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[[Category:Guild]][[Category:PvP]]
[[Category:PvP]]
==Summary==
[[File:dungeonflashpoint1.png|thumb|right|A Dungeon Flashpoint event underway.]]
* Dungeon Flashpoints are a guild-based, PvP event
Dungeon Flashpoints are guild-centric PvP events that occur within the first level of a randomly selected dungeon. Guilds battle for supremacy by controlling strategic "Beacons" and eliminating rival participants. These events feature specific rules regarding participation, flagging, scoring, penalties, and rewards.
* Dungeon Flashpoints occur in the first level of a randomly chosen dungeon
 
[[File:dungeonflashpoint1.png|500px]]


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


==Participation==
==Participation==
* Players become Participants in the Dungeon Flashpoints by simply entering the level of the dungeon the event is taking place in (or already being inside of the level of the dungeon as soon as the event starts) AND having "Participate in PvP Events" toggled on in their Overview Page of their Guild Menu
To join a Dungeon Flashpoint, players must physically enter (or already be within) the first level of the dungeon where the event is taking place. Critically, participation also requires the player's guild to have the "Participate in PvP Events" option toggled on within the guild menu's Overview page. Players whose guilds have not enabled this setting cannot participate. Incognito, Polymorph, and Disguise Kit effects are disallowed and removed upon entry.
* Players who do not have "Participate in PvP Events" will NOT be able to participate in Dungeon Flashpoints
* 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.


While participating in a Dungeon Flashpoint and inside the event zone (the entire dungeon), players are prevented from using Recall, Gate, or Hike to leave the area.


==Zones and Flagging==
==Zones and Flagging==
The Dungeon Flashpoint Area is considered to be the entire first level of the dungeon the Dungeon Flashpoint event is currently occurring in. While inside the Dungeon Flashpoint Area during a Dungeon Flashpoint event:
The designated event area, or "Zone," for flagging purposes encompasses the entire dungeon (all levels), although scoring activity is confined to the first level. Within this zone during the event:
 
*   Participants flag <span style="color:green;">'''Green'''</span> to members of their own guild and allied guilds, provided those players are also participants.
* Participants flag as <span style="color:green;">'''Green'''</span> to members of their same Guild or Alliance, but only if that player is also currently a Participant
*   Participants flag <span style="color:orange;">'''Orange'''</span> to participants from all other non-allied guilds.
* Participants flag as <span style="color:orange;">'''Orange'''</span> to all other players who are not in the same guild (and not allied) who are marked as Participants
*   Non-Participants flag <span style="color:yellow;">'''Yellow'''</span> (invulnerable) to Participants, and vice-versa. Non-Participants cannot perform hostile or beneficial actions on Participants.
* Non-Participants will flag as <span style="color:yellow;">'''Yellow'''</span> (invulnerable) to Participants
*   Criminals always flag Grey. Murderers killed within the event zone during the event do not incur Region Aggression Restrictions.
* Participants will flag as <span style="color:yellow;">'''Yellow'''</span> (invulnerable) to Non-Participants
*   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.
* 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)
* The entire Dungeon (not just level 1) is now considered part of the "Zone" of Dungeon Flashpoints now for flagging purposes
* Murderers will not receive any Region Aggression Restrictions if killed in the event area during the event
* Participants in Dungeon Flashpoints are now capped at casting at most 5 Field Spells (Wall of Stone, Energy Field, Poison Field, etc) per event, similar to our Town Struggle handling
 


==Scoring==
==Scoring==
* Dungeon Flashpoints are Guild-based, meaning each Guild acts as its own individual team
Dungeon Flashpoints are fundamentally guild competitions, with each guild functioning as an independent team aiming for the highest score. Allied guilds compete separately. Individual player scores are tracked for reward determination.
* Even though Allied guilds will flag as Green to each other, they are considered separate teams with their own scores
* At the end of the Dungeon Flashpoint event, the guild 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 Guild is the winner of the event
 
===Control Points===
* Flashpoints feature "Beacons" that players must be near to earn control points
* There is 1 Gold (Major) Beacon in each dungeon as well as 1 Green (Minor) Beacon
* The layout for these Beacons is static per dungeon, and will be the same for each Dungeon Flashpoint event
 
