• Attention!
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      • If you have a game account, register a forum account here: Create forum account
        Important: You cannot vote with your account from your home server (e.g. you cannot vote with an account from the German servers)! You have to have a separate registration on our Events Server!​
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IFBC4 - Settings vote

Which settings would you like to see in the International Fort Battle Championship 4?


  • Total voters
    206
  • Poll closed .

Syntex

Admin
Event Coordinator
Community Manager
Moderator
Howdy Cowboys and Cowgirls,

The voting has arrived! We have brought you the best 3 ideas, and you can choose which one to get implemented!

Voting phases:
  1. Vote for the best idea!
    The idea which gets the most votes will win!​
  2. Provide feedback
    After the winning idea have been selected, you can provide feedback about it. There is no guarantee that there will be changes, but we will try to make adjustments if needed and possible.​

Vote and get rewarded!
  • All players who participate in this voting, regardless of their vote, will receive a guaranteed Booby Trap and 50 Bonds for the IFBC 4 event, regardless of which settings will be implemented!​
  • We will pick randomly 4 winners who receive 444 Nuggets on their desired server!​
  • In order to vote, you need a forum account on forum.events.the-west.net.​
    • If you have a game account, register a forum account here: Create forum account
      Important: You cannot vote with your account from your home server (e.g. you cannot vote with an account from the German servers)! You have to have a separate registration on our Events Server!​
    • If you don't have a game account, send us an e-mail and we will create a game account for you: west-ts@support.innogames.com
      Please send us your desired nickname! Your account will be linked to the e-mail address from which you contact us! Please expect at least 48 hours for the account creation.​
  • Rewards will be granted on the account name with which you have voted. Please make sure to use the same account for voting and playing IFBC 4.​
  • A player may vote only with one account! Creating multi accounts in this matter will result in a permanent ban from the forum and in-game on our events server.
  • General contest rules apply.

Voting information:
  • You can choose one option. Votes cannot be changed. The voting lasts 14 days.
  • Voters are publicly visible after you vote.
  • Deadline: 2024-02-23 16:30 CET
  • Important! We do not guarantee that the exact same settings will be implemented. We may modify the settings based on your feedback and in order to create a better gameplay.

The following table contains the settings of the different versions. Please review them, you can see the whole submitted idea in the Spoiler!
Settings
A. Version
B. Version
C. Version
Battle system
Teams randomly assigned to groups.
Everyone will fight attack and defend everyone in the regular phase of the tournament​
3 groups: defensive and offensive matchups against the other teams within their respective groups​
Video overview:
NFL system, everyone against everyone​
Team sizes
120-150​
100-120​
50-60​
Fort type
Medium and small​
Medium​
Small​
Start level
150​
180​
150​
Bank transfer
No​
No​
No​
Towns
No leave, town market​
No leave, town market​
No leave, town market​
Travelling fair
No​
No​
No​
Duels
  • Cancel duel protection: 6 hours
  • Duel protection expires: 18 hours
  • Cancel duel protection: 4 hours
  • Duel protection expires: 50 hours
  • Cancel duel protection: 12h​
  • Duel protection expires: 120h​
Shop
  • