A Brief Guide to Faction Warfare

  • A Brief Guide to Faction Warfare

    Joining a Faction
    • You can join a faction (AKA "enlist", "flag" or "flag up") in any of the Royal Cities. You can ONLY enlist for the faction that is based in that city, and you will have to travel to that particular city each time you want to re-flag with that faction.
    • Flagged players can be attacked ANYWHERE on the Royal Continent (even blue and yellow zones) under full loot conditions by players flagged to enemy factions.
    • Certain zones will automatically unflag the player upon entering, including Hellgates, Arena, GvGs, and Expeditions.
    • Certain zones are not enterable while faction flagged: other faction cities and starter towns, Caerleon, and the Outlands.
    • Flagged players will have a modified logout time in blue and yellow zones.
    • Flagged players have to unflag to be safe in blue and yellow zones.
    • Flagged players have a new respawn option, "Faction City":
      • If selected: Player will keep their faction flagging and will be teleported into their faction city
      • If another respawn option is selected (Home, Territory, etc.), the player will lose their faction flagging when respawning
    Faction Chat

    Part of a faction, and looking to team up with fellow faction members to gather resources or conquer outposts? You can use the faction chat channel by opening your chat settings menu (click the up arrow at the top left of the chat window). Add "Faction" to visible chats, and use /f to send a message to other members of your faction.

    Points and Standing
    • Flagged players receive faction points and faction standing for collecting Fame via PvE, gathering, fishing, and outpost capturing (see below).
    • The amount of faction points earned depends on the amount of Fame the player receives - however, the cluster bonus does NOT apply.
    • The amount of standing earned, in turn, depends on the amount of faction points the player receives.
    • The player's rank with the faction they currently represent will give a bonus to the faction points they receive, and in turn the amount of standing they receive.
    • Points and standing remain with the player, and cannot be lost or dropped.
    Faction NPCs
    • Each faction has an NPC, also known as a "Warmaster" or "General", in its designated city. These NPCs do the following:
      • allow you to flag for that city's faction
      • allow flagged players to start trade missions for their faction (click on the stack of crates nearby - see below for more details of Trade Missions)
      • offer rewards in exchange for faction points
    Faction Rewards
    • City Fragments:
      • Each city offers a new resource unique to its faction's biome. These can be used for:
        • resource refinement
        • crafting faction-specific capes and mounts
    • Faction Crests:
      • a resource that allows you to craft powerful new faction capes
    • Faction capes include the following spells (stats and effects are subject to change):
      • Sandstorm (Bridgewatch Cape)
        • Condition: Activates when you cast a spell
        • Creates a 4m radius sandstorm at your position. Reduces move speed and damage by 50% for all enemies inside the area. (Sandstorm duration 5s)
        • Cooldown: scales with IP (100 IP = 73s, 1300 IP = 55s)
      • Untouchable (Fort Sterling Cape)
        • Condition: Automatically activates when you get stunned or rooted
        • Effect: Removes any movement-impairing and debuff effects from you. (Doesn't remove damage-over-time spells)
        • Cooldown: scales with IP (100 IP = 136s, 1300 IP 100s)
      • Energy Reserve (Lymhurst Cape)
        • Condition: Activates when you cast a spell and your energy drops below 40%
        • Effect: Restores 5% energy per second for 10 seconds.
        • Cooldown: scales with IP (100 IP = 162s, 1300 IP = 120s)
      • Shield of Protection (Martlock Cape)
        • Condition: Activates when you take damage and your health is below 25%.
        • Effect: Increases your defense by 80% for 5s
        • Cooldown: scales with IP (100 IP = 188s, 1300 IP = 140s)
      • Chain Lightning (Thetford Cape)
        • Condition: Activates on autoattack
        • Effect: Releases Chain Lighting, dealing magic damage to up to 4 enemies. (The damage scales with Item Power)
        • Cooldown: 20s
    • New Baby Animals:
      • These new baby animals can be placed in a kennel to grow into tame animals. The grown animals can be crafted into faction mounts.
    • Faction Mounts:
      • Saddled Moabird (Bridgewatch)
      • Saddled Winter Bear (Fort Sterling)
      • Saddled Wild Boar (Lymhurst)
      • Saddled Bighorn Ram (Martlock)
      • Saddled Swamp Salamander (Thetford)
    Outposts
    • Most of the wilderness clusters on the Royal Continent have at least one Faction Warfare outpost.
    • These outposts always belong to only one faction at a time, and can be captured by any of the other four factions.
    • To capture an outpost, players must:
      • Defeat the champion and the guards who defend it
      • Capture the outpost by remaining in the area for a set amount of time, uninterrupted by enemy faction players
    • After an outpost is captured by a faction, it belongs to this new faction and goes into a cooldown of 20 minutes.
    • During this cooldown it cannot be captured by any faction.
    • After the cooldown, any faction who doesn't own the outpost can recapture the outpost for themselves, and so on.