 
'''Gold (Major) Beacon'''<br>
Any player within 10 tiles of a Gold (Major) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:


* Controlling Gold Beacon (no other guilds present): 20 Control Points
===Scoring via Beacons===
* Contesting Gold Beacon (2 or more guilds present): 15 Control Points
Scoring revolves around controlling Beacons within the dungeon's first level. All Beacons are now treated as "Gold" Beacons (Minor/Green beacons no longer exist). Every 30 seconds, a "Control Tick" occurs, awarding points based on player proximity (within 10 tiles):


*  '''Guild Scoring:'''
**  Controlled Beacon (only one guild present): Guild earns 20 Control Points per tick.
**  Contested Beacon (multiple guilds present): Each guild present earns 10 Control Points per tick.
*  '''Player Scoring:'''
**  Controlled Beacon: Each player present earns 20 Control Points per tick.
**  Contested Beacon: Each player present earns 10 Control Points per tick.


'''Green (Minor) Beacon'''<br>
If 5 consecutive minutes pass where no player in a Guild has contested any Beacon, that Guild's score will be reduced by 5% of its current amount for every additional 30 seconds that pass until activity resumes.
Any player within 10 tiles of a Green (Minor) Beacon during a Control Tick (occurs every 30 seconds) will earn points based on the following:
 
* Controlling Green Beacon (no other guilds present): 10 Control Points
* Contesting Green Beacon (2 or more guilds present): 5 Control Points
 
====Guild Scoring====
* Every 30 seconds a "Control Check" occurs to determine scoring
* During a Control Check Tick guilds will earn points based on the highest score earned by any single player in their guild
* For example, if a player in a guild earned 20 points for controlling a Gold Beacon, the guild will also earn 20 points on that Control Tick
 
====Player Scoring====
* During a Control Check, guildmembers earn Individual Control Points based on the beacon that they themselves occupy
* As a reminder, individual player scores do not factor into determining the winner of the event


===Player Kills===
===Player Kills===
* Guilds can steal points from enemy guilds by killing their participating players
The score stealing mechanic based on player kills and points has been removed.
<br>
*   Player Kills are now worth '''20 Points''' to the killing Guild.
Whenever a player is killed:
*   Player Kills grant a flat '''20 Points''' to each individual player involved in the kill (no scaling by damage percentage).
* Each player involved in the kill will earn '''10 Points + (Their Damage Dealt % to killed player * (20% of Killed Player's Points))'''
* The killed player will then lose '''20% of their total points'''
* Each guild involved in the kill will earn '''5 Points + (Total Guild Damage Dealt % to killed player * (10% of Killed Player's Guild's Points))'''
* The killed player's Guild will then '''lose 10% of their total points'''
* If a guild is currently at 0 points, no points can be stolen from them
* 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 guild, then every individual player involved in the kill earns "Kill Points" equal to their (% Damage Dealt to Player * Guild Points Stolen)


Kill points are adjusted based on resurrection timers:
*  Kills on players resurrected within the last 30 seconds are worth 0 Points.
*  Kills on players resurrected between 31 and 60 seconds ago yield '''10 Points'''.


==Recall/Gating/Hiking==
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).
* Any time a player '''Recalls''', uses a '''Gate''', or '''Hikes via the camping skill''' they will now have a 60 second delay before they can qualify for controlling or contesting any Beacon and earning points from it
* This 60 second delay will NOT occur the first time they travel and enter the region and become a participant in the event, however


==Movement, Resources, and Penalties==


==Resource Consumption==
===Travel Penalties===
Dungeon Flashpoints feature the same rules for free resource consumption as Town Struggles and Stygian Rifts, which includes the following:
Using [[Recall]], [[Gate Travel]], or hiking via [[Camping]] skill imposes a 60-second cooldown upon arriving in the event zone, during which the player cannot contribute to Beacon control. This doesn't apply to the initial entry. (Note: This might be superseded by the Stationary Player Penalty).
* Participants will not consume '''Bandages''', '''Reagents''', '''Arrows/Bolts''', or '''Refresh Potions''' while participating in the event
* Participants will receive one free consumption of '''Cure Potions''' every 30 seconds


===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 Beacons. The penalty is removed once the player moves 5 steps. A system message notifies the player.


