The Stronghold Siege PvP game is coming to the Preview server!
Stronghold Siege PvP allows guilds to compete on the battlefield in a 20 vs. 20 battle royale. The structures that appear on the PvP map are the same as those a guild has built on its PvE map.
To play Stronghold Siege, just join the Stronghold Siege queue. You must be in a guild to join this queue.
Guilds do not need to be able to field a full 20-player team. Smaller groups are combined into teams in the queue. The map uses the buildings belonging to the guild with the most members on the team.
Please post any feedback you have in the Stronghold Siege Pvp Feedback thread.
Here is an overview of the gameplay and mechanics for Stronghold PvPVictory
The objective of the game is to destroy the enemy's Guild Hall by reducing its hit points to 0 while preventing the enemy from doing the same to yours. This is done by capturing Supply Depots, controlling Lanes, and supplying Siege Points.
Supplies
Maintaining a steady flow of Supplies into enemy territory is the key to victory. Players can obtain Supplies in a number of ways:
- Pack Horses appear near constructed buildings. They are used to move Supplies around the map. New Pack Horses appear every 5 minutes. (More details below)
- Enemy players and Siege Engineers (more on them below) may drop Supplies when they die.
- There is a central Supply Wagon in the courtyard of each Guild Hall. It starts the game empty, but players and pack horses can deposit Supplies there for others to use.
Supplies have a number of uses:
- Supplies can be deposited in the Coffer of your team's Guild Hall to increase its hit points. Guild Halls start with 4000 hit points but this can be increased to as much as 6000 with Supplies. This can only be done before the enemy team begins besieging the hall. Once enemy catapults begin firing no more Supplies can be added.
- Supplies can be added to uncontrolled Supply Depots to take control of them.
- Supplies can be added to friendly Supply Depots to increase their hit points.
- Supplies are used to construct catapults and create ammunition at Siege Points.
- Supplies can be added to the Supply Wagon inside the Guild Hall to make them available to other players.
- Supplies can be used to construct defensive ballistae.
Pack Horses
Pack Horses appear at a trough near constructed structures every 5 minutes.
- Each horse carries Supplies equal to half the rank of the structure that spawned it (rounded up).
- Players can interact with unclaimed pack horses. If the horse is attached to a structure owned by your guild, you have two options: “Go to Guild Hall” or “Follow Me.” When interacting with horses in enemy territory, or capturing a previously claimed horse, your only option is “Follow Me.”
- Pack Horses sent to the Guild Hall slowly walk to their destination. They move faster if escorted. Unescorted horses can be stolen by enemy players. When the horse reaches the Guild Hall, it automatically adds its Supplies to the Supply Wagon in the courtyard.
- Pack Horses can follow a player for 5 minutes before they become exhausted and despawn. If led to a Supply Depot, Siege Point, or the Guild Hall, the horse automatically adds its Supplies to the location.
- If a Pack Horse’s owner is killed, any player can claim it.
Supply Depots
Supply Depots are used to determine control of the map. Each team controls the Supply Depots on its side of the central river at the start of the match. Each depot begins the match half filled with Supplies.
- The hit points of each Supply Depot are proportional to the amount of Supplies in it. Players can add Supplies to a friendly depot to increase its hit points (up to a max of 12 Supplies).
- Enemy Supply Depots can be attacked. Damaging the depot decreases the amount of Supplies in it.
- When a Supply Depot reaches 0 hit points (and 0 Supplies) it becomes unowned. Adding Supplies to an unowned depot captures it for your team.
- When a Supply Depot reaches 75% full, it spawns a Quartermaster NPC who helps protect the depot. At 100% Supply, a depot spawns a powerful Guard Captain who advances up the lane and attacks any enemies he encounters.
- Supply Depots are immune to damage while a friendly player is nearby to guard it.
- Destroyed depots drop half the Supplies they contained.
Lanes
The map is divided up into three East-West lanes connecting the Guild Halls (Knight (Top), Reaper (Middle), Dwarf (Bottom)).
