Because this patch contains such a large volume of content changes and updates, we've organized the patch notes into a series of individual posts below on particular elements of the patch
We recommend that all players at the very least read the first two General Pages inRed, and then optionally read the other entries if they intend to take part in those respective systems
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)
Fireball now deals 11-12 damage (previouslywas 9-11)
Players will now immediately attempt to swing upon targeting an aggressive spell (quickly toggling out of warmode will no longer avoid a punch)
Strength Spell, Weaken Spell, and Potions
The strength spell grants Magery/10 + 1 strength and Greater Strength Potions grant 20 strength as before. Weaken reduces strength by Magery/10 + 1
When receiving the weaken debuff, the strength potion cooldown is now reset. When receiving the clumsy debuff, the agility potion cooldown is now reset
The net effect of the strength spell or potion cannot exceed Player Maximum Hit Points + Spell/Potion Effect
Strength and Agility potions have a 2 minute cooldown (individually)
To better explain the mechanics, here is a sequential example of the new behavior:
Player A has 100 max health and 100 magery. Player B has 100 magery
Player A casts strength, changing their maximum health to 111
Player A casts strength again, which does nothing
Player A drinks a greater strength potion, changing their maximum health to 120
Player A is weakened by Player B. Their maximum health is now 109
Player A casts strength, raising their maximum health to 111
Player A is weakened by Player B. Their maximum health is now 100
Player A is weakened by Player B. Their maximum health is now 89
Player A is weakened by Player B. Their maximum health remains at 89
Player A drinks a greater strenght potion. Their maximum health is now 109
Player A is weakened by Player B. Their maximum health is now 98
Heat of Battle Heat of Battle will now only be triggered by the following:
You perform an aggressive action against a character that appears blue, orange, or purple
Your character is a criminal or murderer and you perform an aggressive action to a character that appears gray or red
Aggressive actions include attacking or stealing from a player. Aggressive actions do not include automatic weapon swings your character makes when someone attacks you, or your pets attacking a player while you are in guard mode
Additionally,
The Heat of Battle flag is now a visible buff on players in the buff bar
Tamed and Summoned Creatures Note: Not all of this is new as of this patch, but we needed a full accounting of pet behavior in PvP. Unless specified below, 'pets' means both tamed and summoned creatures.
Player pets can now be pushed through freely for movement by all players
Player pets move at 80% speed while attacking a player target
Tamed pets will no longer use abilities within 1 second of performing a melee attack against a player. The behavior of special abilities is unchanged when fighting other creatures.
While in PvP, tamed pets melee at half speed against all targets.
While in PvP, tamed pet cooldowns are doubled against all targets.
Tamed pets cannot exceed 50% chance to hit a player target, regardless of bonuses. They may get up to 100% chance to hit other creatures.
Tamed pets do 25% damage against players.
Any single damaging ability by a tamed pet against a player may not exceed 10 times the number of control slots required for the pet (i.e. 5 slot pets can hit for up to 50). This cap is applied after the above damage reduction.
Tamed pets have a 90% reduced chance for triggered abilities to occur against players. For example, an untamed ember drake has a 25% chance to trigger a flamestrike against any target after a melee attack. A tamed ember drake has a 15% chance to trigger a flamestrike against a creature. A tamed ember drake has a 1.5% chance to trigger a flamestrike against a player.
Tamed pets have a 40% reduced chance to use a special ability when attacking a player.
