What's new

PATCH Guild and PvP Patch

Luthius

Developer
Staff member
#1
Guild and PvP Testing Patch

PvP Mechanics
  • Greater Heal Potions in PvP now heals 19-26 damage (previously was 15-30)
  • Halberd and Bardiche damage is now 9+3d12 (previously was 9+2d18)
  • When a spell circle is on cooldown for interrupts, it now always has a 0% chance to interrupt (the cooldown lasts for 5 seconds as before)
  • Poison and Fireball spells no longer share an interrupt cooldown.
  • Fireball now deals 11-12 damage (previouslywas 9-11)
  • Lightning now deals 13-16 damage (previously was 12-15)
  • Players will now immediately attempt to swing upon targeting an aggressive spell (quickly toggling out of warmode will no longer avoid a punch)


Heat of Battle
Heat of Battle will now only be triggered by the following:
  • Attacking a Blue or Orange player (2 Minutes Duration)
  • Stealing from a Blue or Orange Player (2 Minutes Duration)
  • Killing a player which results in a "Report Murderer" decision (2 Minutes Duration x Total Players Involved in the Killing)


Murderers
  • Murderers may now choose to use the Repent mechanic while they are alive (same restrictions apply to Repenting as before)
  • When a Murderer is killed, they now immediately activate their Account-Wise Aggression Restriction (based on their current Short and Long Term Counts) rather than when they resurrect


Tamed and Summoned Creatures
  • Tamed and Summoned creatures will now always move at full speed (i.e. are no longer slowed during Attack/Guard/Patrol orders)
  • Tamed and Summoned creatures will no longer cause Interrupts (spell failure) or Bandage Slips to players
  • Baseline PvP Damage Scalar for Tamed and Summoned Creatures to players has been reduced to 40% (previously was 50%)
  • As a precaution, Tamed and Summoned creatures will never cause more than (Creature Control Slots x 10) damage to a player with any individual Melee Hit, Spell, Poison Tick, or Ability Effect

Accounts
  • Account Names are case insensitive again
  • A large number of new account backend updates have been deployed


Polymorph
  • Players who are Polymorphed will have their Polymorphed spell cancelled as soon as they become flagged for PvP (unless only combatants have been Guildmates or Allies)
  • Players can no longer cast Polymorph while flagged in PvP (unless only combatants have been Guildmates or Allies)


Seasonal and Lifetime Data
  • The entire data-structure of tracked stats for guilds and players has been overhauled, and players will now be able to select between viewing Seasonal and Lifetime Rankings for a large number of systems
  • Seasonal Rankings will reset every 90 days
  • A number of Server Ranking categories have been added and removed
  • Each Server Rank categories now have a "Seasonal" and "Lifetime" Title granted to the highest player (or guild) for that category (and title passes when a new player/guild takes the top spot)



Faction Removal
  • Players will no longer will be able to assign their guild to a Faction (and all guilds have had their faction selection cleared)
  • Factions will now only occur as temporary "Teams" used for various events
  • "Faction Reward Points" have been renamed "Guild Reward Points" and players will still be able able to earn these reward points through various guild-based systems
  • A standlone "Rewards" page has been added to the Guild Menu for players to view and purchase rewards with their Guild Reward Points



Battle Tab
  • The "Faction Page" of the Guild Menu is now known as the "Battle Page"
  • By clicking the Battle Page tab, players can see their guild's current Global War setting as well as the current schedule of events in our new rotating PvP Event Schedule


Global War
  • Global War is a new feature that allows a guild to automatically be treated as being at war with all other guilds who also have Global War toggled
  • Guilds who are Allied to each other, but also have Global War enabled, will remain Green flagged to each other, however
  • Officers and Guildmasters can change their guild's Global War status by clicking the Change Guild Setting button for Global War Status
  • Guilds may only change their Global War once every 24 hours



Participation in Wars
  • On page 2 of the Overview Page of the Guild Menu players can set their own character's individual participation settings for guild-related combat
  • The "Participate in Wars" button toggles whether your character will flag as Orange to enemy guilds, both those your guild has specifically declared War on as well as other guilds involved in Global War (if your currently has Global War enabled)
  • Players can only change their "Participate in Wars" setting once every 24 hours



Participation in PvP Events
  • Additionally on the Overview Page of the guild menu, players can select whether they wish to "Participate in PvP Events" which currently includes Castle Sieges and Dungeon Flashpoints (event details explained later)
  • Players must have "Participate in PvP Events" toggled if they wish to participate in either Castle Sieges or Dungeon Flashpoints
  • The reason this is required, is due to the fact that each of these events have event zones that players will automatically be treated as participants by simply entering them
  • Players can only change their "Participte in PvP Events" setting once per day (and receive several confirmation clicks to do so)


Battle Records
  • Players can click the View Records button on the Battle Page next to any event to launch the Battle Records page
  • On the Battle Records page, players can view a large amount event data for a number of different PvP events, filtering based on event type, event time range, or even whether to show player-only or guild-only data


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Daily PvP Event Schedule
Outlands will now feature a rotating 4 hour PvP Event schedule throughout the day as follows:

Hour 1: Town Struggle (formerly known as Faction Struggle)
Hour 2: Corpse Creek Contest
Hour 3: Castle Siege
Hour 4: Dungeon Flashpoint (formerly known as Faction Flashpoint)



  • Every event lasts 30 minutes and will have system message notifications for players 15 minutes and 5 minutes prior to event start informing them of the event's impending start
  • Players can toggle whether to show/hide announcements for each event under Paperdoll -> Help -> Commands -> Text Displays
  • The Battle Page of the Guild Menu shows the current schedule and how long until each event occurs again
  • For events currently in progress, the location of the event will also be specified (if event has randomized locations)
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Town Struggles