==Blessed Items==
===Absent Player Penalty===
Dungeon Flashpoints feature the same rules for "Blessed Items" as Town Struggles and Stygian Rifts, which includes the following:
Spending 2 consecutive minutes or more outside the Dungeon Flashpoint area results in a cumulative 5% penalty per minute to the player's final score. This penalty is displayed in the Battle Results menu.
* Participants on death will not drop any of their Weapons or Armor '''unless''' they are made of Colored Materials or are Magical
* Participants on death will not drop poisoned weapons if they have sufficient Poisoning skill to apply that level of poison


===Resource Consumption===
Participants do not consume [[Bandages]], [[Reagents]], [[Arrows]]/[[Bolts]], or [[Refresh Potions]]. One free [[Cure Potion]] consumption occurs every 30 seconds.


==Resurrection==
===Blessed Items===
* Players who die during a Dungeon Flashpoint will now have a '''60 second delay''' before they can '''be resurrected by any NPC Healer''' (there is no delay for being healed by another player, however)
Upon death, participants retain weapons/armor unless they are Magical or made from Colored Materials. Sufficiently skilled poisoners retain poisoned weapons.


===Resurrection Delay===
Players killed during a Flashpoint face a 60-second delay before resurrection by an NPC Healer (player resurrection is unaffected).


==Rewards==
==Rewards==
At the end of the Dungeon Flashpoint, the Top 3 guilds ranked by Guild Score earn rewards. Additionally, the Top 10 players from each of those guilds will receive individual rewards (Player Total Score = Player Control Points + Player Kill Points)<br>
At conclusion, the top three guilds by score receive rewards. Top 10 scoring players within those guilds earn individual rewards.
 


'''<u>1st Place Guild</u>'''
'''1st Place Guild:''' 3 [[Guild Prestige]] Points. Top 10 players get 3 Guild Reward Points.
* Earns 3 Prestige Points
*   '''2nd Place Guild:''' 1 [[Guild Prestige]] Point. Top 10 players get 2 Guild Reward Points.
* The Top 10 participating players each earn 3 Guild Reward Points (formerly known as Faction Reward Points)
*  '''3rd Place Guild:''' 1 [[Guild Prestige]] Point. Top 10 players get 1 Guild Reward Point.


===Multiple Characters===
If a player participates with multiple characters on the same OutlandsID, only the score of their highest-scoring character counts for reward eligibility.


'''<u>2nd Place Guild</u>'''
===Reward Capping===
* Earns 1 Prestige Points
A maximum of 10 players per Guild can receive Reward Points or Battle Commendations per event. If more qualify, 10 recipients are chosen randomly. Excluded players show a '*' in the Battle Results rewards column.
* The Top 10 participating players each earn 2 Guild Reward Points (formerly known as Faction Reward Points)
{{PvP Events}}

Latest revision as of 05:42, 27 March 2025

A Dungeon Flashpoint event underway.

Dungeon Flashpoints are guild-centric PvP events that occur within the first level of a randomly selected dungeon. Guilds battle for supremacy by controlling strategic "Beacons" and eliminating rival participants. These events feature specific rules regarding participation, flagging, scoring, penalties, and rewards.

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

Participation

To join a Dungeon Flashpoint, players must physically enter (or already be within) the first level of the dungeon where the event is taking place. Critically, participation also requires the player's guild to have the "Participate in PvP Events" option toggled on within the guild menu's Overview page. Players whose guilds have not enabled this setting cannot participate. Incognito, Polymorph, and Disguise Kit effects are disallowed and removed upon entry.

While participating in a Dungeon Flashpoint and inside the event zone (the entire dungeon), players are prevented from using Recall, Gate, or Hike to leave the area.