Fixed several potential issues that were causing player's pets to potentially keep attacking other players with abilities while even in Stop mode
Murderers
Resurrection Fees
Resurrection fees for Murderers have been increased to 450 gold per Short Term Count above 5
Resurrection fees for Murderers have been increased to 50 gold per Long Term Count
Changes have been made to make Account Aggression Restriction become Regional, as explained below
All players will have their Short and Long Term murder counts reset to 0 when the patch goes live
Aggression Restrictions
When a Murderer is killed at a location, rather than having a global Aggression Restriction put in place, they will now have an Account Aggression Restrictionspecific to that particular region added to their account for a limited duration
While a player has an Aggression Restriction in place for a Region, any characters on their account cannot perform any harmful actions to Innocent players inside that region
Each Dungeon is treated as its own individual region, and all non-dungeon areas are considered to be part of the "Wilderness Region" (making for a total of 10 regions)
Aggression Restriction duration for a region is 1 Hour + 1 Additional Hour for every 10 Long Term Murder Counts the player has
Players can view which Regions they currently have Aggression Restrictions in place and for how long by typing [ConsiderSins or saying "I must consider my sins"
If a Murderer dies in a region they already have an active Aggression Restriction in place for, a random region they currently do not have one for will be selected and added (i.e. dying a second time in Cavernam might add a Pulma restriction)
Repenting
Players may Repent at any time, which puts into place a 72 Hour Aggression Restriction on the account for all characters preventing them from commiting harmful actions to Innocent players at any locationin the game world
Players will now receive a text warning before Repenting informing them if they currently are players that they have recently murdered (less than 24 hours ago) who have not yet chosen to Report them for murder (since this means they could potentially receive 1 or more Long Term counts even after repenting)
Shrine Corruptions
Ankh Tokens will now be distributed after every wave into player backpacks if a player has earned a cumulative amount above 1 and is within 60 tiles of the Shrine
For example, if a player has earned 1.25 Ankh Tokens after a wave, they will receive 1 Ankh Token in their backpack and will begin the next wave with 0.25 Ankh Tokens "stashed"
Poison
Players with Poisoning skill will now use fractional amounts of Poison Charges when inflicting poison with a weapon onto a creature
Players will now only lose (1 - (0.50 * (Effective Poisoning Skill / 100)) Poison Charges when inflicting poison from a weapon onto a creature
A minimum of 0.20 Poison Charges are used on each poisoning attempt (if players have bonuses to Effective Poisoning Skill such as through Mastery Chain Links)
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 andLifetime 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)
Outlands Help Page
The Outlands Help Page (accessed by clicking Help on your paperdoll) has been reorganized with a few new tabs, such as Echoes, Battle, Boss Results, and Event Score
Creature Releasing
When a player releases a tamed creature, they will no longer be Pacified for 60 minutes, and will now instead be Hindered for 60 minutes until retamed by a player
Recently released creatures that are Hindered will have a "*released*" text above their head
Treasure Map Chests
Fixed a large number of Corpse Creek and Wilderness treasure map locations that had become inaccessible with recent map changes
Loot for Treasure Map Chests has been overhauled and is no longer randomized (new loot amounts for chests is now set to be what the maximum random amounts were for each chest level)
Camping
Fixed an issue where players with Camping skill of 100 or higher would still sometimes fail igniting kindling
Smoke Drakes / Smoke Dragons
Players may now reveal tamed Smoke Drakes and Smoke Dragons
Tamed Smoke Drakes and Smoke Dragons will now leave footprints like other stealthed creatures
Looting Rights
Any player who earns a Token of Heroism or Mastery Chain Link will now automatically have looting rights to that creature (regardless of total damage % dealt)
Stealing
Fixed an issue where players were unable to steal Armor items
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
Guild Menu Tab Commands
Each Tab of the Guild Menu now has a respective [Command that players can type in game to launch the Guild Menu and jump directly to its page in the Guild Menu (such as [Diplomacy)
A new category, Guild, has been added to the Commands and Settings page (accessible from the Help menu) that lists all of these Guild Tab [Command shortcuts
Global War Overview
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
Global War Score and Rankings
Data is tracked for any Global War combat occuring between players, including Damage Dealt, Damage Received, Kills, Deaths, and Other Healing (support healing)
Additionally, each player and guild has a Global War Score value that rises or falls as they kill other Global War players or themselves are killed by others
Players begin at 50 Global War Score and have 10% (rounded up) of their Global War Score stolen whenever they are killed by another player who is a Global War participant
When players gain or lose Global War points, their guild also will gain/lose a similar amount of points
Players can view current standings for Global War Score by clicking the "View Records" button in the Global War section of the Battle Page in the guild menu
We will also be adding a separate title system unique to Global War very soon
Daily PvP Event Schedule Outlands will now feature a rotating schedule of PvP events that occur each hour throughout the entire day
This event schedule is as follows:
Hour 1: Town Struggle (formerly known as Faction Struggles)
Hour 2: Corpse Creek Contest
Hour 3: Castle Siege
Hour 4: Dungeon Flashpoint (formerly known as Faction Flashpoints)
Guild Menu Battle Page