Locations
  • There are 5 potential Town Struggle locations, which determines what town players will fight within, as well as the placement of Control Zones / Respawn Zones for the event
  • Currently all 5 Town Struggle locations occur within Prevalia, but Town Struggle locations are being set up for Andaria and Cambria


Participation
  • In order to participate in a Town Struggle, players must enter a Faction Base Moongate
  • Faction Base Moongates pop up in all towns 15 minutes prior to a Town Struggle event's start


  • Entering a Faction Base Moongate will teleport the player to the Neutral Faction base (formerly the Freedom Faction base)
  • In order to be considered a Town Struggle Participant, players must be inside this base when the event starts (there is no longer a Late Arrival "underdog bonus")
  • Players can double-click the Town Struggle Stone inside of a Faction Base to open the Town Struggle Menu, which shows details about the event (such as how long until it begins or whether Mounts will be allowed for the event)
  • Players can also type [TownStruggle top open the Town Struggle menu from any location


  • Once the event begins, two teams (Chaos and Order) will be created by taking all players currently present in the Neutral Faction Base and assigning their guilds to either the Chaos or Order Faction on order to create the team population balance possible
  • Players will then be immediately teleported from the Neutral Faction Base to their newly assigned Chaos or Order Faction base with their new teammates
  • The Town Struggle menu then populates with all of the details related to the location randomly chosen for the Town Struggle, and players may now select with zones to spawn and teleport into
  • The top three locations displayed in the zones list (on the left side of the menu) represent Capture Zones (used to score Control Points) and may only be used by players to respawn if that player's Faction currently controls the location
  • The bottom three locations listed in the zones list (on the left side of the menu) represent Respawn Zones and are always available for players to respawn at (players cannot take control of Respawn Zones)




Zones and Flagging
  • The Town Struggle Area is considered to be the entire town region of the event as well as a 100 Tile Radius that extends around each Capture and Respawn location (which for some will extend out and beyond the town's guard zone)

While inside the Town Struggle Area during a Town Struggle event
  • Murderers can participate in Town Struggles, as long as they begin in the Neutral Faction Base at the start of the event like other players
  • Participants flag as Green to other members of their same Faction (Team)
  • Participants flag as Orange to members of the opposing Faction (Team)
  • Participants may not perform hostile actions to Green (friendly) players
  • Participants may not perform beneficial actions to Orange (enemy) players
  • Non-Participants will flag as Blue to Participants
  • Participants will flag as Blue to Non-Participants
  • Non-Participants may not perform either hostile or beneficial actions to Participants
  • Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)



Mechanics
  • Players who die during a Town Struggle will immediately be teleported (along with any Tamed creatures) back to their respective Faction Base
  • Players who die during a Town Struggle will not drop any items to their corpse unless those items are magical weapons, magical armor, or exceptional quality gear made with colored materials (i.e. players can participate in Town Struggles with normal GM gear and not lose items on death)


Scoring
  • At the end of the Town Struggle event, the Faction with the highest score is deemed the winner
  • Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Faction is the winner of the event


Control Points
  • There are 3 Capture Zones per Town Struggle that teams may fight for over for control and earn points from
  • The boundaries of each Capture Zone are marked by flags which indicate the zone's current Faction Controller
  • The interior of the zone displays floor symbols showing the current Faction Controller's as well
  • A Progress Bar in the center of the Capture Zone shows the extent of a Faction's control over the capture zone, which increases when that Faction is the only occupant of the zone and decreases when they have no players present in the zone
  • The Progress Bar displays in Green to a player if their faction controls it or in Orange if the enemy faction does

Faction Scoring
  • Every 30 seconds a "Control Check" occurs at each Capture Zone to which is used to determine scoring
  • If a Faction is in control of the Capture Zone (their Flags are displayed and Progress bar appears as Green to them) and no enemy Faction players are present, the Faction earns 10 Points
  • If both Factions are currently present at the Capture Zone, the zone is considered Contested, and each Faction earns 5 Points

Player Scoring
  • Whenever a Faction earns points for controlling or contesting a capture zone, each player in that faction at that zone will also score Individual Control Points equal to (Faction Points Earned / Faction Members Present)
  • For instance, if a faction earns 10 Points for a Capture Zone where they have 2 faction members present, each of those players would earn 10 / 2 = 5 Control Points for their own personal score
  • As a reminder, individual player scores do not factor into determining the winner of the event



Faction Player Kills
  • Factions can steal points from enemy factions by killing their players
  • Killing an enemy faction player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
  • If a team is currently at 0 points, no points can be stolen from them

Player Scoring
  • Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
  • If a kill results in points being stolen from the opposing faction, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Faction Points Stolen)
  • For instance, a faction that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
  • A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
  • A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking


Rewards
At the end of the Town Struggle, the Faction with the highest total score is deemed the winner
Additionally, the Top 10 players on in each Faction will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)



Winning Faction
Every guild in the winning faction earns 2 Prestige Points

Additionally, the Top 10 players with the highest individual scores on the winning faction earn the following:
  • 4 Guild Reward Points (formerly known as Faction Reward Points)
  • A Reward Distribution Chest is spawned in the Neutral Faction Base, containing a Level 4 Treasure Map Chest worth of items, and is then randomly distributed amongst the top 10 players and placed directly in their bank box
Players will receive a message for each item they receive through Reward Distribution Chests, and may also double-click the chest itself to view a listing of all items distributed




