Faction Basics: Difference between revisions

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Either side of a diplomacy relation can request to cancel their relations.  If the other faction accepts, then the two factions will return to neutral status; if declined, then their relation will remain.  Of course you can choose to force-end the relation at a cost of 6,000,000 coins. If you ended a diplomacy relation, you can not get another one within 30 minutes.
Either side of a diplomacy relation can request to cancel their relations.  If the other faction accepts, then the two factions will return to neutral status; if declined, then their relation will remain.  Of course you can choose to force-end the relation at a cost of 6,000,000 coins. If you ended a diplomacy relation, you can not get another one within 30 minutes.
== Hall of Honour ==
If you play on the Harshlands server, there was, once upon a time, a mighty faction of great warriors who shook the land. With a highly co-ordinated, and highly well organized, well-oiled, seamlessly well planned structure, and good leadership, they took the server by storm, and almost had the whole map under their name, save for three territories. It is almost undisputed that they would have taken all, if not for the fact that the PWI Genesis expansion imposed a full TW map reset, and forced them to lose all of their currently owned territories. Soon after, they disbanded, but they will always be remembered on the Harshlands as a very efficient faction, with many admirers and an even greater number of nonpareil rivals.
Therefore a law is to be set forward from this day on: No faction on the Harshlands server shall ever be created with a name that seeks to capitalize upon the fame of the former Zulu. there are very few players on Harshlands who can successfully revive Zulu, and you are most likely not one of them.
Should you encounter a member of such a faction you are to deal with them as follows:
1) Kill them immediately if you see them out of the Safe Zone. If you cannot engage the member due to a level gap, you are to promptly announce their location on world chat.
2) If you see any group of players killing an open world boss, and there is a illegitimate Zulu member among them, you are to immediately do the following: Stun/sleep the Cleric, kill the cleric, then (if you are a venomancer) purge the barb. The faction allegiance of the cleric is immaterial: association/teaming up with a member of a fake Zulu faction is prohibited.
3) If you are asked to invite a member of a fake Zulu faction to your team for a Bounty Hunter quest, you are to accept them, and proceed with the quest. When you reach the first boss, after killing the mobs up to that point, you are to engage the boss, and then, just before the boss dies, you are to kick the fake Zulu member out of your squad. Re-invite him/her after, and apologize, then rinse and repeat for the rest of the bosses.
Apart from that, be creative, and do whatever you can to make their lives difficult until they eventually disband. As a rule, fake Zulu factions are filled with deluded, ambitious players ranging from levels 20 to 50, and they will not be able to handle KoS labels and constant bombardment. The faction will generally fall apart due to the low leveled player base rage quitting from frustration. Be observant of the PWI ToS however: harrassing players verbally on private chat is disallowed. Killing players of a certain faction is a normal practice on a PvP server, so #1 and #2 are perfectly okay, and #3 is not technically a violation of any ToS rules.

Revision as of 21:18, 24 March 2011

Within the game users can get together to form a Faction. A faction is basically a group where users join together for common goals, companionship, economic gain, and many other reasons. To set up a faction you will need to visit a Faction Supervisor located in Archosaur. Once you have established one you can access the faction page by hitting the 'G' key on your keyboard.

Below the rules and restrictions for factions:

Creating a Faction: First time applicants must be at least level 20 and must be able to pay 100,000 coins.

Upgrading a Faction: You can upgrade your faction's tier in order to increase the member limit of your faction.


Faction Tiers

Within your faction you have the ability to promote users to higher positions within your faction. With each rank they are given additional abilities like inviting and promoting. The positions are as follows: Commissioner, Executor, Marshal, Director, and Leader.

  • Tier 1: 50 member limit - 100,000 coins
  • Tier 2: 100 member limit - 2,000,000 coins
  • Tier 3: 200 member limit - 10,000,000 coins

Note: Once a faction is upgraded past level 1 the faction can no longer be disbanded. So be careful when deciding to upgrade.

Note: All factions have a limited number of positions. They are 12 Executors, 4 Marshall's, 1 Director and 1 leader regardless of Tier.

Note: Tier 3 factions can change their guild icon. For details see How to Get a Faction Icon.


Faction Diplomacy

Any two level 3 factions can use Diplomacy to create allies or enemies.

There are three Diplomacy Statuses for other factions in relation to your own: Neutral (the default status), Allied (meaning the two factions are friends), and Hostile (meaning they are at war). The current diplomacy status of your faction in regards to other factions can be found in your faction menu.

An allied status will force the members of two factions to have a PK Protection on. The effect is almost the same as the PK Protection within a faction.

A special sign will be added to the members of your hostile faction. This helps you identify them easily.

To create a diplomacy relation, the faction leader or the director can open the Faction Menu, and choose Diplomacy. Then, they have to choose a neutral level 3 faction to request for allied or hostile status. This will cost 3,000,000 coins. The request receiver should reply to it within 24 hours. Either accepting the allied status request or declining hostile status request will cost 3,000,00 coins. Otherwise, no coins will be cost. If the request is not responded within 24 hours, then if it is an allied status request, it will be dismissed automatically and the coins will not be returned; if it is a hostile status request, it will take effect automatically. All diplomacy statuses last for 30 days. Then, the two factions will return to neutral status.

Either side of a diplomacy relation can request to cancel their relations. If the other faction accepts, then the two factions will return to neutral status; if declined, then their relation will remain. Of course you can choose to force-end the relation at a cost of 6,000,000 coins. If you ended a diplomacy relation, you can not get another one within 30 minutes.

Hall of Honour

If you play on the Harshlands server, there was, once upon a time, a mighty faction of great warriors who shook the land. With a highly co-ordinated, and highly well organized, well-oiled, seamlessly well planned structure, and good leadership, they took the server by storm, and almost had the whole map under their name, save for three territories. It is almost undisputed that they would have taken all, if not for the fact that the PWI Genesis expansion imposed a full TW map reset, and forced them to lose all of their currently owned territories. Soon after, they disbanded, but they will always be remembered on the Harshlands as a very efficient faction, with many admirers and an even greater number of nonpareil rivals.

Therefore a law is to be set forward from this day on: No faction on the Harshlands server shall ever be created with a name that seeks to capitalize upon the fame of the former Zulu. there are very few players on Harshlands who can successfully revive Zulu, and you are most likely not one of them.

Should you encounter a member of such a faction you are to deal with them as follows:

1) Kill them immediately if you see them out of the Safe Zone. If you cannot engage the member due to a level gap, you are to promptly announce their location on world chat.

2) If you see any group of players killing an open world boss, and there is a illegitimate Zulu member among them, you are to immediately do the following: Stun/sleep the Cleric, kill the cleric, then (if you are a venomancer) purge the barb. The faction allegiance of the cleric is immaterial: association/teaming up with a member of a fake Zulu faction is prohibited.

3) If you are asked to invite a member of a fake Zulu faction to your team for a Bounty Hunter quest, you are to accept them, and proceed with the quest. When you reach the first boss, after killing the mobs up to that point, you are to engage the boss, and then, just before the boss dies, you are to kick the fake Zulu member out of your squad. Re-invite him/her after, and apologize, then rinse and repeat for the rest of the bosses.

Apart from that, be creative, and do whatever you can to make their lives difficult until they eventually disband. As a rule, fake Zulu factions are filled with deluded, ambitious players ranging from levels 20 to 50, and they will not be able to handle KoS labels and constant bombardment. The faction will generally fall apart due to the low leveled player base rage quitting from frustration. Be observant of the PWI ToS however: harrassing players verbally on private chat is disallowed. Killing players of a certain faction is a normal practice on a PvP server, so #1 and #2 are perfectly okay, and #3 is not technically a violation of any ToS rules.