The "Faction" page of the Guild Menu has been overhauled and now is known as the "Battle" page
The Battle Page is where players can view or change their guild's Global War setting as well as view the current server schedule for when PvP events are occuring next
Each PvP 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
Battle Records
Players can click the View Records button on the Battle Page next to any event to launch the Battle Records page
Players can view the results of the most recent event for each PvP Event, as well as players complete Season and Lifetime stats for each event type on the Battle Records Page
Players can also view an entire Guild's stats/records for an event by clicking the "Show Players / Show Guild" buttons to switch between player and guild data
Participation Settings
On page 2 of the Overview Tab of the Guild Menu are two new settings for players: "Participate in Wars" and "Participate in PvP Events"
Players in guilds can use these settings to dictate what types of guild-based PvP their character can be involved in
Participate in Wars
This setting allows a player in a guild to participate in Global War (if their guild has Global War activated) and to participate in any declared Wars between other guilds
If a player does not have "Participate in Wars" toggled, that player will not flag as Orange to players from other Warring guilds or other guilds involved in Global War
Players can only change their setting for this once every 24 hours
Participate in PvP Events
This setting allows a player in a guild to participate in Castle Siege and Dungeon Flashpoint PvP Events
If a player does not have "Participate in PvP Events" toggled, that player will not be able to participate in Castle Sieges or Dungeon Flashpoints
Players can only change their setting for this once every 24 hours
Corpse Creek War Bell
Players in guilds will now have the ability to ring a War Bell, situated at the top of Wolf Hill north of Corpse Creek, to notify other guilds that they are looking for combat
Guilds can ring the War Bell once every 30 minutes
Ringing the War Bell will send a system message and play a bell sound to all guilds that guild is currently Allied or at War with
If a guild ringing the War Bell has Global War enabled, all other guilds with Global War enabled will also receive the bell notification
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 Factionbase 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
Murderers who have become Town Struggle participants have a 15 minutes grace period after a Town Struggle ends to leave the area before flagging as normal and becoming a Guard Zone candidate
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
Kill Credits
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
Player Idling
If a player remains idle within a Faction Base for more than 10 minutes, they will be disqualified from the event (earning no Reward points and no longer being considered a participant)
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)
Post-Completion
After a Town Struggle resolves, players are teleported back to their respective Faction Bases and then may leave the base via Green Moongates
Players may leave bases at their leisure, however if a new Town Struggle begins (3.5 hours later) with the player still remaining in the base, they will be teleported out of the base to a random location in either Prevalia (if Blue) or Corpse Creek (if red)
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)
Mounts
Corpse Creek Contests will alternate between being Mounted and Mountless
The system messages announcing the event will say (mounted) or (mountless) to inform players ahead of time if mounts will be involved
If a Corpse Creek Contest is set to be mountless, the entire Corpse Creek region (including for non-participants) will be treated as being mountless during the event's duration, and the region will utilize the Mount-Stashing mechanic that is currently in place for dungeons and the casino
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
Kill Credits
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 will earn 0.5% of the total gold spent on Ressurection Fees by murderers on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
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)
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 may enter towns that have an in-progress Castle Siege and will flag as blue to other players (unless they are Criminal) until they trigger Castle Siege Participation (by attacking Castle Walls, Entering Castle Courtyard, etc) upon which they will flag similarly to normal Castle Siege participants
Murderers who have become Castle Siege participants have a 15 minutes grace period after a Castle Siege ends to leave the area before flagging as normal and becoming a Guard Zone candidate
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
Kill Credits
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 will earn 0.01% of the total gold spent by players at town NPC vendors on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
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-Completion
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
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
Kill Credits
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 will earn 0.025% of the total gold earned cumulatively by all players in dungeons on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
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)
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 theirActive 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 in the Guild Treasury patch notes)
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 GuildTreasury 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, theWithdraw 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"
Players can double-click Carlo the Dealer or say "Dealer" "Casino" "Poker" or "Card" out loud near him to launch the Casino Games gump
Currently Prevalia No-Limit Hold-Em Poker is the only game available but Liars Dice will be added soon
Creating or Joining a Game
