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[[Category:Guild]][[Category:PvP]][[Category:New Player]]
[[Category:PvP]]
==Summary==
Town Struggles are large-scale, objective-based PvP encounters simulating faction warfare within various towns across Outlands. Participants are automatically divided into two teams, Chaos and Order, and battle for control over designated Capture Zones to accumulate points. These events offer opportunities to earn [[Guild Prestige]], Guild Reward Points, and [[Battle Commendations]]. Active participation is crucial, as extended idling or absence can result in score penalties. Possible locations now include Horseshoe Bay, while the Northwest Prevalia layout has been removed.
* 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)
 
{{Expand}}


'''Equipment Note:''' In Town Struggles, high-end equipment bonuses are normalized to standard GM levels during participant combat.


==Participation==
==Participation==
* In order to participate in a Town Struggle, players must enter a Faction Base Moongate
[[File:townstrugglefactiongate.png|thumb|right|A Faction Base Moongate for joining Town Struggle.]]
* 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.
Entry into a Town Struggle begins 15 minutes before the event starts, when Faction Base Moongates appear in towns throughout the world. Players wishing to participate must enter one of these gates, which transports them to a neutral staging base. Crucially, players must be inside this neutral base when the event officially begins to be included. Players cannot use Incognito, Polymorph, or Disguise Kits, and such effects are removed upon joining.
* Faction Base Moongates pop up in all towns 15 minutes prior to a Town Struggle event's start


[[File:townstrugglestone.png|thumb|right|The Town Struggle Stone menu.]]
Inside the base, a Town Struggle Stone allows access to the event menu via double-click (or by typing `[TownStruggle` anywhere). This menu provides details like the time remaining until start and whether mounts will be permitted. Once the event commences, all players within the neutral base are assigned to either the Chaos or Order team, aiming for the best possible population balance based on guild affiliations. Participants are then teleported to their respective team's Faction Base (Chaos or Order).


[[File:townstrugglefactiongate.png]]
[[File:townstrugglelocs.png|thumb|right|Town Struggle menu showing Capture and Respawn zones.]]
The Town Struggle menu updates to reflect the randomly chosen town location (including potential layouts like Horseshoe Bay) and the specific layout of Capture Zones and Respawn Zones for that instance. Players use this menu to respawn after death. The top three locations are Capture Zones, available for respawn only if the player's team currently controls them. The bottom three are permanent Respawn Zones, always available for respawn and not subject to capture.


* Entering a Faction Base Moongate will teleport the player to the Neutral Faction base (formerly the Freedom Faction base)
==Zones and Flagging==
* 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")
[[File:townstrugglezoneflag.png|thumb|right|Example flagging during a Town Struggle.]]
* 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)
The active area for a Town Struggle encompasses the entire designated town region plus a 100-tile radius around each Capture and Respawn Zone, potentially extending beyond town guard limits. Within this area during the event, special flagging rules apply:
* Players can also type [TownStruggle to open the Town Struggle menu from any location
*   Participants flag Green to teammates (same Faction).
 
*   Participants flag Orange to opponents (opposing Faction).
 
*   Hostile actions against Green players and beneficial actions towards Orange players are disallowed.
[[File:townstrugglestone.png|600px]]
*   Non-Participants appear Blue to Participants, and vice-versa. Non-Participants cannot interact hostilely or beneficially with Participants.
 
*   Criminals flag Grey and do not receive special event handling.
* 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
*   Murderers can participate if they join from the neutral base at the start. They receive a 15-minute grace period post-event before normal flagging and guard zone vulnerability resumes.
* 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)
 
 
[[File:townstrugglelocs.png|600px]]


==Mechanics==
Death during a Town Struggle results in immediate teleportation back to the player's Faction Base, along with any tamed and bonded followers. Item loss upon death is limited; players generally retain their equipment unless items are magical weapons, magical armor, or exceptionally crafted gear made from colored materials. Players do not consume Reagents, Bandages, Arrows/Bolts, or Refresh Potions during the event, and receive one free Cure Potion use every 30 seconds.


==Zones and Flagging==
While participating in a Town Struggle and inside the event zone, players are prevented from using Recall, Gate, or Hike to leave the area.
The Town Struggle Area is considered to be the entire town region of the event as well as a 100 Tile Radius that extends around each Capture and Respawn location (which for some will extend out and beyond the town's guard zone). While inside the Town Struggle Area during a Town Struggle event:


* Murderers can participate in Town Struggles, as long as they begin in the Neutral Faction Base at the start of the event like other players
Participants are limited to casting a maximum of 5 Field Spells during the event. The system now correctly prevents casting attempts once the limit is reached.
* 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)


[[File:townstrugglezoneflag.png]]
Players cannot Release Mounts or Followers inside Town Struggle Bases. Any uncontrolled followers remaining in a base 5 minutes after the event concludes will be deleted.


