Problems with players being eligible yet unable to join Factions has been fixed. Certain accounts had characters join the Faction system during it’s early release. During this early existance of the Faction system, some players deleted their characters that were in Factions. Problems that existed within the system would prevent this account from re-joining Factions with another character even though technically no Faction character existed on that account any longer.
 “Faction Town Trading”, where you could buy from NPCs in one faction-controlled town with low prices and sell to NPCs at another town to make phat profit, was fixed. NPCs in faction towns now buy items at normal prices, regardless of the prices they are selling at.
 Players not in factions will no longer be able to enter faction strongholds. This includes pets and hirelings of non-faction members. A bulletin board will be placed outside of the faction strongholds, to allow players to sign up to join the faction.
 A problem with faction stones losing accurate records of the faction’s town guards and shopkeepers has been fixed.
 A problem with faction hued items appearing on players who are not carrying a town sigil has been fixed.
 A problem with faction voting has been corrected, so that faction members may only vote once per voting session.
Part 1: Faction Introduction[06122k]
The Faction System is a broad game system designed to promote organized player conflict within the society of Britannia. The fundamental goal of the conflict is to provide a foundation for player conflict based upon meaningful and contextual combat and conflict-related interactions. The system is designed to encourage the inclusion of a wide array of player types through the use of game mechanics that appeal to a broad set of play-styles.
There are four factions:
Council of Mages
Each faction will have their own stronghold and ranking system.
All factions are aggressive towards each other.
Strongholds of Factions
Each Faction will have its own stronghold, a place where their Faction stone resides and where the members of that faction are to take a sigil if they obtain one. The stronghold is the base of operations for each Faction. At this time, the Faction strongholds are located at the following locations:
Minax – The stone fortress just south of the Papua armorer’s shop and shipping shop (The Revenge Shop and Pier 39), outside of town.
Council of Mages – The Magincia Parliament Building in the southeast corner of Magincia.
True Britannians – Located within Castle Britannia’s throne room, in the town of Britain.
Shadowlords – Located in the unused crypts in the Yew forest, a fair distance in a direct line northeast from the east Yew Healer’s Shop named “Deep Forest Healing”. This is not the Yew Graveyard, but instead the haunted crypts far to the northeast of the city within the woods.
Joining a Faction
Players who join factions will be able to participate in the combat, politics, and trade within the Faction system. Players can join Factions by the following methods:
Non-guilded players that wish to join a Faction will need to find the Faction Stone for that particular Faction. The faction stones are located within the stronghold for that particular faction.
The player can double-click the Faction Stone, and select the “join” option that will appear, as long as the following conditions are met:
The player must not be in any faction with any other character on the same account
The player’s account cannot be a “young” account (have young account status)
Guilded players may join a Faction if the following conditions are met:
Only the Guildmaster of a guild can use the “join” option on a Faction stone for that guild, none of the other members will be able to join the Faction alone unless they quit their respective guild.
The guild to join must be of the “standard” type. Chaos and Order guilds cannot join a Faction.
When the Guildmaster for a guild joins the Faction, all players are added to the Faction whether online or offline.
When the guildmaster attempts to join a Faction, each member of that guild is checked. If a particular member of the guild has another character elsewhere on that same account and same shard in a Faction, then that member will be removed from the guild attempting to join. This is to allow the guild to go ahead and join the Faction without overlapping the system of one character per account per shard within a Faction. The ejected guildmember can quit the Faction his or her other character is in and re-join the guild they were ejected from if desired. If a player has two or more characters within the same guild from the same account, and that guild then joins a faction, then one of their characters will be joined to the faction and remain in the guild. The other character or characters will be removed from the guild. If the guildmaster of the guild falls under this condition, then their guildmaster character will remain in the guild, while their other characters within that same guild,
and on the same account, will be removed from the guild.
If a guildmember has “young” status, then they will be ejected from the guild upon the guild’s joining of the Faction system.
The Faction system itself has a load-balancing factor, for all members within the Faction (guilded or non-guilded). This load balancing is used if any Faction contains over 200 members. If any Faction contains 200 or more members, then the load balance system will perform a check every time someone tries to join any Faction. The system checks to see if the if the largest faction is as large or larger then three times the size of the smallest Faction. If the largest Faction is in fact three times as large as the smallest Faction, then the player attempting to join will need to choose another Faction to join. So for example, if the Shadowlords Faction had 200 members and the other three Factions each had 1 member, then players trying to join the Shadowlords would be informed that they must join one of the other Factions. To continue this example, if the Shadowlords had 200 members and the other Factions had between 68 and 200 members each, then players could join any of the factions.
This range can go up above 200 members, but the largest Faction must remain no larger then 3 times the size of the smallest Faction.
If a large guild attempts to join a Faction, and that join would put that Faction out of the range (no larger then three times the size of the smallest Faction), then that guild would not be able to join that Faction. However they may try to join another Faction.
Characters who are not in a faction will not be able to perform beneficial acts (such as healing, curing, etc.) on non-criminal or murderer characters in a faction if the target has received lawful damage from another player. The status of being lawfully damaged by someone (on someone that is attacked) is cleared when they reach full health. For example, if Player A was in the Shadowlord faction and was attacked by player B in the Council of Mages faction, this is considered lawful damage and player A would have the “lawfully damaged by” status. Players outside of a faction will still be able to attack a character in a faction, but can receive a murder count if they do so (unless other systems allow for this attack, such as guild wars).
Quitting a Faction
The act of quitting a faction has several restrictions. The most noteworthy is that the process takes at least seven days to complete. This seven-day restriction is designed to prevent “faction hopping” and help develop some reasonable sense of permanence within the factions. The specific rules for quitting a faction are described below:
Individual players are able to resign from a Faction by resigning at the Faction stone. The player will remain in the Faction for seven (7) days. After seven days, the player will be removed upon the next login.
Players within a guild and part of a Faction cannot individually resign from a Faction unless they are the Guildmaster. The alternative for guilded players is to resign from the Guild itself, then undergo the standard individual Faction resignation process above (which will complete after seven days).
A Guildmaster may resign his or her entire guild from the Faction system. Upon doing this, all players in the guild will then remain within the Faction for seven more days. After seven days, these guildmembers will be removed from the Faction upon their next login.
During this seven day resignation process, players resigning from the Faction will still be eligible to attacks from opposing Faction members. A player within the seven day resignation process cannot use a Faction stone to check Faction information or to participate in Faction votes.
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