573</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65573"/>
				<updated>2013-07-12T02:33:46Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Graveyard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65570</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65570"/>
				<updated>2013-07-12T02:32:22Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Graveyard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65568</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65568"/>
				<updated>2013-07-12T02:26:06Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (1)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Tombstone'''&lt;br /&gt;
|'''Tree'''&lt;br /&gt;
|'''Statue'''&lt;br /&gt;
|'''Mausoleum'''&lt;br /&gt;
|'''Bush'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible&lt;br /&gt;
|yes&lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location&lt;br /&gt;
|through out &lt;br /&gt;
|East&lt;br /&gt;
|East&lt;br /&gt;
|center&lt;br /&gt;
|North, South&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|y-shaped&lt;br /&gt;
|rectangular&lt;br /&gt;
|heart shaped&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|irregular &lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on east side&lt;br /&gt;
:irregular: on west side&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (1)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''tombstone'''&lt;br /&gt;
|'''tree'''&lt;br /&gt;
|'''statue'''&lt;br /&gt;
|'''mausoleum'''&lt;br /&gt;
|'''bush'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|stops &lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|no&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|blocks&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|none&lt;br /&gt;
|stops novas and calamity&lt;br /&gt;
|none&lt;br /&gt;
|_&lt;br /&gt;
|redirects movement&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Graveyard (2)&lt;br /&gt;
{|&lt;br /&gt;
!objects&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|no &lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|Northwest&lt;br /&gt;
|West&lt;br /&gt;
|South&lt;br /&gt;
|East&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|circular&lt;br /&gt;
|ovoid&lt;br /&gt;
|ovoid&lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|irregular&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects (2)&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Fence Light'''&lt;br /&gt;
|'''Small Bush Statue'''&lt;br /&gt;
|'''Large Bush Statue'''&lt;br /&gt;
|'''Bush Light'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|_&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|_&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no &lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|no &lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no &lt;br /&gt;
|blocks &lt;br /&gt;
|blocks&lt;br /&gt;
|no &lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|reveals cloaked enemies &lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|reveals clocked enemies&lt;br /&gt;
|}  &lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65567</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65567"/>
				<updated>2013-07-11T19:05:41Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|&lt;br /&gt;
:smooth: on long sides &lt;br /&gt;
:irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65566</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65566"/>
				<updated>2013-07-11T19:00:47Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|;smooth: on long sides, ;irregular: on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65565</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65565"/>
				<updated>2013-07-11T18:57:54Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth on long sides, irregular on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status of objects&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65564</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65564"/>
				<updated>2013-07-11T18:57:07Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|ovoid &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth on long sides, irregular on short sides &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|Does not stop wave of light&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65563</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65563"/>
				<updated>2013-07-11T16:24:41Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel and their Environmental Properties==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  Unlike other games in the series, objects in the environment effect combat both offensively and defensively.  An example of an object being used defensively is hiding behind a statue to avoid an impale attack.  An example of an object being used offensively is trapping an enemy between statues so that their movement is reduced, which ensures a meteor landing.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65562</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65562"/>
				<updated>2013-07-11T07:48:24Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Blacksmith */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. A square enclosure with openings occupies the Northwest. The walls in this enclosure can stop player movement, but not ranged or melee attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do than taking the route from the Graveyard. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it.  It is common for players to get stuck on this light.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65561</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65561"/>
				<updated>2013-07-11T07:42:22Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area that has the most objects in the chapel. It is filled with tombstones when the game starts. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Blacksmith===&lt;br /&gt;
There is a small anvil in the center of the main building. There is a square enclosure with openings to the Northwest. The walls in this enclosure can stop player movement, but not attacks.  It is possible to teleport to the Island from the Blacksmith with a wizard, however, it is more difficult to do so. There are walls that narrow going from North to South which resembles a funnel. At the end of the funnel, there is a street light with walls surrounding it to the North.  It is common for players to get stuck on this light&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65560</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65560"/>
				<updated>2013-07-11T07:26:21Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area in the chapel that has the most objects. It is filled with tombstones when the game starts and the fights begin. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface.  Irregular object are not represented by their visual image; for example, half of a bush could stop a player's movement while a player can pass through the other half unimpeded.  The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65559</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65559"/>
				<updated>2013-07-11T07:18:13Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Graveyard===&lt;br /&gt;
The Graveyard is the area in the chapel that has the most objects. It is filled with tombstones when the game starts and the fights begin. Once the tombstones are broken, the area is mostly clear to the West of the mausoleum while statues reside in the area East of the mausoleum. It is possible to teleport over to the Island from the graveyard while using a wizard. The statues, trees, and mausoleum provide shielding from enemy attacks. The bushes have irregular surfaces that can complicate movement. Careful redirection is required if a player gets stuck on a bush or other irregular surface. The Eastern street light can reveal cloaked enemies.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65558</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65558"/>
				<updated>2013-07-11T06:34:47Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65557</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65557"/>
				<updated>2013-07-11T06:32:53Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!melee attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!rockets&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65556</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65556"/>
				<updated>2013-07-11T06:26:37Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Occlusion status&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
!player movement&lt;br /&gt;
|stops&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!Line of sight attacks&lt;br /&gt;
|stops&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!area of effect attacks&lt;br /&gt;
|no&lt;br /&gt;
|stops&lt;br /&gt;
|-&lt;br /&gt;
!sight&lt;br /&gt;
|no&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!other&lt;br /&gt;
|_&lt;br /&gt;
|_&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65555</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65555"/>
				<updated>2013-07-11T06:16:28Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
Objects within the Church &lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
|'''Bench'''&lt;br /&gt;
|'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
!destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
|center&lt;br /&gt;
|East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
|rectangular&lt;br /&gt;
|rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
|smooth&lt;br /&gt;
|smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65554</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65554"/>
				<updated>2013-07-11T06:10:51Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;object&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
!'''Bench'''&lt;br /&gt;
!'''Altar'''&lt;br /&gt;
|-&lt;br /&gt;
|destructible &lt;br /&gt;
|yes&lt;br /&gt;
|no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
!center&lt;br /&gt;
!East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
!rectangular&lt;br /&gt;
!rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
!smooth&lt;br /&gt;
!smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65553</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65553"/>
				<updated>2013-07-11T06:05:34Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;object&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
!&amp;quot;&amp;quot;&amp;quot;Bench&amp;quot;&amp;quot;&amp;quot;&lt;br /&gt;
!&amp;quot;&amp;quot;&amp;quot;Altar&amp;quot;&amp;quot;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!destructable &lt;br /&gt;
!yes&lt;br /&gt;
!no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
!center&lt;br /&gt;
!East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
!rectangular&lt;br /&gt;
!rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
!smooth&lt;br /&gt;
!smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65552</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65552"/>
				<updated>2013-07-11T06:01:58Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
!&amp;quot;Bench&amp;quot;&lt;br /&gt;
!&amp;quot;Altar&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!destructable &lt;br /&gt;
!yes&lt;br /&gt;
!no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
!center&lt;br /&gt;
!East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
!rectangular&lt;br /&gt;
!rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
!smooth&lt;br /&gt;
!smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65551</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65551"/>
				<updated>2013-07-11T06:00:27Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* The Church */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!&amp;lt;nowiki&amp;gt;object&amp;lt;nowiki&amp;gt;&lt;br /&gt;
!&amp;quot;Bench&amp;quot;&lt;br /&gt;
!Altar&lt;br /&gt;
|-&lt;br /&gt;
!destructable &lt;br /&gt;
!yes&lt;br /&gt;
!no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
!center&lt;br /&gt;
!East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
!rectangular&lt;br /&gt;
!rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
!smooth&lt;br /&gt;
!smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65550</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65550"/>
				<updated>2013-07-11T05:46:30Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
!Bench&lt;br /&gt;
!Altar&lt;br /&gt;
|-&lt;br /&gt;
!destructable &lt;br /&gt;
!yes&lt;br /&gt;
!no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
!center&lt;br /&gt;
!East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
!rectangular&lt;br /&gt;
!rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
!smooth&lt;br /&gt;
!smooth&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65549</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65549"/>
				<updated>2013-07-11T05:45:12Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided into the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the game starts and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks to go through.  There are two corridors outside the chapel, which are free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the portal corridor. &lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
!object&lt;br /&gt;
!Bench&lt;br /&gt;
!Altar&lt;br /&gt;
|-&lt;br /&gt;
!destructable &lt;br /&gt;
!yes&lt;br /&gt;
!no&lt;br /&gt;
|-&lt;br /&gt;
!location &lt;br /&gt;
!center&lt;br /&gt;
!East, inside&lt;br /&gt;
|-&lt;br /&gt;
!shape&lt;br /&gt;
!rectangular&lt;br /&gt;
!rectangular &lt;br /&gt;
|-&lt;br /&gt;
!surface&lt;br /&gt;
!smooth&lt;br /&gt;
!smooth&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65548</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65548"/>
				<updated>2013-07-11T05:08:12Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided in to the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
===The Church===&lt;br /&gt;
The Church is filled with benches when the chapel is entered and the fights begin.  These benches can be destroyed, which reveals an open area to fight in. There are door ways along the Northwest, Southwest, and Southeast. The walls between these door ways are often used to shield against enemy attacks.  The altar to the East inhibits player movement while allowing both melee and ranged attacks. There are two corridors outside the chapel, which is free of objects that would impede movement and attacks. One corridor is located to the East of the chapel and leads to the portal, while the other corridor is located to the Southeast of the building and leads to the graveyard.  There is a window in the Eastern wall that reveals sight to the corridor that leads to the portal.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65547</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65547"/>
				<updated>2013-07-11T02:58:46Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.  The Scorched Chapel can be divided in to the following areas: &lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located East and Southeast &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Portal &lt;br /&gt;
**located to the East&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65546</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65546"/>
				<updated>2013-07-11T02:46:02Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a zone designed specifically for PvP.  It has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.&lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65545</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65545"/>
				<updated>2013-07-11T02:01:14Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, the players speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a new zone designed specifically for PvP.  This zone has custom geometry and its environmental features can be used in combat. &lt;br /&gt;
&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.&lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65544</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65544"/>
				<updated>2013-07-11T01:57:22Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, the players speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a new zone designed specifically for PvP.  This zone has custom geometry and features five different areas:&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There are no official names or boundaries to these areas and they only exist for reference purposes.&lt;br /&gt;
&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65543</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65543"/>
				<updated>2013-07-11T01:45:38Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Areas within the Scorched Chapel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, the players speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a new zone designed specifically for PvP.  This zone has custom geometry and features five different areas:&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
The chapel can be subdivided into different areas based on environmental properties.  There is no official names or boundaries to these areas and they only exist for reference purposes.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65542</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65542"/>
				<updated>2013-07-10T23:45:17Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, the players speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a new zone designed specifically for PvP.  This zone has custom geometry and features five different areas:&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo3Ladders.Com. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==Areas within the Scorched Chapel==&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65540</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65540"/>
				<updated>2013-07-10T17:37:08Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, the players speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a new zone designed specifically for PvP.  This zone has custom geometry and features five different areas:&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo Progress. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP in the future. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65539</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65539"/>
				<updated>2013-07-10T17:35:07Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
To brawl with other players, the players speak with [[Nek the Brawler]], who is located near the followers in each act.  Speaking with Nek will take the players to the [[Scorched Chapel]], a new zone designed specifically for PvP.  This zone has custom geometry and features five different areas:&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA.  If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.  Death is not permanent in the brawling zone, even for [[Hardcore]] characters.  There is no durability damage to items while in the brawling zone.  When brawling is over, players take a portal out or use a [[Town Portal]] to return to town.&lt;br /&gt;
&lt;br /&gt;
The game does not keep score and there are no objectives. However, a player's death is announced using yellow text in the chat log, which tells who died and who killed them.  The system is inchoate and there is no official scoring or ladder system, but there are third party websites that provide rankings such as Diablo Progress. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded for PvP. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65538</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65538"/>
				<updated>2013-07-10T17:27:29Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
*To brawl with other players, the players speak with [[Nek the Brawler]], who is located near the followers in each act.   &lt;br /&gt;
*Speaking with Nek will take the players to the [[Scorched Chapel]], a new zone designed specifically for player combat&lt;br /&gt;
*This zone has custom geometry and features five different areas:&lt;br /&gt;
*The Church&lt;br /&gt;
**located to the East &lt;br /&gt;
*Graveyard&lt;br /&gt;
**located to the South&lt;br /&gt;
*Blacksmith&lt;br /&gt;
**located to the North&lt;br /&gt;
*The island (SGI)&lt;br /&gt;
**located to the West&lt;br /&gt;
*Fountain&lt;br /&gt;
**which is the open area in the center&lt;br /&gt;
*Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA&lt;br /&gt;
*If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.   &lt;br /&gt;
*Death is not permanent in the brawling zone, even for [[Hardcore]] characters&lt;br /&gt;
*There is no durability damage to items while in the brawling zone&lt;br /&gt;
*When brawling is over players take a portal out or use a [[Town Portal]] to return to town&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game doesn’t keep score and there are no objectives. The system is very simplified and there is no scoring or ladder system. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65537</id>
		<title>Player versus Player</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Player_versus_Player&amp;diff=65537"/>
				<updated>2013-07-10T17:22:20Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* How it Works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''PvP''', or '''Player versus Player''' is head-to-head mortal combat, pitting players against other players. The design focus of Diablo III's [[multiplayer]] is on [[PvE]] cooperative play, but PvP is supported and was introduced with [[Patch 1.0.7]].&lt;br /&gt;
&lt;br /&gt;
==How it Works==&lt;br /&gt;
&lt;br /&gt;
[[File:Nek the brawler.jpg|thumb|right|200px|[[Nek the Brawler]] PvP Master]]&lt;br /&gt;
*To brawl with other players, the players speak with [[Nek the Brawler]], who is located near the followers in each act.   &lt;br /&gt;
*Speaking with Nek will take the players to the [[Scorched Chapel]], a new zone designed specifically for player combat&lt;br /&gt;
*This zone has custom geometry and features five different areas:&lt;br /&gt;
:*Church&lt;br /&gt;
**located East &lt;br /&gt;
:*Graveyard&lt;br /&gt;
**located South&lt;br /&gt;
:*Blacksmith&lt;br /&gt;
**located North&lt;br /&gt;
:*The island (SGI)&lt;br /&gt;
**located West&lt;br /&gt;
:*Fountain&lt;br /&gt;
**open area in the center&lt;br /&gt;
*Brawling currently supports up to four players in a Free-For-All format, which means players can battle their friends either one-on-one, three-player FFA, or a full four-player FFA&lt;br /&gt;
*If a player dies in the brawling world, they can either be resurrected by another player or they can respawn to a random location in the Scorched Chapel.   &lt;br /&gt;
*Death is not permanent in the brawling zone, even for [[Hardcore]] characters&lt;br /&gt;
*There is no durability damage to items while in the brawling zone&lt;br /&gt;
*When dueling is over players take a portal out or use a [[Town Portal]] to return to town&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The game doesn’t keep score and there are no objectives. The system is very simplified and there is no scoring or ladder system. A public game search option became available with patch 1.0.8. It is not known if there will be any [[achievements]] awarded. Balancing is expected to be finished with the release of patch 1.1.0.&lt;br /&gt;
&lt;br /&gt;
==History of PvP in Diablo III==&lt;br /&gt;
&lt;br /&gt;
It was originally planned that Diablo III would ship with PvP but as time crept on Blizzard took the decision to launch without as the PvP element was not meeting their expectations and to get it right would have delayed the release of Diablo III further.  They felt it could launch without PvP. &amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/819/187473/pvp-will-be-an-expansion-pack#postId_502511 PvP not ready for launch of Diablo III] - Community Manager, Blizzard, 12/10/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;In terms of PvP, we didn't feel like the system we had at the time we launched Diablo III was up to par, so we elected not to release it along side the actual game. We continuing to work on PvP, though, and are currently looking to release it with 1.1.0 as a free content update (as we've said before). We also hope to share more updates in the near future on its progress. &amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
PvP is due to be introduced with Patch 1.1&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/11/1/45/850/184430/pvp-make-a-wish#postId_494887 PvP in Patch 1.1] - Community Manager, Blizzard, 20/09/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;So far our plans are to add PvP to the game with patch 1.1, and I am fairly sure we will have much more details on this to share with you as we get closer to release :-)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
And when it does launch, Blizzard have confirmed there will be no PvP specific gear, found or crafted &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/jay-wilson-on-special-pvp-gear PvP Specific Gear] - Jay Wilsion, Blizzard, 01/12/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;There is no specific PVP gear, only gear good for PVP depending on your build.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In December of 2012 Blizzard announced that the PvP element of Diablo III had been simplified with the [[Battle Arena]] aspect of the game going to back to the drawing board.&amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/the-future-of-diablo-pvp-posted-dueling Future of PvP] - Jay Wilson, Blizzard. 27 December 2012&amp;lt;/ref&amp;gt;  A more simplified version of PvP was promised for [[Patch 1.0.7]]. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-patch-v1-0-7-preview Patch 1.0.7 Preview] - Jay Wilson, Blizzard. 12 January 20132&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Development in Diablo III==&lt;br /&gt;
&lt;br /&gt;
Unlike in Diablo II, there will not be any non-consensual PvP in Diablo III; there is no more &amp;quot;hostile switch&amp;quot; or any other way to duel or PK in a normal game. PvP will be supported only in special dueling Arena games. &lt;br /&gt;
&lt;br /&gt;
The [[Arena]] was debuted at Blizzcon 2010; prior to that [[Jay Wilson]] talked about the D3 Team's philosophy towards PvP on August 20, 2008. &amp;lt;ref&amp;gt;[http://pc.gamespy.com/pc/diablo-iii/901260p3.html Development Teams' philosophy towards PvP] - Jay Wilson, 20/08/2008&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::'''Jay Wilson:''' We'd like there to be a dedicated PvP mode, and we'd like to move away from [how it worked in previous Diablo games] where players just enabled PvP. We don't have any specific plans yet because we haven't really made any active decisions. The only real PvP-oriented decision that we've made and announced is that we do not allow the {{iw|PvP#Enabling_PVP hostility mode}} that Diablo II had where you can go into town, go hostile, pop back through a town portal, and insta-kill your friend. That just makes people not want to play the game. I know some people say, &amp;quot;Oh, you're taking the teeth out of Diablo.&amp;quot; I understand why they feel that way, but making people not want to play together does not make for a better game. That's our feeling.&lt;br /&gt;
&lt;br /&gt;
::We definitely want there to be a PvP mode for PvP players, and we would like that mode to be a really serious, skill-based, very strong [aspect of the game]. I feel that on the side of all our games, we really try to make PvP games that cater to a competitive player, first and foremost. We don't try to dumb down or tone down our PvP games. We make [them] good, strong competitive games. [http://starcraft.incgamers.com/wiki/Main_Page StarCraft] is one of the best examples. But in terms of what our actual plans are for Diablo III, we don't have anything to specifically announce right now, mostly because we're still messing around with a bunch of different ideas.&lt;br /&gt;
&lt;br /&gt;
The philosophy isn't as much to remove pvp as it is to compartmentalize it into a specific dueling arena. The development team, as shown above, views [[PK]]'ing as another form of griefing, particularly with the implication of exploits such as tppk.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==PvP Does Not Slow Game Development==&lt;br /&gt;
&lt;br /&gt;
Spurred by a fan who asked if Blizzard could leave the PvP out of Diablo 3 at launch, and patch it in later in order to release the game more quickly, Diablo 3 Community Manager [[Bashiok]] explained why that's not an option and why PvP doesn't add much time to the overall development. Here's his quote, from May 2010. &amp;lt;ref&amp;gt;[http://diablo.incgamers.com/blog/comments/diablo-3-will-ship-with-pvp-like-it-or-not/ PvE, PvP simultaneously developed] - Community Manager, Blizzard, 06/05/2010&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The PvP game is being developed alongside everything else, so it’s not as if the game is done and we’re ready to ship it but then stop and take a few months to balance things. Also, it’s to be expected that the game won’t be and won’t really need to be balanced right at release as it will take some time for people to really explore and begin reaching competition levels where more extreme balance is necessary or even possible for us to properly evaluate and react to.&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Diablo III did not ship with a Player Vs. Player game mode.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Scorched chapel1.jpg|[[Demon Hunter]] &amp;amp; [[Witch Doctor]]&lt;br /&gt;
File:Scorched chapel2.jpg|[[Monk]] &amp;amp; [[Barbarian]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basics]]&lt;br /&gt;
[[category:PvP]]&lt;br /&gt;
[[category:Arena]]&lt;br /&gt;
[[Category:Multiplayer]]&lt;br /&gt;
[[Category:Reference]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65079</id>
		<title>Black Rock Ledger</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65079"/>