==Penalties==


==Mechanics==
===Stationary Player Penalty===
* Players who die during a Town Struggle will immediately be teleported (along with any Tamed '''and bonded''' creatures) back to their respective Faction Base.
If a player uses Recall/Gate/Hike, or has been stationary for 5 minutes or more, they receive a Stationary Penalty. While penalized, they do not count towards controlling Capture Zones. The penalty is removed once the player moves 5 steps. A system message notifies the player of the penalty status.
* 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)


===Absent Player Penalty===
Spending 15 consecutive seconds or more outside the designated Town Struggle Zone (including bases) results in a cumulative 5% penalty per minute to the player's final score for the event. This penalty percentage is displayed under the "Penalty" column in the Battle Results menu. (Note: The previous 10-minute AFK kick rule may still apply or be modified by this).


==Scoring==
==Scoring==
* At the end of the Town Struggle event, the Faction with the highest score is deemed the winner
The Faction (Chaos or Order) with the highest total score at the end of the event is declared the winner. Individual player scores are tracked separately for reward calculation but do not influence the team outcome.
* 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===
* There are 3 Capture Zones per Town Struggle that teams may fight for over for control and earn points from
[[File:townstruggleplayerscoring.png|thumb|right|Example of player scoring calculation (values may differ).]]
* The boundaries of each Capture Zone are marked by flags which indicate the zone's current Faction Controller
Each Town Struggle features three Capture Zones. Teams earn points based on control:
* The interior of the zone displays floor symbols showing the current Faction Controller's as well
*   '''Faction Scoring:''' Each Team earns 5 Points every Tick (now 10 seconds) for each Capture Zone they control.
* 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
*   '''Player Scoring:''' Players earn 5 Points every Tick (10 seconds) they spend inside a Capture Zone controlled by their team (up to a maximum duration, potentially 60 seconds per zone, needs confirmation).
* 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
 
 
[[File:townstruggleplayerscoring.png]]
 
 
===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====
If both Factions have members in the zone, it might still be considered Contested, potentially awarding points differently or preventing control score gain (requires clarification based on the removal of the old 5/5 contested rule).
* 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)


===Player Kills===
The score stealing mechanic based on player kills has been removed.
*  Player Kills are now worth 10 Points to the killing team.
*  Player Kills grant a flat 10 Points to each individual player involved in the kill (no scaling by damage percentage).


Players killed outside the event zone count as valid kills if they entered the zone at least once since their last death (or event start). Similarly, players only get credit for kills if they have entered the zone at least once since their own last death (or event start).


==Rewards==
==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).
At the event's conclusion, rewards are distributed based on team and individual performance.
 
===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===
*  '''Team Prestige:''' Guilds associated with players on the winning Faction receive 3 [[Guild Prestige]] points. Guilds on tied or losing Factions receive 1 Prestige point.
For every Guild Reward Point that a player earns, they will also be given a Battle Commendation token placed in their bank.
*  '''Individual Rewards:''' Players are ranked based on their total Individual Score (Control Points + Kill Points), potentially adjusted by the Absent Player Penalty. A Rank Percentage is calculated based on their position relative to the total number of participants. Based on this Rank %, players earn Guild Reward Points:
    *  75% - 100%: 3 Guild Reward Points
    *  50% - <75%: 2 Guild Reward Points
    *  25% - <50%: 1 Guild Reward Point
    *  Players on the winning team who earn any points receive an additional bonus Guild Reward Point.
*  '''Battle Commendations:''' For each Guild Reward Point earned, the player also receives one [[Battle Commendation]] token in their bank box. These can be consumed for either 2500 Gold or a randomized item.


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==
==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
After the event concludes, participants are teleported back to their respective Faction Bases. They can leave via Green Moongates. Anyone remaining in a base when a new Town Struggle begins will be automatically ejected. Logging into a Faction Base outside of an active event also results in ejection. Uncontrolled followers left in bases are deleted after 5 minutes.
* 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)

Revision as of 05:26, 27 March 2025

Town Struggles are large-scale, objective-based PvP encounters simulating faction warfare within various towns across Outlands. Participants are automatically divided into two teams, Chaos and Order, and battle for control over designated Capture Zones to accumulate points. These events offer opportunities to earn Guild Prestige, Guild Reward Points, and Battle Commendations. Active participation is crucial, as extended idling or absence can result in score penalties. Possible locations now include Horseshoe Bay, while the Northwest Prevalia layout has been removed.

Equipment Note: In Town Struggles, high-end equipment bonuses are normalized to standard GM levels during participant combat.

Participation

A Faction Base Moongate for joining Town Struggle.

Entry into a Town Struggle begins 15 minutes before the event starts, when Faction Base Moongates appear in towns throughout the world. Players wishing to participate must enter one of these gates, which transports them to a neutral staging base. Crucially, players must be inside this neutral base when the event officially begins to be included. Players cannot use Incognito, Polymorph, or Disguise Kits, and such effects are removed upon joining.

The Town Struggle Stone menu.

Inside the base, a Town Struggle Stone allows access to the event menu via double-click (or by typing `[TownStruggle` anywhere). This menu provides details like the time remaining until start and whether mounts will be permitted. Once the event commences, all players within the neutral base are assigned to either the Chaos or Order team, aiming for the best possible population balance based on guild affiliations. Participants are then teleported to their respective team's Faction Base (Chaos or Order).

