This document describing changes to Villages after today's patch comes from Jon Massey, DFUW senior programmer.
Requisitioning and Changes to Villages
Two distinct systems exist for villages, Capture and Requisitioning:
Capture Capture can be performed, by any clan, on any vulnerable village control-point.
This is done, as before, by destroying the control-point at the centre of the village. Once destroyed, the clan that did the most damage will take ownership of the village.
Upon capture, rewards will be given to the capturing clan (into the casket of spoils in the clan's vault) and to the player that performed the critical hit (into their back-pack).
Once captured, a village control-point will become invulnerable to capture for 2 days. Once that time has passed, the control-point will, once again, become vulnerable to capture. Any clan, the current owner clan, or any other, can then claim the control-point for themselves. Vulnerable control-points will remain the property of the capturer clan indefinitely, they no longer "time-out" to free.
A control-point's vulnerability status, and count-down to vulnerable, can be seen on the world map and in the appropriate clan GUI windows.
Requisitioning Requisitioning is the new system for retrieving rewards from a captured village.
Once a village is captured, it will begin generating rewards. Generated rewards are no longer given to the owner clan (directly into their clan-vault). Rewards can no longer be "stolen" from villages by players.
Now, generated rewards remain "in" the control-point. Once the control-point has generated the maximum rewards (it has "filled), a process that takes 3 days, the rewards become available for requisitioning.
Any player can participate in the attempt to requisition rewards from a village control-point. Parties of players work, collectively, as a team. Even the owner clan must attempt to complete requisitioning, to retrieve any rewards from their village.
To perform requisitioning, a player must equip one of the new gauntlets of requisitioning items:
These items are craftable, via Engineering, and come in 5 qualities, Selentine through Theyril. The better quality gauntlets are capable of requisitioning faster than lower quality ones. With the Theyril gauntlets not only being "the fastest", but many times faster than the other gauntlets; this speed however, comes at a price, as they are not very "efficient"!
Requisitioning crystals, required to craft gauntlets can be found in the graves of the following monsters: • Kobold Strongman • Goblin Warlord • Ogre Bully • Hobgoblin Officer • Black Knight • Shadow Knight
To power the requisitioning gauntlets, the player must also have an adequate supply of globules of greed. The globules are applied, using the gauntlets, to the control-point, in order to pry the rewards away from it. Globules of greed can be extracted from the graves of all Bandit monsters in Agon.
Once equipped with the gauntlets and globules, players must go to the control-point and execute their requisitioning skill upon it. This creates a link between the player and the control-point, and will begin to supply globules of greed from the player's back-pack to the control-point. The link is fragile though, if the player moves too far from the control-point, or turns away from it, the link will break; also, if any objects interfere with the link, it will break.
While no player is linked to the control-point, the supplied globules of greed, will begin to decay, and must be replaced once the player forms a new link.
Only one player can be linked to the control-point at any time. So if someone else wants to take the rewards for themselves, they must 1st break the current player's link, before forming their own.
When a new player forms a link with a control-point that already contains globules of greed supplied by another player, they must 1st remove those globules, before they can begin to supply their own; removed globules are taken from the control-point, and placed in the connected player's back-pack, to use later.
Members of the same party work collectively, so globules supplied by one party member do not require removal, before a different party member can begin supplying more.
Players who are members of the clan that currently owns the village, have a chance to supply or remove multiple globules with each pulse of their requisitioning skill, so they will be able to requisition rewards much faster than other players.
Progress towards requisitioning completion is shown to all nearby players using a new GUI pop-up window; if the displayed progress is green, then the supplied globules are owned by you, or your party, but if the progress is red, then the globules are someone else’s, and you are losing the tug-of-war.
Once requisitioning is complete, the successful player or party will receive all the control-point's rewards into their back-packs (to receive a share of the rewards, party members must be close to the control-point when requisitioning completes), and the control-point will begin to generate rewards, once again.
Of the two control-point systems, requisitioning always takes priority. So if a vulnerable control-point becomes available for requisitioning, the control-point will become invulnerable until requisitioning is completed, at which time the control-point will become vulnerable for capture once again.
_________________ Mormo Blastbeat DFO
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