				<updated>2013-06-03T00:44:17Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Farming Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Black Rock Ledger''' is made up of pages strewn around Sanctuary.  There are six pages known to be in the game although the original ledger is at least 42 pages in length.&lt;br /&gt;
&lt;br /&gt;
Each page is numbered, being 4, 8, 15, 16, 23 and 42 and they are all found in the [[Stinging Winds]], [[Act II]].&lt;br /&gt;
&lt;br /&gt;
It is not known what the pages are for or if more will be added with patches but it's hoped it'll lead to another secret level like [[Whimsyshire]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clues and Theories==&lt;br /&gt;
&lt;br /&gt;
If the numbers seem familiar it might be that you recognise them from the TV show [http://en.wikipedia.org/wiki/Lost_(TV_series) LOST].  The numbers were a running story element throughout the long-standing series and caused much speculation.  The first letter from each of the six pages spells out '''DHARMA''' a secretive initiative that appeared in LOST. If the acronym is significant in Diablo 3 that would suggest there are no more pages in between those already in the game.&lt;br /&gt;
&lt;br /&gt;
Staying with LOST, The Black Rock was a mid-19th century ship that became shipwrecked en route to a mining colony and ended up on the other side of the island, well away from the sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 4''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-4 db]}})&lt;br /&gt;
&lt;br /&gt;
'''D'''amn, I always thought that being a first mate would be more exciting. I guess I shouldn't expect much from a mining expedition. Ever since we set off from Kingsport, all I've done is sit out on deck and watch the deckhands argue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 8''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-8 db]}})&lt;br /&gt;
&lt;br /&gt;
'''H'''aven't been able to get much sleep these past few days. Apparently my sea legs aren't as sturdy as I thought they'd be. I've vomited more times than I can count, and every time Captain Hanso offers me some ale, I have to come up with some excuse to decline.&lt;br /&gt;
&lt;br /&gt;
:* Captain Hanso - Reference to Magnus Hanso who captained The Black Rock ship that appeared in LOST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 15''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-15 db]}})&lt;br /&gt;
&lt;br /&gt;
'''A'''fter three straight days of this storm, I'm almost convinced that this ship has some sort of curse on it. Each week brings some new trouble that I have to deal with. I'm not sure what will give out first, the ship... or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 16''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-16 db]}})&lt;br /&gt;
&lt;br /&gt;
'''R'''eyes tells me that it was some colossal wave that did the ship in. I was down below when it all happened. Several of us survived the wreck. The rest of them have gone off to try and figure out where the hell we are, as if any of that matters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Reyes - Reference to Hugo &amp;quot;Hurley&amp;quot; Reyes, one of the main characters from LOST.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tornado stinging winds.jpg|thumb|Tornado|150px]]'''Page 23''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-23 db]}})&lt;br /&gt;
&lt;br /&gt;
'''M'''adness, complete bloody madness. The captain has disappeared into the desert somewhere, and the rest of the survivors are convinced there's some sort of monster after us. I'm starting to think the crewmen that died in the wreck got the easy way out, lucky bastards.&lt;br /&gt;
&lt;br /&gt;
:* There was a mysterious black cloud that appeared to be sentient and would snatch people away in LOST.  There is a black tornado that sweeps across the [[Stinging Winds]]. It seems to appear more often in the east of the east portion of the Stinging Winds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 42''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-42 db]}})&lt;br /&gt;
&lt;br /&gt;
'''A'''ll the rest of them are dead now... I'm the only one left. Strange deformed creatures attacked the wreck, where most of us were sleeping. I managed to get away safely... but I don't imagine it will be that way for long. I can hear... giggling in the shadows, like this is some kind of game. -- [[First Mate McMahon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locating the Black Rock Ledger==&lt;br /&gt;
&lt;br /&gt;
[[File:Black rock ledger miner.jpg|left|100px]]All the pages can be found in four locations within the [[Stinging Winds]].  A miner will appear next to the wreck of a ship which can spawn in one of the four locations.  These are marked on the map below.&lt;br /&gt;
&lt;br /&gt;
As you approach him he will say ''Be careful... this ship is cursed by demons! We should be safe as long as we don't disturb it!'' Unfortunately at that point a [[Fallen Lunatic]] runs up to the miner and explodes taking the miner with him in a bloody mess.  The miner will always drop one of the six pages.&lt;br /&gt;
&lt;br /&gt;
The pages can not be sold but they can be traded in-game so if you get duplicates you can share them with friends.&lt;br /&gt;
&lt;br /&gt;
To farm this area choose the quest [[City of Blood]] at the menu screen.  You'll appear in the [[Hidden Camp]]. Take the [[Waypoint]] to [[Khasim Outpost]].  Just outside of the south eastern exit of the Outpost into the [[Stinging Winds]] (east) you will pass a [[Checkpoint]] so once you've searched the four locations you can '''Leave Game''' and simply '''Resume''' at the menu to begin at that checkpoint and visit the four possible sites again.&lt;br /&gt;
&lt;br /&gt;
The shipwreck may not spawn at all sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Shipwreck spawn locations.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Farming Instructions==&lt;br /&gt;
&lt;br /&gt;
These instructions are for a temple rush (TR) monk and a critical mass/wormhole (WH) wizard.  With this two-person team, you can find all six pages in an afternoon.  The builds are dependent on user preference, but the wizard needs to have an attack to proc cm.  I used meteor and disintegrate with the entropy rune, but energy twister would work just as well.    &lt;br /&gt;
&lt;br /&gt;
The enemies need to be kept alive long enough to regain spirit and proc critical mass, while they also need to be easy enough to not kill you as you are rushing through the map.   Thus, you do not want to select a monster power (MP) too low so that enemies die in one hit.  If you normally farm MP 8-10, select MP 5.  This way, you can attack the cluster of fallen to restore teleport, then wormhole past the cluster of wasps.   &lt;br /&gt;
&lt;br /&gt;
Referring to the image above, that illustrates shipwreck locations, the spawning locations for the ship are listed by the green word.   However, the ship does not always spawn and you have a chance of a dungeon, landmark, or encounter occurring in those spots each time the map loads.  If you see one of these spawn in all four locations during a run, leave the game and start a new one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dungeons'''&lt;br /&gt;
*Ruins&lt;br /&gt;
*Crumbling Vault&lt;br /&gt;
*Chamber of the Idol&lt;br /&gt;
&lt;br /&gt;
'''Landmarks'''&lt;br /&gt;
*Big rock with barnacles&lt;br /&gt;
*Big rock with little rock leg&lt;br /&gt;
*Fence and small rock&lt;br /&gt;
*Abandoned house&lt;br /&gt;
&lt;br /&gt;
'''Encounters'''&lt;br /&gt;
*Cultist tent&lt;br /&gt;
*Man with legs bitten off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the run by making a game for Act two, the City of Blood quest, and the Lair of the Witch sub quest.  Have the TR monk go to the West portion of the Stinging Winds by taking the Khasim Outpost waypoint and traveling south.  TR between the two possible locations then go back to town, using the Khasim Outpost waypoint, if the ship did not spawn.  Have the WH wizard go to the East portion of the Stinging Winds by taking the Road to Alcanus waypoint and traveling North.  WH between the two possible locations then go back to town, using the Road to Alcanus waypoint, if the ship did not spawn.  You can either go back to the waypoint from the way you came, or you can move in a circle around the center.  I suggest moving in a circle if you are killing the enemies too fast to get enough procs.  Keep repeating the process until you obtain all six pages.&lt;br /&gt;
&lt;br /&gt;
==Comments From Blizzard==&lt;br /&gt;
&lt;br /&gt;
Blizzard remain closed-lipped about what the pages do.  There has only been one direct mention of them and it offers no insight into what the pages do.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/823/175136/blackrock-ledger-page-15#postId_467424 Black Rock Ledger Pages] - Blizzard CM, 02/08/2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The Black Rock Ledger is a nice little mystery, isn't it? If you're lucky enough to collect all the lost pages, be sure to examine them closely. The devil's always in the details. ;)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some one replied, &amp;quot;From what we gathered and seen so far its a reference to the show lost. Lol&amp;quot;  There was also subsequent posts elaborating on the significance of the page numbers and the characters mentioned in the letters being a Lost reference.  &lt;br /&gt;
&lt;br /&gt;
Then the blue replied with a broken link and said, &amp;lt;ref&amp;gt;[http://us.battle.net/d3/en/forum/topic/6080521785 Blue forum post] - D3 Forums, 8/2/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;blue&amp;gt;Party pooper. :(&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Black rock ledger miner.jpg|Doomed miner&lt;br /&gt;
File:Tornado stinging winds.jpg|Black tornado&lt;br /&gt;
File:Black rock ledger minter explodes.jpg|Miner goes Boom!&lt;br /&gt;
File:Black rock ledger page.jpg|Loot the page&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Lore]]&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65078</id>
