Hideouts: A Detailed Guide

    • Hideouts: A Detailed Guide

      Hello everyone,

      With Hideouts we’re introducing a really exciting new sandbox feature to Albion Online! You’ve probably heard that Hideouts are “open world bases” for your guild - but you may still have questions about how *exactly* they work.

      Well, this document tries to answer that question in detail. This is not meant to be an introduction to Hideouts, but rather a guide to the details which may be important for enterprising guild leaders and players make plans for their own Hideouts after the release of Queen.

      Enjoy, and let us know if there are details that we’ve left unanswered - we’ll extend this guide!

      Placement

      Hideout Construction Kit
      To place a hideout, you need a Hideout construction kit. This is crafted at a Master’s (Tier 6) Toolmaker or higher and requires the following crafting ingredients:
      • 10 Million Silver
      • 3000x Limestone Block (Tier 2)
      • 2000x Sandstone Block (Tier 3)
      • 800x Travertine Block (Tier 4)
      • 400x Granite Block (Tier 5)
      • 200x Slate Block (Tier 6)
      • 500x Siphoned Energy
      The full kit weighs 2250 kg, so you’ll need to bring a strong transport mount to move it around.

      Hideout Placement Rules

      To place your Hideout in the world, you should be aware of the following limitations on placement:
      • Hideouts can only be placed in regions which feature a watchtower territory (either farm or normal, this does not make a difference) in the Outlands
      • Hideouts can only be placed if your guild has less than 6 Hideouts in the world
      • Hideouts can only be placed if your guild does not already have a Hideout in the Region
      • Hideouts can only be placed if you are a member of a guild and have the “Manage Hideout” permission from your guild
      • Hideouts can only be placed during the first 4 hours of the region’s battle time (see the region map to find a region’s battle time)
      • Hideouts cannot be placed within 180m of another Hideout
      • Hideouts can only be placed where there are no collisions from other objects (and not on potentially randomly spawning camp positions)
      • Hideouts can only be placed on even ground
      • Hideouts can only be placed if they are not within:
        • 220m of the center of a major mob encampment
        • 220m of the center of a major resource landmark
        • 200m of a cluster entrance
        • 110m of a Castle
        • 110m of a Watchtower Territory
        • 110m of a Treasure Site or Treasure Chest
        • 110m of a Sepulcher of Magic
        • 110m of a medium mob encampment
        • 80m of a Siege Camp
        • 50m of a Castle Outpost
        • 40m of a Hellgate spawn position
      Placement takes 15 seconds and is interrupted if you take any damage or perform any other actions.

      Construction

      Once placed, the Hideout is considered “under construction”.

      In the first 20 minutes of construction, the Hideout is attackable by any non guild/allied players using a Demolition Hammer. If its durability is reduced to 0, the Hideout is destroyed and the construction kit lost.

      After 20 minutes, the Hideout becomes invulnerable until the beginning of the region’s next battle time. Depending on when you placed the Hideout, this means this phase lasts between 20:00:00 and 23:59:55 hours.

      At the beginning of this next battle time, the Hideout again becomes vulnerable to attack with Demolition Hammers and can be destroyed by any non guild/allied players.

      If it survives this phase, it will become established.

      Established Hideouts

      Established Hideouts are fully functional bases for the owning guild and whoever they wish to grant access to. They can still be attacked and destroyed, but they are protected from attack most of the day and have multiple “defense points” protecting them from destruction.

      They provide a number of services, and the number and variety of these can be expanded by upgrading the Hideout itself.

      Hideout Features

      Bank & Guild Vault (Level 1)
      A Hideout comes with a bank (personal storage for your items, which can be expanded for silver) as well as a guild vault (shareable storage space for your guild). Both are accessible from the bank chest in the Hideout’s central hub.
      Please note that the contents of personal bank are subject to recovery (see below), while the guild vault is not.

      Repair Station (Level 1)
      Every Hideout comes with a repair station to repair your damaged items.

      Building Slots (Level 1-3)
      Hideouts offer different numbers of building slots depending on their level (see Appendix A: Hideout Stats).
      Players with at least “Builder” level access permissions for the Hideout or the Hideout Management guild right can place buildings on these slots.
      Players with the co-owner access level or the Management guild right can claim buildings placed in the Hideout for themselves to manage them.

