AGS put the new green faction initiator right by the quests and green just abuse it in WW
it takes them 5 minutes to complete 3 quests, while the other factions have to run all the way to the city…good job AGS …
can i ask why marauders are getting that benefit
can i ask how you overlooked it
can i ask like a 1000 other questions that wont be answered …uff my brain
but i guess i still love you, JUST FIX IT!
This has to be the most petty thing I’ve seen complained about on these forums…
It takes you an extra 30 seconds, wooptedoo.
What is he taling about? The faction PvP quest?
I am saying that you can pick up pvp missions and return them to the guy that i circled in the picture, you dont have to go to the settlement if you are green
Nvm I see. You can probably return them there. Eh. That’s not that bad. I thought you could pick up and return there. My B.
so? what good is it if the guy you circled can’t give you new missions?
This isn’t abuse. At worst it is a balance issue.
Its abuse when people are using it to outrun other factions in a “race” situation.
2 much advantage
if you guys dont want to abuse this things. walk from bw. thank me later
I believe this dude has been abused, it’s a small balancing issue. Make a rational post in the proper forum section and it will be eventually corrected.
P.S. Make sure to ask the rest of those 1000 questions → preferably in bug reports. That’s the best way to increase the chance of issues being fixed rather sooner than later ![]()
i’ve been saying and posting fort capture alternative mechanics that focus on the tried and true nearby war structure multiplayer game modes localizing faction mission alternatives that coincidentally address these problems for about a year now and so far I might get one like from someone who actually reads the post.
Forts and War Tents
This is about replacing the current fort capture and tying that change to it’s nearby war tent to make room for open world hybrid PVPVE faction missions that resemble PVP multiplayer game objectives that can be enjoyed regardless of server population levels. The beauty of this is that it negates waiting times, rosters but fixes itself to already existing mechanics making it easier for developers to implement compared to other projects they have worked on and easier compared to other pitches I have seen on the forums. This system also gives an easy access for expansions later down the road. These may be by design PVE missions that are only available while flagged for PVP with marginally difficult objectives to complete without enemy player intervention, however there in lies the opportunity to amplify the experience with the PVP interaction with passive objectives for all players to intervene with enemy PVP objectives.
To set the parameters, utilizing the forts and tents is intentionally the primary focus. They should be populated with ten NPC’s respective to the territory’s level that ally themselves with the faction that controls the fort or tent. A faction representative should be at both of these structures that aligns itself in the same way the other NPC’s align themselves with the faction that controls the fort or tent also but offer one third of the faction progression control points to allow other factions that run PVP missions from towns to catch up and perhaps overtake the tent. The fort and tent faction reps should be a chaotic neutral boss tier character to add for an opportunity to hinder factions but they would have to earn that by fighting the elite level +80 faction rep.
A moderately defensive NPC combination could be ten NPC’s (re-skinned varangian knights):
- one Commander elite -2 max territory level - great sword
- two Captains elite -5 max territory level - sword n shield
- two archers max territory level – bow
- one headsman -2 max territory level – great axe
- one rifleman -5 max territory level – musket
- one spear-man -5 max territory level – spear
- one inquisitor -2 max territory level – rapier
- one grunt -10 max territory level - sword
How to Capture a Fort and gain it’s NPC’s allegiance, making use of the territory progression bar the faction with the most territory control gains control of the Fort and consequently will gain its NPC occupants to help defend it.
How to Capture a Tent and gain it’s NPC’s allegiance, making use of the territory progression bar again the faction with the second most territory control gains control of the Tent and consequently will gain its NPC occupants to help defend it.
The Missions
Dividing the missions into two separate categories
** Groupers** are missions that rally players together to the general battle ground that is it’s respective fort or tent. The payout of these missions shouldn’t pay much but the benefit of being able to complete these mission in rapid succession are their incentive.
Pullers are missions that pull players from the area to stimulate an intentional sporadic struggle. These missions should pay more to the players to discourage players from ignoring them but offer less faction points.
Passive missions that are always in affect when flagged for PVP:
- Killing an enemy faction member rewards the player with a medallion to a maximum of 5 medallions.