Losing Faction
Every guild in the losing faction earns 1 Prestige Point

Additionally, the Top 10 players with the highest individual scores on the losing faction earn the following:
  • 2 Guild Reward Points (formerly known as Faction Reward Points)

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Corpse Creek Contests


Location
  • Corpse Creek Contests will always take place within the town of Corpse Creek and feature a stationary Central Control Platform which is considered the focal point the event is based around
  • The region of Corpse Creek is always considered a Grey zone, so all players are always freely attackable within
  • However, during a Corpse Creek Contest guilds participating may adopt special hue flagging (Orange / Green) towards each other that would not normally occur while inside a Grey Zone (this is purely to help guilds identify who are friendly / enemy participants)


Participation
  • Players become Participants in the Corpse Creek Contest by simply entering the Corpse Creek town region while the event is underway (players must be in a guild, however)


Zones and Flagging
  • The Corpse Creek Contest area is considered to be the entire town region of Corpse Creek (which is always treated as being a Grey Zone)

While inside the Corpse Creek Area during a Corpse Creek Contest event
  • Players in the same guild or same alliance will flag as Green to each other (including Murderers)
  • Players in all other guilds will flag as Orange to each other
  • Players who are not in a guild, and therefore cannot be considered Corpse Creek Contest Participants, will flag as Grey (including Murderers)


Scoring
  • Corpse Creek Contests are Guild-based, meaning each Guild acts as its own individual team
  • Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
  • At the end of the Corpse Creek Contest event, the guild with the highest score is deemed the winner
  • Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event


Control Points
  • Control during the Corpse Creek Contest is based upon a "Three-Ring" concept
  • Guilds earn points during the event based on the best "Ring" that their guild currently has guild members occupying

1st Ring
Inside of the Central Control Platform, marked by flaming pillars and a circular altar
Worth 30 points during Control Check



2nd Ring
Any location outside of the 1st Ring but within 50 tiles of it (and still inside of Corpse Creek Town)
Worth 20 points during Control Check



3rd Ring
Any location outside of the 2nd Ring but still within the Corpse Creek Town Region
Worth 10 points during Control Check



Guild Scoring
  • Every 30 seconds a "Control Check" occurs to determine scoring
  • Guilds earn points during Control Checks based on the "best" ring that they currently have guild members occupying (and they do not have to be the "sole" guild present in that ring to earn points)
  • For example, a guild with participants in both the 1st Ring and 2nd Ring would earn 30 points during a Control Check

Player Scoring
  • During a Control Check, guildmembers earn Individual Control Points based on the ring that they themselves occupy (not the "best" ring of the guild) and divided by the total number of guildmembers in the entire Corpse Creek Town region
  • For instance, a guild has 10 guildmembers currently in Corpse Creek, with 4 of them in the 1st Ring and 6 of them in the 2nd Ring
  • The 4 players in the 1st Ring will each earn 30 / 10 = 3 Points and the 6 players in the 2nd ring will each earn 20 / 10 = 2 Points during the Control Check
  • As a reminder, individual player scores do not factor into determining the winner of the event


Player Kills
  • Guilds can steal points from enemy guilds by killing their participating players
  • Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
  • If a guild is currently at 0 points, no points can be stolen from them

Player Scoring
  • Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
  • If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
  • For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
  • A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
  • A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking


Rewards
At the end of the Corpse Creek Contest the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 scoring players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)


1st Place Guild
  • Earns 3 Prestige Points
  • The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
  • The Top 10 participating players each have 5 Murder Counts removed from every character on their account (this will not reduce any character below 5 murder counts, however)
  • A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed on the Central Control Platform, which is only accessible by that guild for the next 10 minutes, but becomes freely accessible to all players after 10 minutes expire



2nd Place Guild
  • Earns 2 Prestige Points
  • The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)

3rd Place Guild
  • Earns 1 Prestige Point
  • The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)

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Castle Sieges


Locations
  • There are 3 potential Castle Siege locations, with the towns of Andaria, Cambria, and Prevalia each containing a castle that may become the location of the event


Participation
In order for a player to become a participant in a Castle Siege event, they must have "Participate in PvP Events" toggled on in their Overview Page of their Guild Menu and then perform one of the following actions:
  • Enter the Castle Interior
  • Attack the Castle Gate
  • Perform Construction on a Siege Cannon

These actions will be explained later


Zones and Flagging
The Castle Siege Area is made up of two areas:

The Castle Interior
The Castle Interior is considered a Grey Zone, meaning all players (regardless of being in a guild) can be attacked freely by all players inside it

While inside the Castle Interior during a Castle Siege event
  • Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
  • Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
  • All other players flag as Grey to each other

The Surrounding Town Region
During a Castle Siege, flagging within the Town Region that surrounds the castle acts as normal for UNTIL a player becomes flagged as a Castle Siege participant, upon which they become freely attackable by all other players who are currently flagged as Castle Siege participants

While inside the Town Region during a Castle Siege event
  • Murderers receive no special treatment nor town guard protections for the event
  • Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
  • Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
  • Non-Participants will flag as Blue to Participants
  • Participants will flag as Blue to Non-Participants
  • Non-Participants may not perform either hostile or beneficial actions to Participants
  • Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)



Castle Mechanics

Castle Access
  • While a castle has its Castle Gate in place, players are not allowed access the Castle Interior area by any means, which includes by Recalling, Gating, or Hiking
  • However, if a guild was the winner of the last Castle Siege event that took place at that specific castle, they are considered "Castle Defenders" of that castle
  • Castle Defenders are allowed to access a castle at any time, even while no Castle Siege event is currently in progress
  • Additionally, Castle Defenders have the ability to enter or exit the castle by double-clicking the gate, which will put them at a random location on the opposite side (players may do this at most once every 30 seconds)