      Crafting Bonuses
      Any crafting actions in the Hideout receive the crafting bonuses to resource efficiency from the region the Hideout is placed in.
      Each region in the new Outlands has a set of crafting bonuses, depending on the biome of the region and its “quality”. Quality is generally higher towards the center of the Outlands, meaning higher crafting bonuses are generally available at the center of the Outlands map.
      To check what crafting bonuses a region has, check the region map.

      Marketplace (Level 2)
      Hideouts of Level 2 and higher offer a marketplace, which you can use to make items available to other players. Note that anyone who can enter the Hideout can also access the marketplace, so please make sure you only grant access to players you wish to also be able to use the marketplace.

      Farming Merchant (Level 2)
      Hideouts of Level 2 and higher house a Farming Merchant. This merchant sells decorative items which can be placed in your Hideout as well as farming seeds which you can use in the farm territories in the Outlands.
      We’re planning to expand the opportunities for farming in the Outlands in the future, so right now this guy is waiting for his time to shine.

      Energy Manipulator (Level 3)
      Hideouts of Level 3 house their very own Energy Manipulator. This allows your guild members to participate in Crystal League fights from the Hideout as well as granting you access to rewards bought with Siphoned Energy, such as battle mounts.

      Expedition Agent (Level 3)
      Hideouts of Level 3 house an Expedition agent, allowing your guild members to participate both in regular and hardcore Expeditions directly from the Hideout.

      Vanity Merchant ( Level 3)
      Hideouts of Level 3 house a vanity merchant, allowing you to buy additional decorative items and seasonal items in your Hideout!

      Attacking & Defending

      Invulnerability
      An established Hideout is completely invulnerable to attack most of the day, except when it becomes vulnerable or damageable at the beginning of a region’s battle time.

      Vulnerability
      A Hideout at full defense points becomes vulnerable to attack at the beginning of the region’s battle time.
      This state lasts for 20 minutes. During this time, an enemy player belonging to the guild owning the local region’s watchtower territory may pay the attack cost at the entrance to the Hideout to lower the Hideout’s defenses (See Appendix A: Hideout Stats for attack costs. Note that silver attack cost is paid from the guild account).
      If a Hideout is NOT at full defense points at the beginning of the battle time, its defenses are automatically lowered and it becomes damageable immediately with no additional fees having to be paid.

      Attacking a Hideout
      Once the defenses are lowered, the Hideout may be attacked by any player with a Demolition Hammer who is not a member of the guild owning the Hideout or an ally.
      If the Hideout’s durability is reduced to 0, it loses a defense point. If it lost its last defense point, the Hideout is destroyed (see Hideout Destruction). Otherwise, the Hideout loses a defense point and immediately becomes invulnerable again until the beginning of the next battle time.
      In this case, it will immediately become damageable again at that time.
      If a Hideout survives the first 20 minutes of a region’s battle time without being reduced to 0 durability, it immediately restores ALL defense points.
      This means, to successfully destroy a Hideout, it must be attacked successful on a number of consecutive days equal to its defense points.

      Nutrition & Feeding
      A Hideout consumes a set amount of nutrition points each day to remain operational. These nutrition points are consumed at the beginning of the region’s battle time, and how many points are consumed depends on a Hideout’s upgrade level (see Appendix A: Hideout Stats)

      Upgrading a Hideout
      A Hideout upgrade can be initiated at any time by any player with Co-Owner access to the Hideout (or the “Manage Hideout” guild level right) in an established Hideout.

      To upgrade the Hideout, the player has to pay the required amount of materials as well as a sum of silver (paid from the guild account).

      The Hideout will then begin upgrading (visible on the outside in the form of a worker appearing on its side). When the upgrade completes, the Hideout will immediately gain a number of defense points and durability equal to the difference between the maximum of the new level and the previous level, i.e. a Hideout upgrading from Level 1 to 2 will immediately gain 2 defense points and 50,000 durability (see Appendix A: Hideout Stats).

      Note that for technical reasons players will be unable to use the Hideout for 2 minutes during the final moments of the Hideout upgrade. Any player remaining active in the Hideout at this time will be ejected to the Hideout entrance, so make sure you’re not inside the Hideout at this time if you want to avoid being thrown into the open world! Players inside the Hideout close to an upgrade finishing will receive on-screen warnings about this.

