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New improvement - Castle Siege

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  • New improvement - Castle Siege

    General information

    Event type: Guild PVP
    Event duration: 1-week
    Objective The defending guild must protect the castle that will be attacked by other guilds attempting to conquer it.


    Event Week Schedule

    Sunday 00:00 -> Guild Registration
    Tuesday 12:00 -> Standby
    Wednesday 00:00 -> Sign of Lord Registration
    Friday 11:00 -> Guild Selection
    Saturday 9:55 -> Battle Preparation
    Saturday 10:00 -> Battle
    Saturday 11:00 -> End of Battle


    General Rules

    - Only the Guild Master can repair the defenses and define the settings at the Siege Preparation Stage.
    - When controlling the map Land of Trials, Guild members don't have to pay the tribute to entry.
    - Only registered participants can stay at the Siege map.
    - No PK debuff is applied for participants when at the event.

    Mechanics:

    1 - Guild Registration: The registration can be applied at the NPC Guardsman at Citadel.

    2 - Sign of Lord Registration: The Sign of Lord is not mandatory, but since only 8 guilds can be qualified to participate in the Siege, maybe you will need to deposit the Sign of Lord as currency to guarantee your Guild at the rank.


    3 - Siege Preparation: The GM of the guild who won the last Siege should prepare the Castle by setting the defenses at this stage. To repair the defenses the GM will use resources deposited at an Ark, these resources are deposited by guild members and should be used until this stage ends.


    NPC: Castle Protector at Frostland Safezone.

    Ark: Where the resources for castle repair are stored, all participating members can deposit resources, but only the GM can apply the repairs.

    Mercenaries: These NPCs help to prevent attacking players' progression.

    The defending Guild Master can summon these NPCs, and they can be eliminated by attacking players.

    Up to 100 mercenaries can be summoned in total during the battle. Click to summon where you want, there are 2 types of mercenaries with 1 attack type each.


    Doors and Statues: The doors and statues will maintain the state they are in at the end of the battle. The defending guild will be responsible for purchasing, repairing, and upgrading them.

    They can only be purchased when no longer exists.

    They can only be repaired when they don't have 100% HP.

    Upgrades such as Max HP and Defense can be purchased, only when they have 100% HP.


    4 - Siege

    Field Doors and Statues

    Doors amount: 6

    Statues amount: 4

    Towers: 9

    Location: Bottom, Mid, Top


    The GM cannot repair the doors during the Siege from the NPC using the resources that all members deposit at the Ark.


    Crown Hall

    Once entered the Crown Hall the participant guilds should have 2 members standing at both switches to release the Crown altar lock when unlocked the GM must click on the Crown, and wait until the finish of the Crown designation, then he will be crowned the Castle Owner and the Guild will be considered the winner.

    The players at both switches can't move once they activate them, if they move, the switch is disabled.

    Same as the Crown altar, if the GM moves when the Crown is being designated to him, the process is canceled and he should start again.

    Other players outside of the switches and Crown altar must defend or attack them to prevent/maintain the designation Crown process to finish.


    5 - Land of Trials

    NPC: Guard

    Location: Frostland Safezone

    The Guild Master can configure through Guard NPC the entry fee for this map to other players that do not belong to the winner guild.
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