Castle Gate
  • In order for guilds to gain access the castle (if not considered a Castle Defender) they must first destroy the Castle Gate
  • A Castle's Gate has 10,000 hit points and can be damaged by either Melee Attack or by Siege Cannon
  • A player can perform a Melee Attack against a Castle Gate by double-clicking it, which will cause the player to continually attack the gate every 3 seconds so long as they remain within 1 tile of it
  • Each Melee Attack against the Castle Gate will inflict between 25 to 50 damage upon it
  • If the Castle Gate is reduced to 0 Hit Points, it will be demolished and all players will now be able to freely access the Castle Interior



Siege Cannon
  • When a Castle Siege begins, a Siege Cannon automatically appears outside of the Castle Gate of the respective castle
  • However, the Siege Cannon begins as Inoperable, and requires players to construct it before they may fire it at the Castle Gate
  • A player can perform construction on a Siege Cannon by double-clicking a Siege Tools item, which will cause the player to continually "work" on the cannon every 3 seconds so long as they remain within 1 tile of it
  • Players can craft Siege Tools using Tinkering (each has 500 Charges)
  • Each "work" action consumes 1 charge from the Siege Tools and adds between 50 to 100 Hit Points to the Siege Cannon
  • A Progress Bar above the Siege Cannon shows the construction progress of the Cannon, and any player performing construction on the Cannon will see overhead text and system messages informing them of their current progress



  • When a Siege Cannon reaches 10,000 hit points, it changes color and becomes Operational, and players can now fire it by double-clicking the cannon
  • Firing a Siege Cannon will deal between 1,000 to 2,000 damage to the Castle Gate, and has a 10 second cooldown between any player firing it
  • When the Castle Gate is demolished, the Siege Cannon is returned to its Inoperable state and is no longer used during the event



Siege Mortars
  • At the start of a Castle Siege event, 3 Siege Mortars will appear inside of the Castle Interior that any Castle Defenders can construct and use to defend the castle with
  • Siege Mortars begin as Inoperable and must be constructed similar to Siege Cannons (using Siege Tools), but instead only have only 1,000 Hit Points of construction required before becoming Operable
  • Once constructed, players may fire a Siege Mortar once every 10 seconds by double-clicking it
  • Players must nominate a specific target location for each Siege Mortar, which can be up to 20 tiles away and does not require line-of-sight
  • Mortar fire has a chance to scatter up to 2 tiles away from the target location, but will inflict between 20 to 40 damage to any valid targets within 1 tile of the scatter location
  • In order to be a valid target for mortar fire, the target must be a Castle Siege Participant OR inside of the Castle Interior (which is considered a grey zone)
  • Unlike Siege Cannons, when the Castle Gate is demolished, players may continue to use Siege Mortars (potentially attacking "Castle Defenders" with their own weapons)



Sigil Statue
  • During each Castle Siege, a Sigil Statue will appear inside of the Castle Interior at a randomized location
  • Guilds can earn Control Points during a Castle Siege event by having any guild members within a 10 tile radius of the Sigil Statue during Control Checks



Scoring
  • Castle Sieges are Guild-based, meaning each Guild acts as its own individual team
  • Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
  • At the end of the Castle Siege event, the guild with the highest score is deemed the winner
  • Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event


Control Points
  • Control Points for a guild during a Castle Siege are earned by either inflicting Castle Gate damage or Occupying the Sigil Statue

Guild Scoring
  • Every 30 seconds a "Control Check" occurs at the Sigil Statue and any guilds with participating players within 10 tiles is considered to be "Occupying" the Sigil Statue and earns points
  • Any guild that was considered a "Castle Defender" earns 10 Control Points for Sigil Occupation
  • All other guilds earn 30 Control Points for Sigil Occupation
  • The difference in points values earned reflects the fact that "Castle Defenders" have immediate access to the Castle Interior at the start of the event and can begin earning control points immediately, while other guilds must wait until the Castle Gate is demolished before having the chance to earn points from sigil occupation
  • Additionally, guilds earn 2% of all damage inflicted by its players to the Castle Gate as Control Points
  • For example a 30 damage Melee hit to the Castle Gate by a player would earn 0.6 Control Points for their guild or a 1,250 damage Siege Cannon hit to the Castle Gate would earn 25 Control Points for their guild


Player Scoring
  • Whenever a guild earns points for Occupying Sigil Statue, each of the guildmembers nearby will also score Individual Control Points equal to (Guild Points Earned / Guildmembers Present)
  • For instance, if a guild earns 30 Points for Sigil O and has 5 guilds members present, each of those players would earn 30 / 6 = 5 Control Points for their own personal score
  • When a player inflicts Castle Gate damage, they earn Individual Control Points equal to the amount of points earned by the guild (i.e. a 30 damage Melee Hit to the Castle Gate would earn 0.6 Control Points for the guild as well as for the player)
  • As a reminder, individual player scores do not factor into determining the winner of the event


Player Kills
  • Guilds can steal points from enemy guilds by killing their participating players
  • Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
  • If a guild is currently at 0 points, no points can be stolen from them

Player Scoring
  • Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
  • If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
  • For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
  • A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
  • A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking


Rewards
At the end of the Castle Siege, the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)


1st Place Guild
  • Earns 3 Prestige Points
  • The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
  • The Top 10 participating players each receive 1% of the entire amount of gold spent on the server at NPC Vendors in towns during the last 24 hours (gold is placed in their bank box)
  • A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed inside of the castle for the winning guild to access