      Hideout Destruction
      Should a Hideout’s durability be reduced to 0 while it has only a single defense point remaining, it will immediately be destroyed.

      Any players remaining inside will immediately be ejected to the entrance position and anyone logged out inside it will later find themselves either at the entrance position (if the Hideout was recently destroyed) or at one of the region entrances.

      All gear, buildings, furniture inside the Hideout is destroyed EXCEPT gear stored in personal bank tabs (guild vault contents are still destroyed).

      Gear in personal bank tabs will instead be moved to the nearest permanent public bank (so either one of the new Outland “Rests” or the nearest major city). You’ll be informed via mail where your items have been moved.

      You’ll find these items in a new tab (which does not count against your existing bank tabs), which can only be used to withdraw recovered items. These items will remain locked for 28 days until they can be claimed. Claiming them costs a fee of silver based on the weight of the item and their fast travel cost modifier, should they have one.

      Hideouts on World & Region Map
      Your own guild’s Hideouts are visible to you on the world map.

      In a region, all Hideouts are visible on the region map, including their current state:
      • A blue Outline means a Hideout is invulnerable
      • A yellow Outline means a Hideout is vulnerable
      • A Hideout which is damageable has a flashing crossed swords icon
      • A Hideout in its first or last construction stage has a flashing hammer on a red background
      • A Hideout in its invulnerable construction state has a flashing hammer on a blue background
      The color of the Hideout on the region map marks your relation to the Hideout:
      • Green Hideouts are your guild’s Hideout
      • Purple Hideouts are allied Hideouts
      • Blue Hideouts are non-allied Hideouts that you’ve been granted access to (probably because they’re set to public)
      • All other Hideouts appear red


      Appendix A: Hideout Stats

      Hideout Level 1
      Description: Basic Hideout, suitable as a small base of operations, but not enough building slots for independent operations. Note: a freshly built Hideout starts as a construction site (see below)
      Cost:
      • 1x Hideout Construction Kit, crafted from:
        • 10 Million Silver
        • 3000x Limestone Block (Tier 2)
        • 2000x Sandstone Block (Tier 3)
        • 800x Travertine Block (Tier 4)
        • 400x Granite Block (Tier 5)
        • 200x Slate Block (Tier 6)
        • 500x Siphoned Energy
      Facilities:
      • Bank
      • Repair Station
      • 5 Building Slots
      Upkeep: 15,000 nutrition points/day
      Maximum Nutrition Storage: 150,000 nutrition points (10d supply)
      Attack Cost:
      • 1 million silver
      • 50 Siphoned Energy
      Defense Points: 2
      Durability: 50,000
      Repair Rate: 25 Durability per second

      Construction Site - Initial
      Description: Immediately after placement, the Hideout construction site is vulnerable to attack for 20 minutes
      Durability: 15,000
      Repair Rate: 0 Durability per second

      Construction Site - Advanced
      Description: At the beginning of the next battle time, the Hideout construction site becomes vulnerable again for 20 minutes.
      Durability: 25,000
      Repair Rate: 15 Durability per second

      Hideout Level 2
      Description: Medium Hideout, suitable as a permanent base without many luxuries
      Cost:
      • 20 million silver
      • 1250x Rough Logs (Tier 1)
      • 1000x Siphoned Energy
      • 500x Slate Block (Tier 6)
      • 125x Rough Stone (Tier 1)
      Upgrade Duration: 48h (2 days)
      Facilities:
      • + Guild Marketplace
      • + Farming Merchant
      • + 15 Building Slots (20 Total)
      Upkeep: 20,000 nutrition points/day
      Maximum Nutrition Storage: 400,000 nutrition points (20d supply)
      Attack Cost:
      • 3 Million Silver
      • 150 Siphoned Energy
      Defense Points: 4
      Durability: 100,000
      Repair Rate: 75 Durability per second

      Hideout Level 3
      Description: The most advanced Hideout- both in terms of defenses as in terms of facilities.
      Cost:
      • 80 million silver
      • 5000x Rough Logs
      • 4000x Siphoned Energy
      • 2000x Slate Block (Tier 6)
      • 500x Rough Stone (Tier 1)
      Upgrade Duration: 96h (4 days)
      Facilities:
      • + Energy Manipulator
      • + Expedition Agent
      • + Artifact Foundry
      • +5 Building Slots (25 Total, including 1 slot for a guild hall)
      • + Vanity Merchant
      Upkeep: 25,000 nutrition points/day
      Maximum Nutrition Storage: 750,000 nutrition points (30d supply)
      Attack Costs:
      • 11 Million Silver
      • 550 Siphoned Energy
      Defense Points: 5
      Durability: 150,000
      Repair Rate: 100 Durability per second

      Appendix B: Hideout Damage Scaling

      Hideouts can be attacked using Demolition Hammers when their magic defenses are down.