Zones and Flagging

The designated event area, or "Zone," for flagging purposes encompasses the entire dungeon (all levels), although scoring activity is confined to the first level. Within this zone during the event:

  • Participants flag Green to members of their own guild and allied guilds, provided those players are also participants.
  • Participants flag Orange to participants from all other non-allied guilds.
  • Non-Participants flag Yellow (invulnerable) to Participants, and vice-versa. Non-Participants cannot perform hostile or beneficial actions on Participants.
  • Criminals always flag Grey. Murderers killed within the event zone during the event do not incur Region Aggression Restrictions.
  • 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.

Scoring

Dungeon Flashpoints are fundamentally guild competitions, with each guild functioning as an independent team aiming for the highest score. Allied guilds compete separately. Individual player scores are tracked for reward determination.

Scoring via Beacons

Scoring revolves around controlling Beacons within the dungeon's first level. All Beacons are now treated as "Gold" Beacons (Minor/Green beacons no longer exist). Every 30 seconds, a "Control Tick" occurs, awarding points based on player proximity (within 10 tiles):

  • Guild Scoring:
    • Controlled Beacon (only one guild present): Guild earns 20 Control Points per tick.
    • Contested Beacon (multiple guilds present): Each guild present earns 10 Control Points per tick.
  • Player Scoring:
    • Controlled Beacon: Each player present earns 20 Control Points per tick.
    • Contested Beacon: Each player present earns 10 Control Points per tick.

If 5 consecutive minutes pass where no player in a Guild has contested any Beacon, that Guild's score will be reduced by 5% of its current amount for every additional 30 seconds that pass until activity resumes.

Player Kills

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

  • Player Kills are now worth 20 Points to the killing Guild.
  • Player Kills grant a flat 20 Points to each individual player involved in the kill (no scaling by damage percentage).

Kill points are adjusted based on resurrection timers:

  • Kills on players resurrected within the last 30 seconds are worth 0 Points.
  • Kills on players resurrected between 31 and 60 seconds ago yield 10 Points.

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).

Movement, Resources, and Penalties

Travel Penalties

Using Recall, Gate Travel, or hiking via Camping skill imposes a 60-second cooldown upon arriving in the event zone, during which the player cannot contribute to Beacon control. This doesn't apply to the initial entry. (Note: This might be superseded by the Stationary Player Penalty).

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 Beacons. The penalty is removed once the player moves 5 steps. A system message notifies the player.

Absent Player Penalty

Spending 2 consecutive minutes or more outside the Dungeon Flashpoint area results in a cumulative 5% penalty per minute to the player's final score. This penalty is displayed in the Battle Results menu.

Resource Consumption

Participants do not consume Bandages, Reagents, Arrows/Bolts, or Refresh Potions. One free Cure Potion consumption occurs every 30 seconds.

Blessed Items

Upon death, participants retain weapons/armor unless they are Magical or made from Colored Materials. Sufficiently skilled poisoners retain poisoned weapons.

Resurrection Delay

Players killed during a Flashpoint face a 60-second delay before resurrection by an NPC Healer (player resurrection is unaffected).

Rewards

At conclusion, the top three guilds by score receive rewards. Top 10 scoring players within those guilds earn individual rewards.

  • 1st Place Guild: 3 Guild Prestige Points. Top 10 players get 3 Guild Reward Points.
  • 2nd Place Guild: 1 Guild Prestige Point. Top 10 players get 2 Guild Reward Points.
  • 3rd Place Guild: 1 Guild Prestige Point. Top 10 players get 1 Guild Reward Point.

Multiple Characters

If a player participates with multiple characters on the same OutlandsID, only the score of their highest-scoring character counts for reward eligibility.

Reward Capping

A maximum of 10 players per Guild can receive Reward Points or Battle Commendations per event. If more qualify, 10 recipients are chosen randomly. Excluded players show a '*' in the Battle Results rewards column.

PvP Events

Timed guild battles for control of Corpse Creek Beacons.
Instanced 3v3 team matches accessed via the Arena queue.
Large-scale Chaos vs Order battles for town control points.
Guild contests for Beacon control within dungeon levels.
Structured duels, tournaments, templates, and ELO ratings.
Persistent PvP warfare involving Wayposts and Flag captures.