2nd Place Guild
  • Earns 2 Prestige Points
  • The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)

3rd Place Guild
  • Earns 1 Prestige Point
  • The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)


Post-Event
  • As soon as a Castle Siege event ends, all players currently within the Castle Interior but who were not part of the 1st place guild, are immediately teleported outside of the Castle
  • Additionally, the Castle's Gates are completely restored, and thereby blocking all players except the 1st place guild from re-entering the castle
  • The 1st place guild is now considered to be "Castle Defenders" the next time a Castle Siege occurs at this specific castle again


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Dungeon Flashpoints


Locations
  • Dungeon Flashpoints can occur at one of two potential locations in the first level of each dungeon
  • When a Dungeon Flashpoint occurs in a dungeon, all creatures on the first level of the dungeon will be killed (and freely lootable) and will not respawn until after the Dungeon Flashpoint has ended

Participation
  • Players become Participants in the Dungeon Flashpoints by simply entering the level of the dungeon the event is taking place in (or already being inside of the level of the dungeon as soon as the event starts) AND having "Participate in PvP Events" toggled on in their Overview Page of their Guild Menu
  • Players who do not have "Participate in PvP Events" will NOT be able to participate in Dungeon Flashpoints

Zones and Flagging
  • The Dungeon Flashpoint Area is considered to be the entire level of the dungeon the Dungeon Flashpoint event is currently occuring in

While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event
  • Murderers can participate in Dungeon Flashpoints, however they will NOT receive any special protections and will always flag as Red to all players
  • Participants flag as Green to members of their same Guild or Alliance, but only if that player is also currently a Participant
  • Participants flag as Orange to all other players who are not in the same guild (and not allied) who are marked as Participants
  • Participants may not perform hostile actions to Green (friendly) players
  • Participants may not perform beneficial actions to Orange (enemy) players
  • Non-Participants will flag as Blue to Participants (unless player is murderer)
  • Participants will flag as Blue to Non-Participants (unless player is murderer)
  • Non-Participants may not perform either hostile or beneficial actions to Participants (unless they are a murderer)
  • Criminals will always flag as Grey to all players (i.e. do not receive special handling for event)

Scoring
  • Dungeon Flashpoints are Guild-based, meaning each Guild acts as its own individual team
  • Even though Allied guilds will flag as Green to each other, they are considered seperate teams with their own scores
  • At the end of the Dungeon Flashpoint event, the guild with the highest score is deemed the winner
  • Players also have their own individual score tracking that is used for determing Rewards and Battle Records, but does not factor into determination of which Guild is the winner of the event


Control Points
  • Control during the Dungeon Flashpoint is based upon a "Three-Ring" concept
  • Guilds earn points during the event based on the best "Ring" that their guild currently has guild members occupying

1st Ring
The Central Control Square, marked by tall glowing orbs
Worth 30 points during Control Check


2nd Ring
Any location outside of the 1st Ring, but within 30 tiles of it (and still inside of the dungeon level)
Worth 20 points during Control Check


3rd Ring
Any location outside of the 2nd Ring but still within the dungeon level
Worth 10 points during Control Check



Guild Scoring
  • Every 30 seconds a "Control Check" occurs to determine scoring
  • Guilds earn points during Control Checks based on the "best" ring that they currently have guild members occupying (and they do not have to be the "sole" guild present in that ring to earn points)
  • For example, a guild with participants in both the 1st Ring and 2nd Ring would earn 30 points during a Control Check


Player Scoring
  • During a Control Check, guildmembers earn Individual Control Points based on the ring that they themselves occupy (not the "best" ring of the guild) and divided by the total number of guildmembers in the entire dungeon level
  • For instance, a guild has 10 guildmembers currently in the dungeon level with 4 of them in the 1st Ring and 6 of them in the 2nd Ring
  • The 4 players in the 1st Ring will each earn 30 / 10 = 3 Points and the 6 players in the 2nd ring will each earn 20 / 10 = 2 Points during the Control Check
  • As a reminder, individual player scores do not factor into determining the winner of the event


Player Kills
  • Guilds can steal points from enemy guilds by killing their participating players
  • Killing a participating enemy guild player will steal 5% of the enemy team's points total and add it to their own team's total (decimals are used for point values)
  • If a guild is currently at 0 points, no points can be stolen from them

Player Scoring
  • Whenever a player is killed, the player who did the most damage to the target is considered receiving the credit for the kill and their "Kills" stat will be increased by one (this stat is purely for display purposes though)
  • If a kill results in points being stolen from the opposing guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)
  • For instance, a guild that currently has a score of 100 Points has a member of their team killed, which would result in 100 * .05 = 5 Points being stolen from them
  • A player who did 50% of the total damage dealt to that killed player would earn 5 * .50 = 2.5 Kill Points for their own individual score tracking
  • A player who did 25% of the total damage dealt to that killed player would earn 5 * .25 = 1.25 Kill Points for their own individual score tracking


Rewards
At the end of the Dungeon Flashpoint, the Top 3 guilds ranked by Guild Score earn rewards
Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)


1st Place Guild
  • Earns 3 Prestige Points
  • The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
  • The Top 10 participating players each receive 0.25% of the entire amount of gold earned by all players in all dungeons during the last 24 hours (gold is placed in their bank box)
  • A Reward Chest containing a Level 4 Treasure Map Chest worth of items is placed on the Central Control Platform, which is only accessible by that guild for the next 10 minutes, but becomes freely accessible to all players after 10 minutes expire