      Unlike other furniture, Hideouts are not destroyed when they reach 0 durability. Instead, they lose a defense point when reduced to 0 durability, then they immediately repair if they have any defense points remaining. If not, they are actually destroyed.

      To prevent massive armies from “popping” a hideout with a large siege army, the total amount of damage a Hideout takes is reduced as damage per second rises.

      The Hideout can take 228 DPS (that's about 4 people attacking it with Tier 8 Demolition Hammers) without any penalties. Any DPS above that, the overall damage the Hideout takes reduces. To give you an idea how this scales:




      Appendix C: Hideout Access Rights

      Hideout Access Modes

      Owner
      The guild leader is always considered the “owner” of the Hideout. They have access to all features of the Hideout. In addition to co-owners they can:
      • Make new co-owners
      Co-Owner
      All rights of the lower levels. In addition, they can:
      • Manage access rights (but not make new co-owners or demote co-owners)
      • Claim buildings
      • Set Hideout tribute
      • Start Hideout Upgrades
      Builder
      All the rights of a visitor. In addition, they can
      • Place buildings in the Hideout
      • Place furniture in the Hideout
      Visitor
      • Can enter Hideout
      • Can make a Home at the Hideout
      • Can add food to the Hideout supply
      • Can use Hideout facilities
        • Bank
        • Guild Vault (new tabs can only be bought by the guild owning the Hideout, however)
        • Marketplace
        • Use (but not place) buildings


      Guild Level Rights

      Manage Hideouts
      Allows players to place Hideouts and automatically grants them Owner level access to all Hideouts, allowing them to make co-owners..

      Attack Territory/Hideout
      Allows players to initiate attacks on Hideouts (which are partially paid from guild bank!)

      The post was edited 3 times, last by Eltharyon ().

    • First!

      And thanks! This is really really good info. Basically all that we needed and to answer and dismiss many people's fears (like Hideout exploit to destroy and teleport items, or that 10-20 ppl can "one shot" a Hideout)

      Again - great info!!! So Hyped!

      EDIT:


      Eltharyon wrote:

      Hideouts can only be placed if your guild has less than 6 Hideouts in the world
      whats the total # (cap or limit) of Hideouts that can be placed per Region by different guilds? Or is that unlimited, assuming that all other restrictions apply (at 180m from another Hideout - I would imagine that the map could fill up pretty fast)

      The post was edited 4 times, last by Captainrussia ().

    • Fred_the_Barbarian wrote:

      Also, it seems like level 1 hideouts are cheap. At current Caerleon prices, a hideout costs 4.16 million silver with 0% resource return. Just to attack it costs approximately 1.25 million silver. That means just for the right to show up to 2 timers you have to pay 30% of the hideout's value.
      That was an oversight in the guide- in fact you need the resources + 10 million silver to craft the Hideout kit. Guide has been updated.
    • ImaDoki wrote:

      So...

      Hideout nvl 3

      22 people with T8 hammer hitting = 450 dps

      Regen: 100/s

      Real dps: 350/s (450-100)


      150.000 durability / 350 = 428 seconds = 7 minutes.

      For a single shield.







      SO.... it will be basically impossible to destroy a T3 hideout basically.
      Why do you say that? If 22 people can get it down in 7 mins.... Thats 12mins left =P. But I mean if there is reds defending it would be pretty hard to take down, You would almost have to show up early lock down the hideout/wipe the people defending then start the demo. But yeah I think you may be right, It seems high level hideouts will be really hard to take down but for the cost and the fact everything gets trashed other then personal bank tabs it should be every hard to take them down @ that level i mean level3 is 80mil silver plus more crap.
    • So in a public hideout, even if you are set as co-owner, but are not in the same guild as the owner character - you can not upgrade it - correct?