		<title>Black Rock Ledger</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65078"/>
				<updated>2013-06-03T00:38:52Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Comments From Blizzard */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Black Rock Ledger''' is made up of pages strewn around Sanctuary.  There are six pages known to be in the game although the original ledger is at least 42 pages in length.&lt;br /&gt;
&lt;br /&gt;
Each page is numbered, being 4, 8, 15, 16, 23 and 42 and they are all found in the [[Stinging Winds]], [[Act II]].&lt;br /&gt;
&lt;br /&gt;
It is not known what the pages are for or if more will be added with patches but it's hoped it'll lead to another secret level like [[Whimsyshire]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clues and Theories==&lt;br /&gt;
&lt;br /&gt;
If the numbers seem familiar it might be that you recognise them from the TV show [http://en.wikipedia.org/wiki/Lost_(TV_series) LOST].  The numbers were a running story element throughout the long-standing series and caused much speculation.  The first letter from each of the six pages spells out '''DHARMA''' a secretive initiative that appeared in LOST. If the acronym is significant in Diablo 3 that would suggest there are no more pages in between those already in the game.&lt;br /&gt;
&lt;br /&gt;
Staying with LOST, The Black Rock was a mid-19th century ship that became shipwrecked en route to a mining colony and ended up on the other side of the island, well away from the sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 4''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-4 db]}})&lt;br /&gt;
&lt;br /&gt;
'''D'''amn, I always thought that being a first mate would be more exciting. I guess I shouldn't expect much from a mining expedition. Ever since we set off from Kingsport, all I've done is sit out on deck and watch the deckhands argue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 8''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-8 db]}})&lt;br /&gt;
&lt;br /&gt;
'''H'''aven't been able to get much sleep these past few days. Apparently my sea legs aren't as sturdy as I thought they'd be. I've vomited more times than I can count, and every time Captain Hanso offers me some ale, I have to come up with some excuse to decline.&lt;br /&gt;
&lt;br /&gt;
:* Captain Hanso - Reference to Magnus Hanso who captained The Black Rock ship that appeared in LOST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 15''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-15 db]}})&lt;br /&gt;
&lt;br /&gt;
'''A'''fter three straight days of this storm, I'm almost convinced that this ship has some sort of curse on it. Each week brings some new trouble that I have to deal with. I'm not sure what will give out first, the ship... or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 16''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-16 db]}})&lt;br /&gt;
&lt;br /&gt;
'''R'''eyes tells me that it was some colossal wave that did the ship in. I was down below when it all happened. Several of us survived the wreck. The rest of them have gone off to try and figure out where the hell we are, as if any of that matters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Reyes - Reference to Hugo &amp;quot;Hurley&amp;quot; Reyes, one of the main characters from LOST.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tornado stinging winds.jpg|thumb|Tornado|150px]]'''Page 23''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-23 db]}})&lt;br /&gt;
&lt;br /&gt;
'''M'''adness, complete bloody madness. The captain has disappeared into the desert somewhere, and the rest of the survivors are convinced there's some sort of monster after us. I'm starting to think the crewmen that died in the wreck got the easy way out, lucky bastards.&lt;br /&gt;
&lt;br /&gt;
:* There was a mysterious black cloud that appeared to be sentient and would snatch people away in LOST.  There is a black tornado that sweeps across the [[Stinging Winds]]. It seems to appear more often in the east of the east portion of the Stinging Winds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 42''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-42 db]}})&lt;br /&gt;
&lt;br /&gt;
'''A'''ll the rest of them are dead now... I'm the only one left. Strange deformed creatures attacked the wreck, where most of us were sleeping. I managed to get away safely... but I don't imagine it will be that way for long. I can hear... giggling in the shadows, like this is some kind of game. -- [[First Mate McMahon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locating the Black Rock Ledger==&lt;br /&gt;
&lt;br /&gt;
[[File:Black rock ledger miner.jpg|left|100px]]All the pages can be found in four locations within the [[Stinging Winds]].  A miner will appear next to the wreck of a ship which can spawn in one of the four locations.  These are marked on the map below.&lt;br /&gt;
&lt;br /&gt;
As you approach him he will say ''Be careful... this ship is cursed by demons! We should be safe as long as we don't disturb it!'' Unfortunately at that point a [[Fallen Lunatic]] runs up to the miner and explodes taking the miner with him in a bloody mess.  The miner will always drop one of the six pages.&lt;br /&gt;
&lt;br /&gt;
The pages can not be sold but they can be traded in-game so if you get duplicates you can share them with friends.&lt;br /&gt;
&lt;br /&gt;
To farm this area choose the quest [[City of Blood]] at the menu screen.  You'll appear in the [[Hidden Camp]]. Take the [[Waypoint]] to [[Khasim Outpost]].  Just outside of the south eastern exit of the Outpost into the [[Stinging Winds]] (east) you will pass a [[Checkpoint]] so once you've searched the four locations you can '''Leave Game''' and simply '''Resume''' at the menu to begin at that checkpoint and visit the four possible sites again.&lt;br /&gt;
&lt;br /&gt;
The shipwreck may not spawn at all sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Shipwreck spawn locations.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Farming Instructions==&lt;br /&gt;
&lt;br /&gt;
These instructions are for a temple rush (TR) monk and a critical mass/wormhole (WH) wizard.  With this two-person team, you can find all six pages in an afternoon.  The builds are dependent on user preference, but the wizard needs to have an attack to proc cm.  I used meteor and disintegrate with the entropy rune, but energy twister would work just as well.    &lt;br /&gt;
&lt;br /&gt;
The enemies need to be kept alive long enough to regain spirit and proc critical mass, while they also need to be easy enough to not kill you as you are rushing through the map.   Thus, you do not want to select a monster power (MP) too low so that enemies die in one hit.  If you normally farm MP 8-10, select MP 5.  This way, you can attack the cluster of fallen to restore teleport, then wormhole past the cluster of wasps.   &lt;br /&gt;
&lt;br /&gt;
Referring to the image above, that illustrates shipwreck locations, the spawning locations for the ship are listed by the green word.   However, the ship does not always spawn and you have a chance of a dungeon, landmark, or encounter occurring in those spots each time the map loads.  If you see one of these spawn in all four locations during a run, leave the game and start a new one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dungeons'''&lt;br /&gt;
*Ruins&lt;br /&gt;
*Crumbling Vault&lt;br /&gt;
*Chamber of the Idol&lt;br /&gt;
&lt;br /&gt;
'''Landmarks'''&lt;br /&gt;
*Big rock with barnacles&lt;br /&gt;
*Big rock with little rock leg&lt;br /&gt;
*Fence and small rock&lt;br /&gt;
*Abandoned house&lt;br /&gt;
&lt;br /&gt;
'''Encounters'''&lt;br /&gt;
*Cultist tent&lt;br /&gt;
*Man with legs bitten off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the run by making a game for Act two, the City of Blood quest, and the Lair of the Witch sub quest.  Have the TR monk go to the West portion of the Stinging Winds by taking the Khasim Outpost waypoint and traveling south.  TR between the two possible locations then go back to town, using the Khasim Outpost way point, if the ship did not spawn.  Have the WH wizard go to the East portion of the Stinging Winds by taking the Road to Alcanus waypoint and traveling North.  WH between the two possible locations then go back to town, using the Road to Alcanus waypoint, if the ship did not spawn.  You can either go back to the waypoint from the way you came, or you can move in a circle around the center.  I suggest moving in a circle if you are killing the enemies too fast to get enough procs.  Keep repeating the process until you obtain all six pages.&lt;br /&gt;
&lt;br /&gt;
==Comments From Blizzard==&lt;br /&gt;
&lt;br /&gt;
Blizzard remain closed-lipped about what the pages do.  There has only been one direct mention of them and it offers no insight into what the pages do.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/823/175136/blackrock-ledger-page-15#postId_467424 Black Rock Ledger Pages] - Blizzard CM, 02/08/2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The Black Rock Ledger is a nice little mystery, isn't it? If you're lucky enough to collect all the lost pages, be sure to examine them closely. The devil's always in the details. ;)&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Some one replied, &amp;quot;From what we gathered and seen so far its a reference to the show lost. Lol&amp;quot;  There was also subsequent posts elaborating on the significance of the page numbers and the characters mentioned in the letters being a Lost reference.  &lt;br /&gt;
&lt;br /&gt;
Then the blue replied with a broken link and said, &amp;lt;ref&amp;gt;[http://us.battle.net/d3/en/forum/topic/6080521785 Blue forum post] - D3 Forums, 8/2/2012&amp;lt;/ref&amp;gt;&lt;br /&gt;
&amp;lt;blue&amp;gt;Party pooper. :(&amp;lt;/blue&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Black rock ledger miner.jpg|Doomed miner&lt;br /&gt;
File:Tornado stinging winds.jpg|Black tornado&lt;br /&gt;