Players can click the Create Game button at the bottom left of the menu to create a new poker game
Players can change settings for the match by clicking the small arrows underneath each setting
Listing Mode determines which players are able to view your game in the Available Games list
Table Mode determines whether players can join your game in progress if a player leaves or is eliminated (Open allows new players and Closed restricts players)
Blind Mode determines whether the Small and Large Blinds increase when players are eliminated or leave the table (Fixed Blinds do not change andProgressive Blinds increase as the table player count decreases)
Players must have Closed Table Mode in order to select Progressive Blinds
Clicking the Create Game button will create the match and allow players to begin joining
Small Blinds for games are 1% of the total Buy In and Large Blinds are 2% of the total Buy In for the game
If Progressive Blinds have been selected, Small Blinds will increase by a further 1% and Large Blinds by a further 2% for each player that leaves or is eliminated from the game
Players can join matches listed by clicking the Join button next to them
Once a player has joined a match, they must click the "Ready" button under Current Game before the match may start
Players who have clicked Ready will have their name displayed in Green text (and their statue icon will also appear as green)
Once the match has the required number of players present, and all players have clicked "Ready", a timer will check every 15 seconds to make sure a player is a "Valid" poker player
Players must be inside the Casino itself to be considered a valid poker player
Players must have enough gold in their bank box to pay the Buy In amount to be considered a valid poker player
Players must be alive to be considered a valid poker player
If all players are considered valid, the match will start and the Buy In amount will be withdrawn from each player's bank box
Starting Play
The player who is deemed the Dealer during a round has a small cards icon placed next to their chips, and each player who is the Small or Large Blind will have text added to their displayed name; i.e "Luthius (large blind)"
Each round begins with Hole Cards being dealt to players and a Small Blind and Large Blind being automatically paid by players
All actions that occur during Poker matches are also sent as system messages to players with the text preface of "[Poker]"
When it is your turn to act during a round, a bell will sound and the bottom area of the gameplay window will display up/down arrows with chips, as well as a Check/Call/Raise button and a Fold button
Each time it is your turn to act, the game will automatically set your starting bet to be enough to Call the current bet
Players may click the Up or Down arrows next to each chip type to change their bet
Clicking the Blue button will place the bet (and its text will change whether the bet becomes a Check / Call / Raise)
Clicking Fold will immediately forfeit the hand
Players may message the entire table by clicking the Message Players button
Clicking the Leave Game button will queue the player to leave the game as soon as the current round is completed
Timing Out
If it is a players turn to act, they have 60 seconds to place their bet
When a player has 10 seconds left to place their bet, they will hear an audio cue and receive a warning message
If 60 seconds pass without the player placing their bet, they will automatically fold the hand and be charged "1 Timeout"
If a player has 5 Timeouts during a Poker Match, they will automatically be removed from the game (as if they had chosen to Leave Game)
If a Server Reboot occurs while a match is underway, for the next 10 minutes after the server comes up players will have unlimited amounts of time to place their bets (i.e. wont automatically fold after 60 seconds)
Round and Match Completion
When a round completes, all cards relevant to the current winning hand will be highlighted in Green
When a player leaves the game or the match completes, if a player has more gold than their Buy In, 10% of their winnings (amount above the Buy In) will be taken as part of the house's cut, known as the Rake
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)
Mounts
Corpse Creek Contests will alternate between being Mounted and Mountless
The system messages announcing the event will say (mounted) or (mountless) to inform players ahead of time if mounts will be involved
If a Corpse Creek Contest is set to be mountless, the entire Corpse Creek region (including for non-participants) will be treated as being mountless during the event's duration, and the region will utilize the Mount-Stashing mechanic that is currently in place for dungeons and the casino
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
Kill Credits
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 will earn 0.5% of the total gold spent on Ressurection Fees by murderers on the server in the last 24 hours (with a minimum of 2500 gold and a maximum of 5000 gold received per player)
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)
So why was I told to not stand in front of my house by Expo a week ago, even though I was engaging players during CCC like I always do? Now I am perma banned from pvp events, without even ever having a warning? This isn't a rule, nor is it even talked about ever being in place... why? There is no rule stating I cannot do what I was doing, standing in front of my house. I was not afk or in some certain spot where I couldn't be attacked, nor was I camping inside my house, which again, isn't against the rules. Your patch from Oct 27th 2020 isn't even in place which if it was, it would kick players from their homes after ten seconds and DQ them from that specific event without reward. Not my fault the mechanic is broken like a lot of other things. Why am I being punished for not breaking any rule, and got a perma ban from ALL events at that when I never broke any pvp event rules in the past? Can you please explain this to me Owyn? I'm sure the server would like to know about unwritten rules too so they don't face the same harsh punishment. Thank you.