      Could you maybe put in some info as to how many minutes it would take say, 5, 20, 50 players - each with a T4 or T8 siege hammer hammering on the thing to lose a defense point?
      Bogul#6397 - Merchants of the Mist - Founder & Head of "Management"

      The post was edited 2 times, last by Bogul ().

    • Bogul wrote:

      So in a public hideout, even if you are set as co-owner, but are not in the same guild as the owner character - you can not upgrade it - correct?

      Could you maybe put in some info as to how many minutes it would take say, 5, 20, 50 players - each with a T4 or T8 siege hammer hammering on the thing to lose a defense point?
      Pretty sure they put a chart on the post for the dmg? Someone said in another post that it would take like 22 people with t8 hammers @ 450dmg - 100 regen 150.000 HP @ level 3 = 7m to take 1 shield down. 7mins of nothing but hitting the hideout, It will be super hard to take down a level 3 hideout. I think the reward of attacking a hideout is way to slim to none, It cost a ton of silver to keep attacking a hideout and for what? Maybe some gear sets of the defenders. The attackers should get something it should be more like the townplot system. Even better would be after a attacker takes all the shields the attacker has the option to rebuild the hideout for half the price.
    • ImaDoki wrote:

      SO.... it will be basically impossible to destroy a T3 hideout basically.

      Neef wrote:

      But yeah I think you may be right, It seems high level hideouts will be really hard to take down but for the cost and the fact everything gets trashed other then personal bank tabs it should be every hard to take them down @ that level i mean level3 is 80mil silver plus more crap.
      Its funny - first people cried (and I argued with them for weeks, since the Queen patch was deployed on Test server on Dec 14th) - that its not the case... and that a lot will depend on circumstance xyz... now people are complaining the opposite?

      Bogul wrote:

      Could you maybe put in some info as to how many minutes it would take say, 5, 20, 50 players - each with a T4 or T8 siege hammer hammering on the thing to lose a defense point?
      You should be able to calculate using the numbers provided. Also attack speed (like passives) and buffs from things like Avalonian Demo Hammers and Royal Leather Chest piece speed things up a lot (of course - price is the trade off, risk-vs-reward working as intended).

      TBH i don't think its possible to take a t3 Hideout with t4 hammers no matter how many ppl you bring - just a gut feeling tho...
    • Neef wrote:

      ImaDoki wrote:

      So...

      Hideout nvl 3

      22 people with T8 hammer hitting = 450 dps

      Regen: 100/s

      Real dps: 350/s (450-100)


      150.000 durability / 350 = 428 seconds = 7 minutes.

      For a single shield.







      SO.... it will be basically impossible to destroy a T3 hideout basically.
      Why do you say that? If 22 people can get it down in 7 mins.... Thats 12mins left =P. But I mean if there is reds defending it would be pretty hard to take down, You would almost have to show up early lock down the hideout/wipe the people defending then start the demo. But yeah I think you may be right, It seems high level hideouts will be really hard to take down but for the cost and the fact everything gets trashed other then personal bank tabs it should be every hard to take them down @ that level i mean level3 is 80mil silver plus more crap.

      This is just hitting, and not taking into account zerg debuffs that starts with 25 players. Its seems a little too hard to get this going. Maybe having a lower durability but making it more inefficient to have more then 5-10 players hitting it, would seem a better way.
    • Captainrussia wrote:

      ImaDoki wrote:

      SO.... it will be basically impossible to destroy a T3 hideout basically.

      Neef wrote:

      But yeah I think you may be right, It seems high level hideouts will be really hard to take down but for the cost and the fact everything gets trashed other then personal bank tabs it should be every hard to take them down @ that level i mean level3 is 80mil silver plus more crap.
      Its funny - first people cried (and I argued with them for weeks, since the Queen patch was deployed on Test server on Dec 14th) - that its not the case... and that a lot will depend on circumstance xyz... now people are complaining the opposite?