Each lane has two Supply Depots, one on each side of the river. If a team controls both Supply Depots in a lane, it takes control of the lane. This makes the Siege Point connected to this lane active and allows the team to begin besieging the enemy Guild Hall.
PvP Towers
Some of the lanes have active PvP towers in them. PvP Towers are constructed by your guild outside of the match.
Active PvP towers fire on any enemies who move inside their range.
If a guild loses a Supply Depot on its side of the river, all towers in that lane become inactive. Recapturing the depot reactivates the towers.
Siege Points
Each lane has two Siege Points connected to it, one for each team. When a team controls a lane, the Siege Point for that team becomes active and players may spend Supplies there.
Supplies are used at Siege Points to construct catapults and create ammunition for them. Once a catapult is constructed and has ammunition, it begins bombarding the enemy Guild Hall and causing damage to it.
Ammunition is expended with each shot, so the catapults must be resupplied regularly in order to keep them firing.
Fully constructed catapults can be destroyed by the enemy.
Siege Engineers
Siege Engineers are special NPCs who assist your team in moving Supplies forward.
Siege Engineers spawn at regular intervals just outside your Guild Hall and advance up each lane. When they encounter a friendly Supply Depot, they add the Supplies they are carrying to the depot until it is full. If the depot is already full, the Engineer proceeds on to the next. If both Supply Depots in a lane are full, the Engineer moves on to the Siege Point and convert its Supplies into catapult ammunition.
Siege Engineers cannot fight and are destroyed fairly easily. However, they have a special ability that makes them invulnerable to damage whenever a friendly player is nearby. If the enemy team is interfering with your Supplies, it can be useful to send a small group to escort some of your Engineers.
Ballistae
There are locations on the walls of the Guild Hall and at certain points along the river where it is possible to build defensive ballistae.
To do this, interact with a ballista construction point. You must have at least 1 Supply to do this. A ballista and gunner will appear. Ballistae on the guild hall walls last 5 minutes or until destroyed by catapult fire. Ballistae along the river last indefinitely, but are destroyed if the gunner is killed.
Cerasinax, the Dragon
Cerasinax, a dragon that lairs nearby, is awakened by the sound of battle and appears above the battlefield later in the match.
Cult of the Dragon golems also enter the battlefield at this time. The golems carry gold the Cult hopes to use in recruiting the dragon. Killing the golems forces them to drop their gold.
Take the gold back to the Ranger in your team's guild hall. Every 5 gold turned in to the Ranger earns a team a rank of Respect with the dragon. At the end of the dragon event timer, the dragon allies temporarily with the team that has earned the most Respect. The dragon will attack siege points and the guild hall itself, performing one attack for each level of difference in respect between the teams.
The dragon returns periodically.
Teleport Scrolls
All players are granted a teleportation scroll at the start of the match. This is a single use item that allows the user to teleport from anywhere on the battlefield to the inner courtyard of the Guild Hall.
You can obtain replacement scrolls by talking to the Traveling Wizard in the Guild Hall.
Comments
Still, looking forward to testing on mimic
Fatal Error: file header extends past end of .hogg, probably corrupt .hogg file! #: 12
I would like to know if this is a default setting or if this was something that you have added to the matches... to allow for players to be kicked by members of the party. I ask that because this was a test, I was the party leader and I was trying to move and never went AFK... so if my party mates kicked me... that would be an issue.
Why would that be an issue?
This was a 20v20 match which was volunteer based. The match was already won by the team I was on, the non-Dev team, partly because only about 10 of the Dev team players were active. There was no need to kick me.
If this was a system kick for being AFK... again there is an issue. I will not get into that one.
I have a question for the Dev(S) where are we supposed to get seals of triumph, which are required to get the new gear, now that pvp domination victory quest is gone? Is it now automatically awarded on the first vistory match? This is extremely unclear from the anouncment page.