File:Black rock ledger minter explodes.jpg|Miner goes Boom!&lt;br /&gt;
File:Black rock ledger page.jpg|Loot the page&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Lore]]&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65077</id>
		<title>Black Rock Ledger</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65077"/>
				<updated>2013-06-02T23:44:15Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: /* Farming Instructions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Black Rock Ledger''' is made up of pages strewn around Sanctuary.  There are six pages known to be in the game although the original ledger is at least 42 pages in length.&lt;br /&gt;
&lt;br /&gt;
Each page is numbered, being 4, 8, 15, 16, 23 and 42 and they are all found in the [[Stinging Winds]], [[Act II]].&lt;br /&gt;
&lt;br /&gt;
It is not known what the pages are for or if more will be added with patches but it's hoped it'll lead to another secret level like [[Whimsyshire]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clues and Theories==&lt;br /&gt;
&lt;br /&gt;
If the numbers seem familiar it might be that you recognise them from the TV show [http://en.wikipedia.org/wiki/Lost_(TV_series) LOST].  The numbers were a running story element throughout the long-standing series and caused much speculation.  The first letter from each of the six pages spells out '''DHARMA''' a secretive initiative that appeared in LOST. If the acronym is significant in Diablo 3 that would suggest there are no more pages in between those already in the game.&lt;br /&gt;
&lt;br /&gt;
Staying with LOST, The Black Rock was a mid-19th century ship that became shipwrecked en route to a mining colony and ended up on the other side of the island, well away from the sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 4''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-4 db]}})&lt;br /&gt;
&lt;br /&gt;
'''D'''amn, I always thought that being a first mate would be more exciting. I guess I shouldn't expect much from a mining expedition. Ever since we set off from Kingsport, all I've done is sit out on deck and watch the deckhands argue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 8''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-8 db]}})&lt;br /&gt;
&lt;br /&gt;
'''H'''aven't been able to get much sleep these past few days. Apparently my sea legs aren't as sturdy as I thought they'd be. I've vomited more times than I can count, and every time Captain Hanso offers me some ale, I have to come up with some excuse to decline.&lt;br /&gt;
&lt;br /&gt;
:* Captain Hanso - Reference to Magnus Hanso who captained The Black Rock ship that appeared in LOST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 15''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-15 db]}})&lt;br /&gt;
&lt;br /&gt;
'''A'''fter three straight days of this storm, I'm almost convinced that this ship has some sort of curse on it. Each week brings some new trouble that I have to deal with. I'm not sure what will give out first, the ship... or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 16''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-16 db]}})&lt;br /&gt;
&lt;br /&gt;
'''R'''eyes tells me that it was some colossal wave that did the ship in. I was down below when it all happened. Several of us survived the wreck. The rest of them have gone off to try and figure out where the hell we are, as if any of that matters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Reyes - Reference to Hugo &amp;quot;Hurley&amp;quot; Reyes, one of the main characters from LOST.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tornado stinging winds.jpg|thumb|Tornado|150px]]'''Page 23''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-23 db]}})&lt;br /&gt;
&lt;br /&gt;
'''M'''adness, complete bloody madness. The captain has disappeared into the desert somewhere, and the rest of the survivors are convinced there's some sort of monster after us. I'm starting to think the crewmen that died in the wreck got the easy way out, lucky bastards.&lt;br /&gt;
&lt;br /&gt;
:* There was a mysterious black cloud that appeared to be sentient and would snatch people away in LOST.  There is a black tornado that sweeps across the [[Stinging Winds]]. It seems to appear more often in the east of the east portion of the Stinging Winds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 42''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-42 db]}})&lt;br /&gt;
&lt;br /&gt;
'''A'''ll the rest of them are dead now... I'm the only one left. Strange deformed creatures attacked the wreck, where most of us were sleeping. I managed to get away safely... but I don't imagine it will be that way for long. I can hear... giggling in the shadows, like this is some kind of game. -- [[First Mate McMahon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locating the Black Rock Ledger==&lt;br /&gt;
&lt;br /&gt;
[[File:Black rock ledger miner.jpg|left|100px]]All the pages can be found in four locations within the [[Stinging Winds]].  A miner will appear next to the wreck of a ship which can spawn in one of the four locations.  These are marked on the map below.&lt;br /&gt;
&lt;br /&gt;
As you approach him he will say ''Be careful... this ship is cursed by demons! We should be safe as long as we don't disturb it!'' Unfortunately at that point a [[Fallen Lunatic]] runs up to the miner and explodes taking the miner with him in a bloody mess.  The miner will always drop one of the six pages.&lt;br /&gt;
&lt;br /&gt;
The pages can not be sold but they can be traded in-game so if you get duplicates you can share them with friends.&lt;br /&gt;
&lt;br /&gt;
To farm this area choose the quest [[City of Blood]] at the menu screen.  You'll appear in the [[Hidden Camp]]. Take the [[Waypoint]] to [[Khasim Outpost]].  Just outside of the south eastern exit of the Outpost into the [[Stinging Winds]] (east) you will pass a [[Checkpoint]] so once you've searched the four locations you can '''Leave Game''' and simply '''Resume''' at the menu to begin at that checkpoint and visit the four possible sites again.&lt;br /&gt;
&lt;br /&gt;
The shipwreck may not spawn at all sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Shipwreck spawn locations.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Farming Instructions==&lt;br /&gt;
&lt;br /&gt;
These instructions are for a temple rush (TR) monk and a critical mass/wormhole (WH) wizard.  With this two-person team, you can find all six pages in an afternoon.  The builds are dependent on user preference, but the wizard needs to have an attack to proc cm.  I used meteor and disintegrate with the entropy rune, but energy twister would work just as well.    &lt;br /&gt;
&lt;br /&gt;
The enemies need to be kept alive long enough to regain spirit and proc critical mass, while they also need to be easy enough to not kill you as you are rushing through the map.   Thus, you do not want to select a monster power (MP) too low so that enemies die in one hit.  If you normally farm MP 8-10, select MP 5.  This way, you can attack the cluster of fallen to restore teleport, then wormhole past the cluster of wasps.   &lt;br /&gt;
&lt;br /&gt;
Referring to the image above, that illustrates shipwreck locations, the spawning locations for the ship are listed by the green word.   However, the ship does not always spawn and you have a chance of a dungeon, landmark, or encounter occurring in those spots each time the map loads.  If you see one of these spawn in all four locations during a run, leave the game and start a new one.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Dungeons'''&lt;br /&gt;
*Ruins&lt;br /&gt;
*Crumbling Vault&lt;br /&gt;
*Chamber of the Idol&lt;br /&gt;
&lt;br /&gt;
'''Landmarks'''&lt;br /&gt;
*Big rock with barnacles&lt;br /&gt;
*Big rock with little rock leg&lt;br /&gt;
*Fence and small rock&lt;br /&gt;
*Abandoned house&lt;br /&gt;
&lt;br /&gt;
'''Encounters'''&lt;br /&gt;
*Cultist tent&lt;br /&gt;
*Man with legs bitten off&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Start the run by making a game for Act two, the City of Blood quest, and the Lair of the Witch sub quest.  Have the TR monk go to the West portion of the Stinging Winds by taking the Khasim Outpost waypoint and traveling south.  TR between the two possible locations then go back to town, using the Khasim Outpost way point, if the ship did not spawn.  Have the WH wizard go to the East portion of the Stinging Winds by taking the Road to Alcanus waypoint and traveling North.  WH between the two possible locations then go back to town, using the Road to Alcanus waypoint, if the ship did not spawn.  You can either go back to the waypoint from the way you came, or you can move in a circle around the center.  I suggest moving in a circle if you are killing the enemies too fast to get enough procs.  Keep repeating the process until you obtain all six pages.&lt;br /&gt;
&lt;br /&gt;
==Comments From Blizzard==&lt;br /&gt;
&lt;br /&gt;
Blizzard remain closed-lipped about what the pages do.  There has only been one direct mention of them and it offers no insight into what the pages do.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/823/175136/blackrock-ledger-page-15#postId_467424 Black Rock Ledger Pages] - Blizzard CM, 02/08/2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The Black Rock Ledger is a nice little mystery, isn't it? If you're lucky enough to collect all the lost pages, be sure to examine them closely. The devil's always in the details. ;)&amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Black rock ledger miner.jpg|Doomed miner&lt;br /&gt;
File:Tornado stinging winds.jpg|Black tornado&lt;br /&gt;
File:Black rock ledger minter explodes.jpg|Miner goes Boom!&lt;br /&gt;
File:Black rock ledger page.jpg|Loot the page&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Lore]]&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65076</id>
		<title>Black Rock Ledger</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65076"/>