      Bogul wrote:

      Could you maybe put in some info as to how many minutes it would take say, 5, 20, 50 players - each with a T4 or T8 siege hammer hammering on the thing to lose a defense point?
      You should be able to calculate using the numbers provided. Also attack speed (like passives) and buffs from things like Avalonian Demo Hammers and Royal Leather Chest piece speed things up a lot (of course - price is the trade off, risk-vs-reward working as intended).
      TBH i don't think its possible to take a t3 Hideout with t4 hammers no matter how many ppl you bring - just a gut feeling tho...
      i'm not complaining.

      There are some factors i didn't consider. Trinity area buff to atack speed and hunter jacket, for example.
    • Captainrussia wrote:

      ImaDoki wrote:

      SO.... it will be basically impossible to destroy a T3 hideout basically.

      Neef wrote:

      But yeah I think you may be right, It seems high level hideouts will be really hard to take down but for the cost and the fact everything gets trashed other then personal bank tabs it should be every hard to take them down @ that level i mean level3 is 80mil silver plus more crap.
      Its funny - first people cried (and I argued with them for weeks, since the Queen patch was deployed on Test server on Dec 14th) - that its not the case... and that a lot will depend on circumstance xyz... now people are complaining the opposite?

      Bogul wrote:

      Could you maybe put in some info as to how many minutes it would take say, 5, 20, 50 players - each with a T4 or T8 siege hammer hammering on the thing to lose a defense point?
      You should be able to calculate using the numbers provided. Also attack speed (like passives) and buffs from things like Avalonian Demo Hammers and Royal Leather Chest piece speed things up a lot (of course - price is the trade off, risk-vs-reward working as intended).
      TBH i don't think its possible to take a t3 Hideout with t4 hammers no matter how many ppl you bring - just a gut feeling tho...
      I'm not sure what you were saying captian? I'm not saying its good or bad yet myself, I am just waiting for queen to hit to really see whats going to happen, But i do think the way hideouts attack system works is broken and needs major help. When you raid a base in any war you take all items that you want or need and sometimes even take the base for yourself, I really feel that we need some type of reason to attack a hideout other then just deleting it from the world or to take its spot in that cluster. I still believe the winning attacker should either get a discounted price rebuilding the hideout or atleast making the reward of destorying a hideout better as it does cost alot to keep launching an attack on a high level hideout, I'm not sure what the reward should be but I think the old townplot system was alittle better and I wouldnt be mad at all if they made it simlar to the old system allowing guilds to attack and take over the hideout and the old owner gets 2 to 3 days to move out and then the attack gets ownership and if you wanted to add a sink into it you could make the attacker "Fix" the hideouts dmg with silver or mats. But idk i'm sure things about hideouts will change.
    • Eltharyon wrote:

      Hideout Destruction
      Should a Hideout’s durability be reduced to 0 while it has only a single defense point remaining, it will immediately be destroyed.

      Any players remaining inside will immediately be ejected to the entrance position and anyone logged out inside it will later find themselves either at the entrance position (if the Hideout was recently destroyed) or at one of the region entrances.

      All gear, buildings, furniture inside the Hideout is destroyed EXCEPT gear stored in personal bank tabs (guild vault contents are still destroyed).

      Gear in personal bank tabs will instead be moved to the nearest permanent public bank (so either one of the new Outland “Rests” or the nearest major city). You’ll be informed via mail where your items have been moved.

      You’ll find these items in a new tab (which does not count against your existing bank tabs), which can only be used to withdraw recovered items. These items will remain locked for 28 days until they can be claimed. Claiming them costs a fee of silver based on the weight of the item and their fast travel cost modifier, should they have one.

      This seems really odd to me, the idea of teleporting items to a safe place. I understand the intent of not letting a player lose his stuff, but this seems a bit too much. My suggestion would be to instead of transferring it to a "Rest", to send it to the watchtower or farm chest territory. When you guild get access to that watchtower, you would be able to get them and handle the transportation to a safe place. Of course, maintaining the idea of a new tab for withdraw, but without the travel costs or locks.

      On top of that, I'm really fond of being able to access watchtower personal bank on reset days, while the terry is unclaimed. So that you have one day to try to get your stuff back, if you never got access to the terry chest again. It would also be awesome if we could know which terrys we have stuff on, maybe seeing the itens without being able to retrieve them.
    • Neef wrote:

      Captainrussia wrote:

      ImaDoki wrote:

      SO.... it will be basically impossible to destroy a T3 hideout basically.