- killing and intercepting enemy faction members who are currently carrying a flag will reward the player with the flag for an additional reward
THE CONVOY Puller - a shipment of munitions is coming in from our neighbours, they have securely delivered the caravan to the border but its up to us to bring it here. These three caravans each have their own siege weapons attached to the top of them with their own health bars. One cannon, one rotatory turret. One siege horn. Enemy faction members can diminish the returns for the faction as each caravan destroyed reduces the reward by 33.33%
SABOTAGE Grouper - For five minutes, teams have to tamper with the enemy faction’s defences. The opposing faction will have to defend their fort from these attackers. Attacking equipment such as the armouries, siege generators, explosive cannons, repeater turrets, fire droppers, horn of resilience, ballistas defending these planted bombs for 10 seconds. The more items sabotaged the more faction points.\
DEMORALIZE THE ENEMY Grouper - Capture the flag of the enemy and bring it here. We will raise it under our own. That will show them their place on these lands. Players have 5 minutes to capture the flag before mission failure.
DOUBLE AGENT Puller - Intercept the defector, track down and see if you can’t persuade this misguided soldier to return or eliminate them, the knowledge they carry is too dangerous to fall into enemy hands. Take the scroll back to the players faction representative for the quest reward or… (optional quest when speaking with the defector, choose to deliver the scroll to the enemy’s faction representative in town for a much bigger gold reward but the player will loose a small portion of faction points.)
SPECIAL DELIVERY Grouper - Deliver a caravan loaded with explosives to the enemies fort or tent. Players must physically push the caravan and defend it to succeed
ASSASSINATE Grouper - defeat the Commander, stealth optional attacks from the rear while undetected deal 5x damage f\or 5 minutes before mission failure. (stealth optional)
SUBTERFUGE Grouper/Puller - Deliver the fake orders to the corrupt faction rep without being detected by the guards. Optional puller mission, kill a messenger last reported to frequently travel between the town and battle field. Removal of that letter will extend our ruse that much longer. Do this additional mission for a bonus.
FOOT PAD Puller - all soldiers need to meet fitness standards. Run this circuit within the time constraint and deliver these notes to these destinations to receive a reward.
KING OF THE HILL Grouper - Hold the middle ground for a collective time of ten minutes time doesn’t reset upon death:
- one player holding the position reduces the timer 1x
- two players holding the position (within 2 meters proximity) reduces the timer 1.5x/second
- three players holding the position (within 2 meters proximity) reduces the timer 2x/second
TURKEY-TERMINATOR Grouper - this battle field is full of turkeys. Our soldiers cant get a nights wink with all those turkey calls. Kill as many as you can within 2 minutes and I will make it worth your while.
- 5 turkeys gets the player 0.5x faction mission rewards
- 10 turkeys gets the player 1x faction mission rewards
- 15 turkeys gets the player 1.5 faction mission rewards
- 20 turkeys gets the player 2x faction mission rewards
RESIDENT CORRUPTED Grouper - A miniature demon is loose nearby, small but absolutely deadly. Take it out. If you die by its hand, you will resurrect as a random corrupted. With a -50% health debuff but a 125% damage and speed increase. You loose the ability to perceive friend from foe and you slowly lose health 1% hp/second but killing players gains you health. You gain a small faction bonus for every player killed. Killing the demon gains you 10x faction points. HALLOWEEN EVENT
ABOMINABLE Puller - A yeti has been sited and is turning the villagers into frosty abominations. Its too late to save those turned but we have to do something about the threat. Head over and take them out and destroy what is chilling the area. (large frost spire turret) WINTER EVENT
SHELL SHOCK Puller - Gigantic eggs have been seen around the territory in strange hidden places which normally wouldn’t be a problem but these ones explode and spawn evil vicious rabbits that are attacking the people. The longer these eggs stay dormant, the more rabbits spawn and the more deadly they become. EASTER EVENT
BATTLE OF THE BANDS Grouper - Play it loud and play it proud. Two bands within 10 meters of each other playing proxy to each other compete on music scores. The team with the highest score wins musical supremacy. SUMMER EVENT
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