2nd Place Guild
  • Earns 2 Prestige Points
  • The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)

3rd Place Guild
  • Earns 1 Prestige Point
  • The Top 10 participating players each earn 1 Guild Reward Point (formerly known as Faction Reward Points)

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Blood Feuds
  • Guilds can now create Blood Feuds with enemy guilds
  • Blood Feuds may only occur between two guilds that are currently at war with each other
  • Blood Feuds last until either one guild reaches a "Kills Goal" or the pre-set duration of the Blood Feud has occurred
  • Blood Feuds can be assigned a Prize Amount, which is a gold amount each guild wages from their Guild Treasury (explained later), and the winning guild receives

Creating Blood Feuds
  • A Blood Feuds tab has been added to the Guild Menu on the second Tabs page
  • Players can click the small arrows at the bottom of the page to navigate through different Blood Feud Pages (Active Feuds, Pending Feuds, Create Feuds, Past Feuds)
  • If the guild is currently at war with any guilds (and not already in a Blood Feud with them) they will appear in a list on the Create Feuds page
  • If the guild has no warring guilds currently, the page will be blank except for a message indicating they have no valid warring guilds to choose from



  • Each guild your guild is currently at war with (but not currently in a Blood Feud with) shows in the Create Feuds page
  • Players must be an Officer or Guildmaster of a guild in order to be able to create a new Blood Feud


  • Players can change the Gold Prize amount awarded to the winner of the Blood Feud by typing an amount in the Prize text field and clicking OK



  • Players can change the Total Number of Kills Needed to complete the Blood Feud typing an amount in the Kills Goal text field and clicking OK



  • Players can change the maximum duration length (in number of Weeks) of the Blood Feud by clicking the Left/Right Arrows next to Max Duration
  • A Blood Feud will automatically end if this amount of time passes even neither guild has reached the Kills Goal



  • Clicking the Create button will create the Blood Feud request to the opposing guild



  • Once the Blood Feud request has been made, the opposing guild will have to Accept it
  • Blood Feuds that have been requested, but not yet accepted, will show up in the Pending Feuds page
  • A guild who issues a Blood Feud can cancel it prior to it being accepted by clicking the Rescind button


  • If a guild has received a request for a Blood Feud from another guild, they will find it in the Pending Feuds page and they must click Accept to begin it
  • In order for the Blood Feud to begin, both guilds must fully meet their own guild requirements in regards to being able to pay the Prize Amount or being able to add a new Blood Feud to their list



Active Blood Feuds
  • If a guild accepts a Blood Feud request, and both guilds meet their own internal requirements for Blood Feuds, it becomes Active and now appears on their Active Feuds page
  • Upon acceptance of a Blood Feud, each guild will have the gold prize amount of the feud (if any) removed from their guild treasury
  • Members of both guilds will then receive a notification that a Blood Feud has begun between them



  • If a guild wishes to Cancel an active Feud, they can toggle the Cancel Feud button
  • While the Cancel Feud button is toggled, if the opposing guild also toggles Cancel Feud, the Blood Feud will be canceled and both guilds will be refunded any Prize gold wagered back to their Treasury



  • Each time a player kills another member of a guild involved in a blood feud, both guilds will receive a text notification
  • Notifications indicate which player killed whom, what the current Kills score of the feud is, the target number of kills required for the feud, as well as how much time is remaining in the feud



Blood Feud Resolution
  • When one guild reaches the Kills Goal, the Blood Feud will end and that guild will be victorious
  • If a Prize amount was specified for the Blood Feud, both guild's gold wager will be placed into the winning guild's Treasury
  • If time expires and neither guild has reached the Kills Goal, the winning guild is whichever guild has the largest number of kills
  • If time expires and both guilds are at the same number of Kills, it will be a draw and both guilds will receive their gold wager back into their Treasury
  • If a guild disbands, they will automatically forfeit any Blood Feuds they are currently taking part in
  • Players can look at past Blood Feuds they have taken part in under the Past Feuds page



  • If a guild has won a past Blood Feud, they can click the Buy Memorial Statue button on the record entry to purchase decorative Blood Feud Memorial Statues commemorating the victory



  • Players can double-click any Blood Feud Memorial Statue to see more details of the feud


  • Any Prize amounts awarded, Wager amounts, or Refunds received from a Blood Feud will appear in the Transactions page of the Guild Treasury Tab (explained later)





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Guild Treasuries

  • Guilds now have access to a Treasury to store gold, assign guild dues, manage withdrawal limits for members, track payments, and facilitate Blood Feud management
  • Guildmembers can access the Guild Treasury from the guild menu through the Treasury Tab on the 2nd page of the Guild Tabs List (left side of the menu)


Guild Pay Periods
  • Every guild now has a Pay Period which for all guilds begins at the start of the server week (which is 6pm CST Fridays) and runs anywhere from 1 to 4 weeks from that point (pay period length is set by the guildmaster)
  • At the start of a Pay Period, any ranks in the guild that have Guild Dues set will be assigned them
  • At the start of a Pay Period, any guild ranks that have Withdrawal Limits will have their period withdrawal limit reset to its base amount
  • The guildmaster can change the Guild Dues and Withdrawal Limits for each guild rank on the Treasury Settings page (covered later)