      Neef wrote:

      But yeah I think you may be right, It seems high level hideouts will be really hard to take down but for the cost and the fact everything gets trashed other then personal bank tabs it should be every hard to take them down @ that level i mean level3 is 80mil silver plus more crap.
      Its funny - first people cried (and I argued with them for weeks, since the Queen patch was deployed on Test server on Dec 14th) - that its not the case... and that a lot will depend on circumstance xyz... now people are complaining the opposite?

      Bogul wrote:

      Could you maybe put in some info as to how many minutes it would take say, 5, 20, 50 players - each with a T4 or T8 siege hammer hammering on the thing to lose a defense point?
      You should be able to calculate using the numbers provided. Also attack speed (like passives) and buffs from things like Avalonian Demo Hammers and Royal Leather Chest piece speed things up a lot (of course - price is the trade off, risk-vs-reward working as intended).TBH i don't think its possible to take a t3 Hideout with t4 hammers no matter how many ppl you bring - just a gut feeling tho...
      I'm not sure what you were saying captian? I'm not saying its good or bad yet myself, I am just waiting for queen to hit to really see whats going to happen, But i do think the way hideouts attack system works is broken and needs major help. When you raid a base in any war you take all items that you want or need and sometimes even take the base for yourself, I really feel that we need some type of reason to attack a hideout other then just deleting it from the world or to take its spot in that cluster. I still believe the winning attacker should either get a discounted price rebuilding the hideout or atleast making the reward of destorying a hideout better as it does cost alot to keep launching an attack on a high level hideout, I'm not sure what the reward should be but I think the old townplot system was alittle better and I wouldnt be mad at all if they made it simlar to the old system allowing guilds to attack and take over the hideout and the old owner gets 2 to 3 days to move out and then the attack gets ownership and if you wanted to add a sink into it you could make the attacker "Fix" the hideouts dmg with silver or mats. But idk i'm sure things about hideouts will change.
      I think they want hideouts to not be profitable on removing them, so if you attack one, it's because it's being troublesome to your guild, or they arent paying taxes or whatsoever.
    • Kyrw wrote:

      Neef wrote:

      Captainrussia wrote:

      ImaDoki wrote:

      SO.... it will be basically impossible to destroy a T3 hideout basically.

      Neef wrote:

      But yeah I think you may be right, It seems high level hideouts will be really hard to take down but for the cost and the fact everything gets trashed other then personal bank tabs it should be every hard to take them down @ that level i mean level3 is 80mil silver plus more crap.
      Its funny - first people cried (and I argued with them for weeks, since the Queen patch was deployed on Test server on Dec 14th) - that its not the case... and that a lot will depend on circumstance xyz... now people are complaining the opposite?

      Bogul wrote:

      Could you maybe put in some info as to how many minutes it would take say, 5, 20, 50 players - each with a T4 or T8 siege hammer hammering on the thing to lose a defense point?
      You should be able to calculate using the numbers provided. Also attack speed (like passives) and buffs from things like Avalonian Demo Hammers and Royal Leather Chest piece speed things up a lot (of course - price is the trade off, risk-vs-reward working as intended).TBH i don't think its possible to take a t3 Hideout with t4 hammers no matter how many ppl you bring - just a gut feeling tho...
      I'm not sure what you were saying captian? I'm not saying its good or bad yet myself, I am just waiting for queen to hit to really see whats going to happen, But i do think the way hideouts attack system works is broken and needs major help. When you raid a base in any war you take all items that you want or need and sometimes even take the base for yourself, I really feel that we need some type of reason to attack a hideout other then just deleting it from the world or to take its spot in that cluster. I still believe the winning attacker should either get a discounted price rebuilding the hideout or atleast making the reward of destorying a hideout better as it does cost alot to keep launching an attack on a high level hideout, I'm not sure what the reward should be but I think the old townplot system was alittle better and I wouldnt be mad at all if they made it simlar to the old system allowing guilds to attack and take over the hideout and the old owner gets 2 to 3 days to move out and then the attack gets ownership and if you wanted to add a sink into it you could make the attacker "Fix" the hideouts dmg with silver or mats. But idk i'm sure things about hideouts will change.
      I think they want hideouts to not be profitable on removing them, so if you attack one, it's because it's being troublesome to your guild, or they arent paying taxes or whatsoever.
      Yeah true