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Global Faction PvP - Claiming Territories For Your Faction

by Xavier Antoviaque Creation Date : Monday,24 October , 2005

Three months ago, the PvP Strike Team introduced some of the early concepts of the Faction vs Faction PvP in its letter; we'll now have a more detailled look at the gameplay elements of the on-going global war, to be patched next month at the same time as the Outposts.

All over the currently known territories of Atys, towers will be erected by those who want to claim lands for their own faction. Owning or loosing a land won't be without consequences, as the towers will grant special advantages to the members of the corresponding faction...

1] PvP Flag

The first thing to keep in mind is the role of the PvP flag. You will only be affected by the rules and effects described in this document if you choose to enable it. This way, if you don't want to participate in the PvP conflict, you will be able to stay out of it – you will only be affected by the availability of respawn points and teleport tickets. However, there will be an interesting difference: there will be large battles all over the territory, which you will be able to watch safely. :-)


2] Claiming Territories


Picture A – Example of the Fyros Land

We see on picture A that there is a base per region; their purpose is to host spires summoned by you. There is one base per region. Each base has a specific effect when activated by a faction (examples: bonus in melee damage, in Sap regeneration rate, etc.). This effect is automatically active in the whole region as soon as the spire has been taken, and will positively affect all PvP-flagged players of the faction which owns the spire, and negatively affect all PvP-flagged players of the opposing faction.


3] Summoning a Spire

During a faction war, factions can create a spire on each base. It will give the control of the region to the faction which has summoned it. Once the spire in place, the region is considered as belonging to the faction owning the spire. Active altars and TP tickets in the region are only those of the faction who took control over that region.

To summon a spire, you will have to spend faction points gained by killing enemy players during faction wars or by destroying opposing spires. Faction points are centralised on a global pool.
There are different kinds of spires with different effects (regeneration rates, characteristics, power, etc.), and unique spires (with a effect on resists, dodge/parry, etc.) available for the faction owning the most spires in all territories.

Each spire has many HP and a very high regeneration rate. There is a fixed global amount of HPs for all spires, distributed among all of them – the more spires you own, the less HP each of them has, thus making it increasingly defend to defend them.


4] Linking regions

On picture A, we can notice a red line linking the spires n° 1, 2, 3, 4 and 5: the same faction owns the five spires of five contiguous regions (Outlaw Canyon > Sawdust Mines > Savage Dunes > Scorched Corridor > Dunes of Exile).

When two spires belonging to the same faction are linked (contiguous regions), their effects are spread in all linked regions. On picture A, since the line is 1-2-3-4-5, all effects are active in the five regions of that line.


5] Spires levels

Each active spire on a base is automatically “level 1”.

As you construct more spires, their level increases (see the table below), and the effect of these spires becomes stronger. If the number of owned spires decreases, the spires' level will automatically decrease accordingly.

Level 1 - 1 spire
Level 2 - 5 spires
Level 3 - 15 spires
Level 4 - 25 spires
Level 5 - 35 spires

On picture B, the opposing faction has captured the Scorched Corridor (2), breaking the 1-2-3-4-5 line. The line becomes only 3-4-5 (losing the effects from 1 and 2), and 1 becomes isolated (losing the four extra effects).


Picture B – Losing a base


6] Miscellaneous

a) Respawn

It is impossible to respawn in a region owned by an opposing faction. It is possible to respawn in a neutral region, a region controlled by one’s faction, or in one’s own capital.


b) Teleportation tickets

It is impossible to use TP tickets when their destination is an area owned by an opposing faction. It is possible to use TP tickets in neutral areas, areas controlled by one’s faction, or in capitals.


c) NPC guards

Next to each spire, there are 6 NPC guards, and also officers in charge of warning the faction using a dedicated channel when a spire is under attack, destroyed or spawned. The level of these NPC guards doesn’t depend on the level of the area :
  • Elite Warrior, level 250 (Defense level 50)
  • Warrior, level 250 (Defense level 50)
  • Warrior, level 250 (Defense level 50)
  • Magician, level 250 (Defense level 50)
  • Magician, level 250 (Defense level 50)
  • Magician, level 250 (Defense level 50)

[ Discuss it! ]

Question

Posted by meloner at Tuesday,06 June , 2006 at 10:30 UTC

what happens if a faction controls all the country :O ?

PvP Centric instead of PvP Parallel

Posted by nonde at Wednesday,14 June , 2006 at 06:51 UTC

Recent expansions of pvp adversely affect non pvp players and spires as proposed will adversely affect both non pvp and losing faction pvp players. Apart from intermittent battles to gain control of spires, this new content could well be described as limiting access to 50% of more of existing content and will result in the majority of your subscribers' game time becoming tedious, frustrating, and unfun.

Examples:

Players leveling fight skills will no longer have full access to the already grossly limited range of targets for upper leveling. It is already boring to plod etc and will be even more boring to level when access to some/most targets is reduced.