    • The outpost boss fight must be done by at least 3 players - mechanics will make it significantly harder with less than 3 players.
    • The more players, the safer the group will be to defend itself against other factions, but the less of a reward each player will receive.
    • The faction boss will reward points, standing, Fame, and Silver to the group doing the most damage.
    • However, a big portion of the reward will come from capturing the outpost itself:
      • Capturing the outpost rewards points, standing, Fame, and Silver
      • Players must have an average IP of at least 700 equipped to receive a share of the reward
      • The higher a player's IP, the higher their share
      • This reward will be shared with all players of the capturing faction near the outpost's position
    Trade Missions
    • Trade Missions (sometimes also called "smuggling missions") can be accepted at the stack of crates next to the Faction NPC. (In the future, the Faction NPC will offer these missions directly and the stack of crates will disappear.)
    • Missions cost City Heart resources, which can be obtained with Faction Points.
    • To accept a quest, the player needs to meet the conditions - for example, the player cannot be overburdened after accepting the quest (and the quest items are very heavy!).
    • The player will fail the mission if:
      • the player is killed
      • the player removes the mission item from their inventory
      • the player loses their Faction affiliation
    • Mission flow:
      • The mission will send the player with a crate of their own faction's City Heart resources to a Smuggler Outpost close to a rival faction city
      • The player will exchange the mission item at the Smuggler Outpost for another crate filled with the rival faction's City Heart resource
        • There is a protective zone around the Smuggler Outpost that prevents players from being attacked
        • Trading the mission items with the smuggler NPC will provide the player with a 30-second Invisibility buff
      • The player will have to return the new items safely to their own faction city
      • If the exchanged resources are safely returned, the player will be rewarded with the rival faction's City Heart resource
    • There are 12 different missions in each Faction City:
      • 1 option for each rival faction city, with
      • 3 different levels of mission item weight (Light, Medium, Heavy)
        • Light and Medium can be done on foot (when using equipment in a clever way)
        • Heavy will require at least the carrying capacity of an ox
      • The heavier the quest item, the higher the reward
      • The further the destination, the higher the reward
    • If a player doing a trade mission is killed, they will lose the mission item - however, from a looting perspective, they will not drop the mission item but will instead drop a quantity of City Heart resources of the type they were currently carrying
  • tabooshka wrote:

    dissapointed that you can not lose standing with a faction and max them all out, lame.
    Agreed that this does not feel great from an immersion point of view. Lore-wise, players are acting as mercenaries, and this is the commom understanding of all faction cities.

    Gameplay-wise, the ability to change factions without penalty is important for the overall balance between factions, this was a key design goal for us. Due to how the faction warfare economy and base capturing works, it will often be best to fight for weaker factions as opposed to stronger ones, creating balance. This won’t work well if we had a penalty on faction changes.

    Instead, we chose to reward loyalty via faction standings instead. So you can pick a main faction and will be rewarded for it, yet the occasional detour to another faction won’t erase your progress.
  • I killed a boss from each faction (i didn't tryed the thetford one), alll the factions are unique and look like the faction city.

    However i noticed somehting :

    i didn't read anything about the 18 new dungeons in blackzone.
    [img]https://media.discordapp.net/attachments/376587121433247744/419555473512071189/unknown.png?width=743&height=418[/img][url='https://goo.gl/NTwgpR']My OP STUFF and OP silver[/url]
  • banshi wrote:

    faction champion don't scale down in blue and yellow zones. yet players IP are severely capped. this makes the champions much much harder to take down in blue zones.

    Is this done on purpose or is that something that needs fixing?
    Hi there, we’re still in the process of setting up the final balancing and the faction bosses will scale to a degree with the cluster tier they are in.

    Bogul wrote:

    do the bosses have a black market loot table?

    if not, why not?
    They def. should have the black market loot, otherwise this is a bug
  • tabooshka wrote:

    it has faction logo on it tho, so you are wrong, its a faction cape, belonging to a faction.
    ur wrong my friend :)

    faction logo appears only when ur in faction mode (,,flagged") ,
    and i am talking about other activites , like gvgs/ dungs FF

    look in that way
    New capes passives are very useful during farming in dungs in Royal continent and now when they are available without faction mode , you cant go and wipe them without penalty with opposite faction group.

    So where is the sense when there will be few groups farming otpust points for capes then selling them in AH for pve/ gvg groups ?

    We dont lose around 80 % of time where u can kill some1 who should be in faction mode and killable without any penality ?

    devs do you know that wiping enemy group from dungeon is the most fun OW pvp activity ?
    @Jolder @Korn

    my suggestion is : make that passives ,,almost " OP to force ppl to be in faction mode , (ofc not usable in gvgs and not usable without faction mode)

    so much potential which can be lost easily ...
  • skillazor wrote:

    faction logo appears only when ur in faction mode
    Listen dude, do some fucking research before you post, FACTION CAPES SHOW FACTION LOGO WHEN EQUIPPED WHENEVER/WHEREVER

    if you are standing in caerleon, doing gvg, or other shit, faction logo is gonna show, this is made so you can differentiate between capes in pvp, just like regular items, clearly can see different shape of capes

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