Town Struggles: Difference between revisions

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*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
*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
*As a reminder, individual player scores do not factor into determining the winner of the event
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[[File:townstruggleplayerscoring.png|center]]


===Faction Player Kills===
===Faction Player Kills===
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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
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
 
[[File:townstrugglechest.png|center]]
===Losing Faction===
===Losing Faction===
Every guild in the losing faction earns 1 Prestige Point<br><br>
Every guild in the losing faction earns 1 Prestige Point<br><br>

Revision as of 05:48, 21 July 2019

...Content of page is incomplete or needs to be updated...

Summary

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
  • 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

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)

Other

  • Removed the mechanic that caused players to "lose" participation status if reported for a murderer while in the middle a Town Struggle; this was causing a number of players to be guardwhacked mid-event and causing confusion