				<updated>2013-06-02T23:42:55Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Black Rock Ledger''' is made up of pages strewn around Sanctuary.  There are six pages known to be in the game although the original ledger is at least 42 pages in length.&lt;br /&gt;
&lt;br /&gt;
Each page is numbered, being 4, 8, 15, 16, 23 and 42 and they are all found in the [[Stinging Winds]], [[Act II]].&lt;br /&gt;
&lt;br /&gt;
It is not known what the pages are for or if more will be added with patches but it's hoped it'll lead to another secret level like [[Whimsyshire]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clues and Theories==&lt;br /&gt;
&lt;br /&gt;
If the numbers seem familiar it might be that you recognise them from the TV show [http://en.wikipedia.org/wiki/Lost_(TV_series) LOST].  The numbers were a running story element throughout the long-standing series and caused much speculation.  The first letter from each of the six pages spells out '''DHARMA''' a secretive initiative that appeared in LOST. If the acronym is significant in Diablo 3 that would suggest there are no more pages in between those already in the game.&lt;br /&gt;
&lt;br /&gt;
Staying with LOST, The Black Rock was a mid-19th century ship that became shipwrecked en route to a mining colony and ended up on the other side of the island, well away from the sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 4''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-4 db]}})&lt;br /&gt;
&lt;br /&gt;
'''D'''amn, I always thought that being a first mate would be more exciting. I guess I shouldn't expect much from a mining expedition. Ever since we set off from Kingsport, all I've done is sit out on deck and watch the deckhands argue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 8''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-8 db]}})&lt;br /&gt;
&lt;br /&gt;
'''H'''aven't been able to get much sleep these past few days. Apparently my sea legs aren't as sturdy as I thought they'd be. I've vomited more times than I can count, and every time Captain Hanso offers me some ale, I have to come up with some excuse to decline.&lt;br /&gt;
&lt;br /&gt;
:* Captain Hanso - Reference to Magnus Hanso who captained The Black Rock ship that appeared in LOST&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 15''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-15 db]}})&lt;br /&gt;
&lt;br /&gt;
'''A'''fter three straight days of this storm, I'm almost convinced that this ship has some sort of curse on it. Each week brings some new trouble that I have to deal with. I'm not sure what will give out first, the ship... or me.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 16''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-16 db]}})&lt;br /&gt;
&lt;br /&gt;
'''R'''eyes tells me that it was some colossal wave that did the ship in. I was down below when it all happened. Several of us survived the wreck. The rest of them have gone off to try and figure out where the hell we are, as if any of that matters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:* Reyes - Reference to Hugo &amp;quot;Hurley&amp;quot; Reyes, one of the main characters from LOST.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Tornado stinging winds.jpg|thumb|Tornado|150px]]'''Page 23''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-23 db]}})&lt;br /&gt;
&lt;br /&gt;
'''M'''adness, complete bloody madness. The captain has disappeared into the desert somewhere, and the rest of the survivors are convinced there's some sort of monster after us. I'm starting to think the crewmen that died in the wreck got the easy way out, lucky bastards.&lt;br /&gt;
&lt;br /&gt;
:* There was a mysterious black cloud that appeared to be sentient and would snatch people away in LOST.  There is a black tornado that sweeps across the [[Stinging Winds]]. It seems to appear more often in the east of the east portion of the Stinging Winds.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 42''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-42 db]}})&lt;br /&gt;
&lt;br /&gt;
'''A'''ll the rest of them are dead now... I'm the only one left. Strange deformed creatures attacked the wreck, where most of us were sleeping. I managed to get away safely... but I don't imagine it will be that way for long. I can hear... giggling in the shadows, like this is some kind of game. -- [[First Mate McMahon]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locating the Black Rock Ledger==&lt;br /&gt;
&lt;br /&gt;
[[File:Black rock ledger miner.jpg|left|100px]]All the pages can be found in four locations within the [[Stinging Winds]].  A miner will appear next to the wreck of a ship which can spawn in one of the four locations.  These are marked on the map below.&lt;br /&gt;
&lt;br /&gt;
As you approach him he will say ''Be careful... this ship is cursed by demons! We should be safe as long as we don't disturb it!'' Unfortunately at that point a [[Fallen Lunatic]] runs up to the miner and explodes taking the miner with him in a bloody mess.  The miner will always drop one of the six pages.&lt;br /&gt;
&lt;br /&gt;
The pages can not be sold but they can be traded in-game so if you get duplicates you can share them with friends.&lt;br /&gt;
&lt;br /&gt;
To farm this area choose the quest [[City of Blood]] at the menu screen.  You'll appear in the [[Hidden Camp]]. Take the [[Waypoint]] to [[Khasim Outpost]].  Just outside of the south eastern exit of the Outpost into the [[Stinging Winds]] (east) you will pass a [[Checkpoint]] so once you've searched the four locations you can '''Leave Game''' and simply '''Resume''' at the menu to begin at that checkpoint and visit the four possible sites again.&lt;br /&gt;
&lt;br /&gt;
The shipwreck may not spawn at all sometimes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Shipwreck spawn locations.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Farming Instructions==&lt;br /&gt;
&lt;br /&gt;
These instructions are for a temple rush (TR) monk and a critical mass/wormhole (WH) wizard.  With this two-person team, you can find all six pages in an afternoon.  The builds are dependent on user preference, but the wizard needs to have an attack to proc cm.  I used meteor and disintegrate with the entropy rune, but energy twister would work just as well.    &lt;br /&gt;
&lt;br /&gt;
The enemies need to be kept alive long enough to regain spirit and proc critical mass, while they also need to be easy enough to not kill you as you are rushing through the map.   Thus, you do not want to select a monster power (MP) too low so that enemies die in one hit.  If you normally farm MP 8-10, select MP 5.  This way, you can attack the cluster of fallen to restore teleport, then wormhole past the cluster of wasps.   &lt;br /&gt;
&lt;br /&gt;
Referring to the image above, that illustrates shipwreck locations, the spawning locations for the ship are listed by the green word.   However, the ship does not always spawn and you have a chance of a dungeon, landmark, or encounter occurring in those spots each time the map loads.  If you see one of these spawn in all four locations during a run, leave the game and start a new one.  &lt;br /&gt;
&lt;br /&gt;
'''Dungeons'''&lt;br /&gt;
*Ruins&lt;br /&gt;
*Crumbling Vault&lt;br /&gt;
*Chamber of the Idol&lt;br /&gt;
'''Landmarks'''&lt;br /&gt;
*Big rock with barnacles&lt;br /&gt;
*Big rock with little rock leg&lt;br /&gt;
*Fence and small rock&lt;br /&gt;
*Abandoned house&lt;br /&gt;
'''Encounters'''&lt;br /&gt;
*Cultist tent&lt;br /&gt;
*Man with legs bitten off&lt;br /&gt;
&lt;br /&gt;
Start the run by making a game for Act two, the City of Blood quest, and the Lair of the Witch sub quest.  Have the TR monk go to the West portion of the Stinging Winds by taking the Khasim Outpost waypoint and traveling south.  TR between the two possible locations then go back to town, using the Khasim Outpost way point, if the ship did not spawn.  Have the WH wizard go to the East portion of the Stinging Winds by taking the Road to Alcanus waypoint and traveling North.  WH between the two possible locations then go back to town, using the Road to Alcanus waypoint, if the ship did not spawn.  You can either go back to the waypoint from the way you came, or you can move in a circle around the center.  I suggest moving in a circle if you are killing the enemies too fast to get enough procs.  Keep repeating the process until you obtain all six pages.    &lt;br /&gt;
&lt;br /&gt;
==Comments From Blizzard==&lt;br /&gt;
&lt;br /&gt;
Blizzard remain closed-lipped about what the pages do.  There has only been one direct mention of them and it offers no insight into what the pages do.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/823/175136/blackrock-ledger-page-15#postId_467424 Black Rock Ledger Pages] - Blizzard CM, 02/08/2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blue&amp;gt;The Black Rock Ledger is a nice little mystery, isn't it? If you're lucky enough to collect all the lost pages, be sure to examine them closely. The devil's always in the details. ;)&amp;lt;/blue&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Black rock ledger miner.jpg|Doomed miner&lt;br /&gt;
File:Tornado stinging winds.jpg|Black tornado&lt;br /&gt;
File:Black rock ledger minter explodes.jpg|Miner goes Boom!&lt;br /&gt;
File:Black rock ledger page.jpg|Loot the page&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Lore]]&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

	<entry>
		<id>https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65075</id>
		<title>Black Rock Ledger</title>
		<link rel="alternate" type="text/html" href="https://dev.diablowiki.net/index.php?title=Black_Rock_Ledger&amp;diff=65075"/>
				<updated>2013-06-02T23:36:04Z</updated>
		
		<summary type="html">&lt;p&gt;RWeasel: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Black Rock Ledger''' is made up of pages strewn around Sanctuary.  There are six pages known to be in the game although the original ledger is at least 42 pages in length.&lt;br /&gt;
