Town Struggles: Difference between revisions
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[[Category:Guild]][[Category:PvP]] | [[Category:Guild]][[Category:PvP]][[Category:New Player]] | ||
==Summary== | ==Summary== | ||
* Domination style matches where players capture and control points to earn [[Guild Prestige]], Guild Reward Points, and Battle Commendations! | * Domination style matches where players capture and control points to earn [[Guild Prestige]], Guild Reward Points, and Battle Commendations! | ||
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* Anyone logging into a Town Struggle Base while a Town Struggle is not underway will be ejected to town (Prevalia for blues, Corpse Creek for reds) | * Anyone logging into a Town Struggle Base while a Town Struggle is not underway will be ejected to town (Prevalia for blues, Corpse Creek for reds) | ||
{{Expand}} | |||
==Participation== | ==Participation== | ||
* In order to participate in a Town Struggle, players must enter a Faction Base Moongate | * In order to participate in a Town Struggle, players must enter a Faction Base Moongate | ||
* Players are no longer be able to use Incognito, Polymorph, or Disguise Kits during all PvP Events, and any effects will be removed upon joining one. | |||
* Faction Base Moongates pop up in all towns 15 minutes prior to a Town Struggle event's start | * Faction Base Moongates pop up in all towns 15 minutes prior to a Town Struggle event's start | ||
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[[File:townstrugglelocs.png|600px]] | [[File:townstrugglelocs.png|600px]] | ||
==Zones and Flagging== | ==Zones and Flagging== | ||
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* Non-Participants may not perform either hostile or beneficial actions to 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) | * Criminals will always flag as Grey to all players (i.e. do not receive special handling for event) | ||
[[File:townstrugglezoneflag.png]] | [[File:townstrugglezoneflag.png]] | ||
==Mechanics== | ==Mechanics== | ||
* Players who die during a Town Struggle will immediately be teleported (along with any Tamed '''and bonded''' creatures) back to their respective Faction Base. | * Players who die during a Town Struggle will immediately be teleported (along with any Tamed '''and bonded''' 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) | * 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== | ==Scoring== | ||
* At the end of the Town Struggle event, the Faction with the highest score is deemed the winner | * 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 | * Players also have their own individual score tracking that is used for determining Rewards and Battle Records, but does not factor into determination of which Faction is the winner of the event | ||
===Control Points=== | ===Control Points=== | ||
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* 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 | * 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 | * The Progress Bar displays in Green to a player if their faction controls it or in Orange if the enemy faction does | ||
====Faction Scoring==== | ====Faction Scoring==== | ||
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* 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 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 | * If both Factions are currently present at the Capture Zone, the zone is considered Contested, and each Faction earns 5 Points | ||
====Player Scoring==== | ====Player Scoring==== | ||
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===Faction Player Kills=== | ===Faction Player Kills=== | ||
* Factions can steal points from enemy factions by killing their players | * Factions can steal points from enemy factions by killing their players | ||
* | * Kills have a base value of 30 Points | ||
* The Individual Score stealing mechanic for kills will now begin at 10% Score stolen per kill at the start of the event and will drop over time until it reaches 5% Score stolen per kill by the end of the event | |||
* The Team Score stealing mechanic for kills will now begin at 20% Score stolen per kill at the start of the event and will drop over time until it reaches 10% Score stolen per kill by the end of the event | |||
* If a team is currently at 0 points, no points can be stolen from them | * If a team is currently at 0 points, no points can be stolen from them | ||
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* 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 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 | * 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=== | ===Player Idling=== | ||
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* After a Town Struggle resolves, players are teleported back to their respective Faction Bases and then may leave the base via Green Moongates | * 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) | * 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) | ||
==Community Videos== | |||
{{#ev:youtube|https://youtu.be/hSnuPlFbEv4}} |
Latest revision as of 21:51, 25 January 2024
Summary
- Domination style matches where players capture and control points to earn Guild Prestige, Guild Reward Points, and Battle Commendations!
- There are 9 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
- Players who participate in a Town Struggle, but spend 10 minutes or more AFK in a Town Struggle Base or outside of the Town Struggle town area, will be kicked from the event (and ejected from the base if currently inside one) and their account will be blocked from participating in further Town Struggles for the next 48 hours
- After a Town Struggle has resolved, all players will be automatically ejected from any Town Struggles bases once 15 minutes have passed, and teleported to either Prevalia (if blue) or Corpse Creek (if red)
- Anyone logging into a Town Struggle Base while a Town Struggle is not underway will be ejected to town (Prevalia for blues, Corpse Creek for reds)
Participation
- In order to participate in a Town Struggle, players must enter a Faction Base Moongate
- Players are no longer be able to use Incognito, Polymorph, or Disguise Kits during all PvP Events, and any effects will be removed upon joining one.
- 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 to 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
- 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 and bonded 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 determining 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
- Kills have a base value of 30 Points
- The Individual Score stealing mechanic for kills will now begin at 10% Score stolen per kill at the start of the event and will drop over time until it reaches 5% Score stolen per kill by the end of the event
- The Team Score stealing mechanic for kills will now begin at 20% Score stolen per kill at the start of the event and will drop over time until it reaches 10% Score stolen per kill by the end of the event
- 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, guilds earn prestige, and players in each Faction will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points).
Team Scores
- Each Faction has a Team Score.
- Whichever Faction wins the event by having the highest Team Score, all Guilds belonging to players in that Faction will receive 3 Prestige Points.
- All other Tied or Losing teams will earn 1 Prestige Point for each Guild belonging to players on that team.
Individual Players
Each player also has their own Individual Score.
At the end of the event, all players will be ranked from first to last based on their Individual Score for the event and then given a Rank %, based on their (Rank Place / Total Number of Players in the Event)
For instance:
- A player in 1st place out of 10 players would have a Rank % of 100%
- A player in 5th place out of 10 players would have a Rank % of 50%
- A player in 8th place out of 10 players would have a Rank % of 20%
Players earn Guild Reward Points according to their Rank % as follows:
- If a player has a Rank % score between 75% to 100%, they will earn 3 Guild Reward Points.
- If a player has a Rank % score between 50% to 75%, they will earn 2 Guild Reward Points.
- If a player has a Rank % score between 25% to 50%, they will earn 1 Guild Reward Point.
If the player is on the Winning Team for the event, and earned any Guild Reward Points, they will earn a bonus 1 Guild Reward Point
For each reward point a player earns, they will also receive one Battle Commendation in their bank box.
Battle Commendations
For every Guild Reward Point that a player earns, they will also be given a Battle Commendation token placed in their bank.
Battle Commendations can be consumed by double-clicking them, which will give the player the option to either 1) receive 2500 Gold or 2) receive a randomized item.
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)