Treasury Overview Page
  • Page 1 of the Treasury is the Overview page
  • At the top of the page is the guild "Total Guild Funds" which is how much gold is sitting in the guild's Treasury
  • "New Period Begins In" indicates when the next guild Pay Period will occur
  • Players can type a gold amount into the text field below "Deposit" and click the Arrow key nearby to place gold from their bank into the guild's Treasury
  • If your guild rank allows you to Withdraw gold from the treasury, you can do so by typing a gold amount in the text field below "Withdraw" and clicking the nearby arrow
  • If a guild rank is expected to pay Guild Dues, they will be listed under "Period Guild Dues"
  • "Current Period Net Balance" indicates the net difference between a player's Deposits and their Guild Dues + Withdrawals for the current Pay Period
  • "Lifetime Net Balance" indicates the net difference between a player's Deposits and their Guild Dues + Withdrawals for their entire lifetime in the guild


  • If a guildmember's guild rank does not allow them to make Withdrawals or they have already withdrawn the limit allowed for their rank for that Pay Period, the Withdraw area will be marked with a large red X and "No Withdrawals Allowed for Rank" will display in grey text on the right side


  • If a guildmember has a "Current Period Net Balance" of a negative amount (either through making Withdrawals or from having Guild Dues assigned to them), they can click the "Pay Off Negative Net Balance" button to make a deposit amount for that exact balance amount


  • Alternatively, players can simply make a stanard Deposit using the text field under "Deposit" and entering that gold amount and then clicking the Arrow button



Member Balances Page
  • Page 2 of the Treasury is the Member Balances page
  • The Member Balances page shows the current Period Balance and Lifetime Balance for all members of the guild


  • Players can use the Search Bar at the top of the page to type in a player's name (or part of it) and click the Arrow key to filter which guildmembers are listed below
  • Players can also click the buttons next to "Player Name", "Period Balance", and "Lifetime Balance" to sort results by those properties


  • Clicking the Waive Balance button next to a player will set their Period Balance and Lifetime Balance back to 0 if it is currently a negative value
  • Players can clear ALL negative balances for all players in the guild by clicking the Clear Negative Balances button
  • Only Officers or Guildmasters may waive player's balances


Member Transactions Page
  • Page 3 of the Treasury is the Member Transasctions page
  • The Member Transactions page shows all Deposits and Withdrawals made by members, sorted by Date
  • Additionally, any gold added to or removed from the Treasury from Blood Feuds will show in the Transactions page



  • Players can use the Search Bar at the top of the page to type in a player's name (or part of it) and click the Arrow key to filter which guildmembers are listed below
  • Players can also click the buttons next to "Player Name", "Transaction Type", and "Amount" and "Data" to sort results by those properties


  • Players can also specify a range of dates to filter, by entering the start date and end date (Month/Day/Year format) and then clicking the Filter Dates button




Treasury Settings Page
  • Page 4 of the Treasury is the Treasury Settings page
  • Only the Guildmaster of a guild is allowed to make changes to settings on this page


  • Guildmasters can change the length of the guild's Pay Period by clicking the left and right arrows next to Guild Period Duration
  • Changing the length of a guild's Pay Period will not take affect until the current Pay Period has ended


  • Guildmasters can set how many Maximum Active Blood Feuds are allowed at one time by entering a value in that field and clicking OK
  • Additionally, guildmasters may set the maximum amount of prize money allowed for Blood Feuds here
  • Any Blood Feuds created by the guild must have a prize amount that is equal or less than the amount specified in the text field as well as being an equal or smaller percentage of the guild's current treasury amount at the time (i.e. a guild would have to have 20,000 gold in the treasury in the image below in order to begin a 10,000 gold Blood Feud)


  • Guildmasters can set a Guild Dues amount for each rank of the guild that is expected to be paid during each Pay Period


  • Guildmasters can set a Maximum Period Withdrawal Limit that dictates the maximum negative Period Net Balance the guild rank is allowed to go (note: both Guild Dues and Withdrawals negatively affect a player's Period Net Balance)
  • It is recommended that guild ranks either have a Period Guild Dues set or a Max Period Withdrawal Limit set, but not both (since Guild Dues are automatically added to a player's Pay Period Net Balance)
  • If a guildmaster wishes for a guild rank to have No Limit on how much gold they can withdraw each Pay Period (meaning they could effectively empty the treasury) they should click the Checkbox underneath "No Limit"
 
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#5
Question about the murder count reduction. Is that short term or long term?
also, if a player has 4 counts you'd reset them back to 0 and let them murder 4 more unsuspecting victims again?
 
#8
Polymorph
  • Players who are Polymorphed will have their Polymorphed spell cancelled as soon as they become flagged for PvP (unless only combatants have been Guildmates or Allies)
  • Players can no longer cast Polymorph while flagged in PvP (unless only combatants have been Guildmates or Allies)
I am not sure for the reasoning of this change. I suppose it must be due to targeting issues? I can't see any other reason why this change should happen, it is a beautiful thing to fight as a pig, or whatever animal you feel is your spirit animal.

I assume the issue is people who can't make an alternate macro to target a character without 'humanoid' and bind it to like shift + same key they use for humanoid?

Cause literally there is nothing hard about snagging a pig. If people are using steam, just make a macro for enemy/murderer or whatever they want without 'humanoid' on it, and same for razor. I don't see the issue. Some of us love this aspect of the game and I don't understand why removing it for those few people is happening?

If there is something else that is a major issue then I can understand, and I am sure you all know what is best for server, but please if this is only because of targeting, it doesn't make any sense.
 
#9
To echo the above:
Polymorph change seems to be a knee jerk reaction to an edge case problem. OH NO, PEOPLE CANT USE TARGET BINDS TO TARGET POLYMORPH.