&lt;br /&gt;
Each page is numbered, being 4, 8, 15, 16, 23 and 42 and they are all found in the [[Stinging Winds]], [[Act II]].&lt;br /&gt;
&lt;br /&gt;
It is not known what the pages are for or if more will be added with patches but it's hoped it'll lead to another secret level like [[Whimsyshire]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clues and Theories==&lt;br /&gt;
&lt;br /&gt;
If the numbers seem familiar it might be that you recognise them from the TV show [http://en.wikipedia.org/wiki/Lost_(TV_series) LOST].  The numbers were a running story element throughout the long-standing series and caused much speculation.  The first letter from each of the six pages spells out '''DHARMA''' a secretive initiative that appeared in LOST. If the acronym is significant in Diablo 3 that would suggest there are no more pages in between those already in the game.&lt;br /&gt;
&lt;br /&gt;
Staying with LOST, The Black Rock was a mid-19th century ship that became shipwrecked en route to a mining colony and ended up on the other side of the island, well away from the sea.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Page 4''' ({{wl|[http://diablonut.incgamers.com/item/the-black-rock-ledger-page-4 db]}})&lt;br /&gt;
&lt;br /&gt;
'''D'''amn, I always thought that being a first mate would be more exciting. I guess I shouldn't expect much from a mining expedition. Ever since we set off from Kingsport, all I've done is sit out on deck and watch the deckhands argue.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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'''H'''aven't been able to get much sleep these past few days. Apparently my sea legs aren't as sturdy as I thought they'd be. I've vomited more times than I can count, and every time Captain Hanso offers me some ale, I have to come up with some excuse to decline.&lt;br /&gt;
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:* Captain Hanso - Reference to Magnus Hanso who captained The Black Rock ship that appeared in LOST&lt;br /&gt;
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'''A'''fter three straight days of this storm, I'm almost convinced that this ship has some sort of curse on it. Each week brings some new trouble that I have to deal with. I'm not sure what will give out first, the ship... or me.&lt;br /&gt;
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'''R'''eyes tells me that it was some colossal wave that did the ship in. I was down below when it all happened. Several of us survived the wreck. The rest of them have gone off to try and figure out where the hell we are, as if any of that matters.&lt;br /&gt;
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:* Reyes - Reference to Hugo &amp;quot;Hurley&amp;quot; Reyes, one of the main characters from LOST.&lt;br /&gt;
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'''M'''adness, complete bloody madness. The captain has disappeared into the desert somewhere, and the rest of the survivors are convinced there's some sort of monster after us. I'm starting to think the crewmen that died in the wreck got the easy way out, lucky bastards.&lt;br /&gt;
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:* There was a mysterious black cloud that appeared to be sentient and would snatch people away in LOST.  There is a black tornado that sweeps across the [[Stinging Winds]]. It seems to appear more often in the east of the east portion of the Stinging Winds.&lt;br /&gt;
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'''A'''ll the rest of them are dead now... I'm the only one left. Strange deformed creatures attacked the wreck, where most of us were sleeping. I managed to get away safely... but I don't imagine it will be that way for long. I can hear... giggling in the shadows, like this is some kind of game. -- [[First Mate McMahon]]&lt;br /&gt;
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==Locating the Black Rock Ledger==&lt;br /&gt;
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[[File:Black rock ledger miner.jpg|left|100px]]All the pages can be found in four locations within the [[Stinging Winds]].  A miner will appear next to the wreck of a ship which can spawn in one of the four locations.  These are marked on the map below.&lt;br /&gt;
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As you approach him he will say ''Be careful... this ship is cursed by demons! We should be safe as long as we don't disturb it!'' Unfortunately at that point a [[Fallen Lunatic]] runs up to the miner and explodes taking the miner with him in a bloody mess.  The miner will always drop one of the six pages.&lt;br /&gt;
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The pages can not be sold but they can be traded in-game so if you get duplicates you can share them with friends.&lt;br /&gt;
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To farm this area choose the quest [[City of Blood]] at the menu screen.  You'll appear in the [[Hidden Camp]]. Take the [[Waypoint]] to [[Khasim Outpost]].  Just outside of the south eastern exit of the Outpost into the [[Stinging Winds]] (east) you will pass a [[Checkpoint]] so once you've searched the four locations you can '''Leave Game''' and simply '''Resume''' at the menu to begin at that checkpoint and visit the four possible sites again.&lt;br /&gt;
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The shipwreck may not spawn at all sometimes.&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Shipwreck spawn locations.jpg]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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==Farming Instructions==&lt;br /&gt;
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These instructions are for a temple rush (TR) monk and a critical mass/wormhole (WH) wizard.  With this two-person team, you can find all six pages in an afternoon.  The builds are dependent on user preference, but the wizard needs to have an attack to proc cm.  I used meteor and disintegrate with the entropy rune, but energy twister would work just as well.    &lt;br /&gt;
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The enemies need to be kept alive long enough to regain spirit and proc critical mass, while they also need to be easy enough to not kill you as you are rushing through the map.   Thus, you do not want to select a monster power (MP) too low so that enemies die in one hit.  If you normally farm MP 8-10, select MP 5.  This way, you can attack the cluster of fallen to restore teleport, then wormhole past the cluster of wasps.   &lt;br /&gt;
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Referring to the image above, that illustrates shipwreck locations, the spawning locations for the ship are listed by the green word.   However, the ship does not always spawn and you have a chance of a dungeon, landmark, or encounter occurring in those spots each time the map loads.  If you see one of these spawn in all four locations during a run, leave the game and start a new one.  &lt;br /&gt;
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Dungeons&lt;br /&gt;
•	The Ruins&lt;br /&gt;
•	Crumbling Vault&lt;br /&gt;
•	Chamber of the Idol&lt;br /&gt;
Landmarks&lt;br /&gt;
•	Big rock with barnacles&lt;br /&gt;
•	Big rock with a small rock leg&lt;br /&gt;
•	Fence and small rock &lt;br /&gt;
•	Abandoned house&lt;br /&gt;
Encounter&lt;br /&gt;
•	Cultist tent&lt;br /&gt;
•	Man with legs bitten off&lt;br /&gt;
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Start the run by making a game for Act two, the City of Blood quest, and the Lair of the Witch sub quest.  Have the TR monk go to the West portion of the Stinging Winds by taking the Khasim Outpost waypoint and traveling south.  TR between the two possible locations then go back to town, using the Khasim Outpost way point, if the ship did not spawn.  Have the WH wizard go to the East portion of the Stinging Winds by taking the Road to Alcanus waypoint and traveling North.  WH between the two possible locations then go back to town, using the Road to Alcanus waypoint, if the ship did not spawn.  You can either go back to the waypoint from the way you came, or you can move in a circle around the center.  I suggest moving in a circle if you are killing the enemies too fast to get enough procs.  Keep repeating the process until you obtain all six pages.    &lt;br /&gt;
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==Comments From Blizzard==&lt;br /&gt;
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Blizzard remain closed-lipped about what the pages do.  There has only been one direct mention of them and it offers no insight into what the pages do.&amp;lt;ref&amp;gt;[http://blues.incgamers.com/Posts/10/1/40/823/175136/blackrock-ledger-page-15#postId_467424 Black Rock Ledger Pages] - Blizzard CM, 02/08/2011&amp;lt;/ref&amp;gt;&lt;br /&gt;
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&amp;lt;blue&amp;gt;The Black Rock Ledger is a nice little mystery, isn't it? If you're lucky enough to collect all the lost pages, be sure to examine them closely. The devil's always in the details. ;)&amp;lt;/blue&amp;gt; &lt;br /&gt;
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==Gallery==&lt;br /&gt;
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&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:Black rock ledger miner.jpg|Doomed miner&lt;br /&gt;
File:Tornado stinging winds.jpg|Black tornado&lt;br /&gt;
File:Black rock ledger minter explodes.jpg|Miner goes Boom!&lt;br /&gt;
File:Black rock ledger page.jpg|Loot the page&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
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==References==&lt;br /&gt;
&amp;lt;font size=&amp;quot;-3&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;references/&amp;gt;&lt;br /&gt;
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[[category:Lore]]&lt;br /&gt;
[[category:Easter Eggs]]&lt;/div&gt;</summary>
		<author><name>RWeasel</name></author>	</entry>

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