Players leveling dig can log in and find they must now run from a capital city in order to continue their leveling. Mindless running around is boring and time-wasting and games in dev such as Hero's Journey are consciously designing to remove tedium, while this proposal serves to dramatically increase it, and for pvp players as well as for non pvp players.

Instead of catering for all subscribers, you appear to be highjacking the entirety of the game for sake of intermittent pvp fights, which I note was insufficient to keep an active pvp guild like Infinity interested in playing.

All of ur customers spend time leveling. What % of our game time is spent in op fights and will be spent in spire fights? 1%? 5%? 10%? Whatever the actual %, you are sacrificing the quality of gaming experience in the other 90 or more % of game activities.

An implementation of pvp that doesn't highjack the transport system thereby making dig and fight leveling more tedious and monotonous, and restricting access to what content does exist which will increase boredom can only result in more players enjoying their time playing.

Spires are similar to towers in AO, however in AO I was not adversely affected if I didnt wish to participate in pvp. Here I am penalized for being a non pvp player:

> I couldn't dig in E2 and earn points for the items as you awarded "honor" points to players who ganked me and none for killing the kitin who also killed me.

> I can't dig supernodes as they are only for pvp players.

Pvp is only consensual in Ryzom, if I "consent" to giving up participation in E2, forfeit the items rewarded, and don't level pr dig in Umbra or dig supernodes.

> Non pvp players can't become op owners (unless one is handed on to them by pvp players), which reduces us to the status of beggars and workers for the pvp owners already advantaged by cats and mats.

> Neutrals can't buy tps in pr, their dig and craft is disavantaged for not wanting to pvp.

Not fun, and spires will make the game less fun for all players as even the winning side will have their access to Atys reduced - and for sake of intermittent pvp fights.

Pvp implemented in parallel, in a way which doesn't impose and disadvantage non pvp players, should be possible and will result in a wider subscriber base. Mass exodus planned when Vanguard launches folks. We love this game and would love to stay, but not when penalized for not wanting to pvp, and when crafting and dig activities are limited by pvp.

Zysha

PvP Centric instead of PvP Parallel

Posted by omsop at Tuesday,05 September , 2006 at 00:52 UTC

I am wondering why the Dev's or no-one else from the CSR team have replied to this, they are all valid points, and i agree with them 100%.

 

Common Dev's, respond.

I concur

Posted by grimjim at Friday,06 October , 2006 at 10:13 UTC

But I think the delay is likely due to our manifold concerns.

From direct experience I can state that the removal of neutral TPs has adversely affected our gameplay, especially losing non-capital towns and all access to the PR (save via Nexus).

Additional things for factioned people or through spires are fine, but taking away what people already have is never a good measure.

I hope they also restore neutral access, at least to towns and preferably to every non 250 area, even PR.

What happens when you can't respawn

Posted by chessack at Wednesday,05 July , 2006 at 07:18 UTC

So... let us say I am factioned. Let's say I'm killed in enemy land, where according to this document, "It is impossible to respawn in a region owned by an opposing faction."

I'm confused. Are you saying "You can respawn OUT of that land but must respawn INTO a friendly land"? Or are you saying "Respawning is entirely turned OFF as a function in enemy land?" If so, what happens when you die?

C

Spawning after death in enemy territory

Posted by thlau at Monday,14 August , 2006 at 09:35 UTC

As I experienced it, you can spawn in friendly territory only. If you died in a FvF conflict on enemy territory you may spawn at the nearest spawnpoint on friendly territory. As I died by accidentily friendly fire during an outpost fight in Void I spawned in Hidden Source (Verdant Height). So I think this part of the code is already active.

One sided Faction battles!

Posted by final60 at Wednesday,13 September , 2006 at 20:18 UTC

As I understand it Aniro and especially Aripostle have very uneven faction sides. Where by Karavan Dominate the outposts on Aripostle and as I have heard the Kami's dominate outposts on Aniro. Is Nevrax going to do anything to tactle the issue of balancing OP and Spires battles?

Spires update

Posted by Marjo at Wednesday,11 October , 2006 at 19:13 UTC

Small update about this project.

We originally planned to add them in the same time as the fame changes, but this wasn't made possible as we couldn't test them deeply enough within the time. Then we had other features in the pipe (RoS, R², Kitin's Lair) that couldn't be delayed, so the Spires testing got stalled.

After reading your feedbacks and also rethinking our priorities over the last months, we decided to not rush the Spires out. There are a few points we want to rethink about them. However for now, we have other work ongoing to be released after the Ring, including new Ring features that you've been asking for (such as foraging, PvP, etc.) and the Kitin's Lair.

Spires update

Posted by kuroari at Tuesday,17 October , 2006 at 02:50 UTC

So does that mean that all that we see here is not the way spires will work? should we disregard what we read for now until a revision is made to this page? if so how long would it take for us to get an update on this?
 personally - iagree with everything said above O.o spires do -not- sound like my idea of a good time on atys

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