Why don't they just target, like always or just make a macro to use "next target"? I don't even understand who would be butthurt about having to fight polymorphed players. It is hilarious and half the time causes more problems for the poly'd player than it does the victim. I really don't understand what problem this is trying to fix other than players abusing the absolute laziness of other players. It is literally a 5 second fix in razor or steam.


  • When a Murderer is killed, they now immediately activate their Account-Wise Aggression Restriction (based on their current Short and Long Term Counts) rather than when they resurrect
I think this is, again, a knee jerk reaction to an edge case. So the intent for this change is to make it so reds cant cycle through multiple reds I guess? If that is an issue then simply make non aggression stack (if it doesn't already) if you res multiple characters. If the problem you are trying to solve (guessing here) is:
PKPro has 3 accounts each with multiple reds and cycles through them after dying so he can continually PK then I don't see how this solves anything. The player still will have 3 potentially 3 separate PK chars he can use. If anything, this change promotes people spreading red chars out onto multiple accounts to avoid this issue while also not making your intended goal (pk char cycling reduction) any more attainable. Skill gain is super easy to spin up another red on another account. And while we are on the subject this seems like it is targeting a minority of the minority of the playerbase for a problem that I am not sure is even a real problem for anyone who takes minor precautions such as bringing a few pouches and heals.

If players are getting PKed over and over by someone cycling characters (doubt.jpg) then maybe they should consider getting wrestle/resist/hunting with guildmates rather than reaching out to the staff for lifelines.
 
#10
Does the change to heat of the battle mean that blues fighting reds will be having their aspect bonuses still in effect? For instance water aspect giving bonus to heals? I was under the impression that "PvM only" type things were being toggled off by that debuff. Or perhaps "recently in PvP" is a separate debuff.
 
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#11
Well, I'm quite impressed! The PVP events look a lot more competitive under the new rules.

Just curious about struggles. I feel like they are the ideal breeding grounds to get people into PVP, but not getting any points for finishing outside of the top 10 may turn people away who would have at least got a point before, now getting nothing for 30mins of work. It's also for this reason that I still think we need cross healing on the score screen, to promote proper team play considering this is not a guild based event but often randoms working together. I did put something in #suggestions the other day which received a lot of likes, about adding PVP society quests. Maybe something like that would allow those players to work towards some guild points without having to get top 10 finishes.

Also dividing the control points between players inside the flagged zone promotes smaller groups seeking to control points, but stealing points promotes kills, which promotes the fs/ebolt zerg. I can't work out if that's proposed options in tactics or whether it's just confused. I feel like smaller fights are a lot more fun.


Regarding the Hally change:
  • Halberd and Bardiche damage is now 9+3d12 (previously was 9+2d18)
The way that this normalised the probability of damage curve is rather smart, but another dice adds +1 to minimum damage doesn't it? I wonder if that was intentional :)
 
#12
Does the change to heat of the battle mean that blues fighting reds will be having their aspect bonuses still in effect? For instance water aspect giving bonus to heals? I was under the impression that "PvM only" type things were being toggled off by that debuff. Or perhaps "recently in PvP" is a separate debuff.

I think PVP and Heat of battle are different flags. I believe this change just makes it so that you can attack reds on a blue, but still recall/use gates. I personally think at least a small cooldown should be kept to stop people abusing it.
 
#13
although one of my ideas was to keep pvm incentives for blues to hunt pks i could see how that would make it helpful for antiganking but too powerful for big events
 
#14
Regarding the Hally change:
  • Halberd and Bardiche damage is now 9+3d12 (previously was 9+2d18)
The way that this normalised the probability of damage curve is rather smart, but another dice adds +1 to minimum damage doesn't it? I wonder if that was intentional :)
yes it went from 11-45 to 12-45
 
#16
love the pet change in pvp. having a tank be dead instantly from pets can get old. can u also check that pets are unfreezing paralyze people? i was attacked last night by mage tamer... that para me and had pets kill me. possibly they just did para+explosion(would be nice if this unfroze u on target).. then bolt plus all kill thanks.
 
#19
I have been testing pet speed PVP on test with some friends. While I want to abuse pet speed changes as much as the next guy. It needs some sort of compromise.

I like all the damage nerfs and I think those should stay in, what I don't like is the 100% move rate, it is probably actually a buff that is stronger than the damage nerf.

I propose a type of system where pets take more skill to control than just all kill and let them chase people down at 100% movespeed as they push through all monsters and never get stamblocked.

Something like: When you issue all follow me, pets move at 100% so that they can keep up with you, but as soon as you issue an offensive all kill or a all guard me, pets default to 75% speed so that they can't keep up with someone if they just run away. Now the tamer has to say all follow me, which returns the pets to him, but then he can have his pets keep up with him while he chases or runs away. This allows tamers who are on defense to issue an all kill, then all follow me if they decide to run away, and they never lose their pets if controlled well this way.

Because currently on live, the issue is that pets just get left behind completely, so it sucks because you run 2-3 screens and you don't even have pets anymore, so I want them to be able to keep up when I move around, but I don't want them chasing people down at full speed with no pathing issues at all.

I think this sort of change creates a slightly higher skill ceiling for controlling pets, but doesn't make them stupid OP either which is what they are right now at 100% move speed all the time.
 
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#20
It needs some sort of compromise.
The speed buff IS the compromise. It's the one bone tamers have been thrown to offset all the nerfs.

What you're proposing is ridiculous -- you want pets to do negligible damage, to be unable to interrupt and to be so slow they can't keep up with anyone.

If there's any speed reduction (and I don't think there should be), it should only be for red pets, and it should be balanced by interrupts being added back in.