Town Struggle menu showing Capture and Respawn zones.

The Town Struggle menu updates to reflect the randomly chosen town location (including potential layouts like Horseshoe Bay) and the specific layout of Capture Zones and Respawn Zones for that instance. Players use this menu to respawn after death. The top three locations are Capture Zones, available for respawn only if the player's team currently controls them. The bottom three are permanent Respawn Zones, always available for respawn and not subject to capture.

Zones and Flagging

Example flagging during a Town Struggle.

The active area for a Town Struggle encompasses the entire designated town region plus a 100-tile radius around each Capture and Respawn Zone, potentially extending beyond town guard limits. Within this area during the event, special flagging rules apply:

  • Participants flag Green to teammates (same Faction).
  • Participants flag Orange to opponents (opposing Faction).
  • Hostile actions against Green players and beneficial actions towards Orange players are disallowed.
  • Non-Participants appear Blue to Participants, and vice-versa. Non-Participants cannot interact hostilely or beneficially with Participants.
  • Criminals flag Grey and do not receive special event handling.
  • Murderers can participate if they join from the neutral base at the start. They receive a 15-minute grace period post-event before normal flagging and guard zone vulnerability resumes.

Mechanics

Death during a Town Struggle results in immediate teleportation back to the player's Faction Base, along with any tamed and bonded followers. Item loss upon death is limited; players generally retain their equipment unless items are magical weapons, magical armor, or exceptionally crafted gear made from colored materials. Players do not consume Reagents, Bandages, Arrows/Bolts, or Refresh Potions during the event, and receive one free Cure Potion use every 30 seconds.

While participating in a Town Struggle and inside the event zone, players are prevented from using Recall, Gate, or Hike to leave the area.

Participants are limited to casting a maximum of 5 Field Spells during the event. The system now correctly prevents casting attempts once the limit is reached.

Players cannot Release Mounts or Followers inside Town Struggle Bases. Any uncontrolled followers remaining in a base 5 minutes after the event concludes will be deleted.

Penalties

Stationary Player Penalty

If a player uses Recall/Gate/Hike, or has been stationary for 5 minutes or more, they receive a Stationary Penalty. While penalized, they do not count towards controlling Capture Zones. The penalty is removed once the player moves 5 steps. A system message notifies the player of the penalty status.

Absent Player Penalty

Spending 15 consecutive seconds or more outside the designated Town Struggle Zone (including bases) results in a cumulative 5% penalty per minute to the player's final score for the event. This penalty percentage is displayed under the "Penalty" column in the Battle Results menu. (Note: The previous 10-minute AFK kick rule may still apply or be modified by this).

Scoring

The Faction (Chaos or Order) with the highest total score at the end of the event is declared the winner. Individual player scores are tracked separately for reward calculation but do not influence the team outcome.

Control Points

Example of player scoring calculation (values may differ).

Each Town Struggle features three Capture Zones. Teams earn points based on control:

  • Faction Scoring: Each Team earns 5 Points every Tick (now 10 seconds) for each Capture Zone they control.
  • Player Scoring: Players earn 5 Points every Tick (10 seconds) they spend inside a Capture Zone controlled by their team (up to a maximum duration, potentially 60 seconds per zone, needs confirmation).

If both Factions have members in the zone, it might still be considered Contested, potentially awarding points differently or preventing control score gain (requires clarification based on the removal of the old 5/5 contested rule).

Player Kills

The score stealing mechanic based on player kills has been removed.

  • Player Kills are now worth 10 Points to the killing team.
  • Player Kills grant a flat 10 Points to each individual player involved in the kill (no scaling by damage percentage).

Players killed outside the event zone count as valid kills if they entered the zone at least once since their last death (or event start). Similarly, players only get credit for kills if they have entered the zone at least once since their own last death (or event start).

Rewards

At the event's conclusion, rewards are distributed based on team and individual performance.

  • Team Prestige: Guilds associated with players on the winning Faction receive 3 Guild Prestige points. Guilds on tied or losing Factions receive 1 Prestige point.
  • Individual Rewards: Players are ranked based on their total Individual Score (Control Points + Kill Points), potentially adjusted by the Absent Player Penalty. A Rank Percentage is calculated based on their position relative to the total number of participants. Based on this Rank %, players earn Guild Reward Points:
   *   75% - 100%: 3 Guild Reward Points
   *   50% - <75%: 2 Guild Reward Points
   *   25% - <50%: 1 Guild Reward Point
   *   Players on the winning team who earn any points receive an additional bonus Guild Reward Point.
  • Battle Commendations: For each Guild Reward Point earned, the player also receives one Battle Commendation token in their bank box. These can be consumed for either 2500 Gold or a randomized item.

Post-Completion

After the event concludes, participants are teleported back to their respective Faction Bases. They can leave via Green Moongates. Anyone remaining in a base when a new Town Struggle begins will be automatically ejected. Logging into a Faction Base outside of an active event also results in ejection. Uncontrolled followers left in bases are deleted after 5 minutes.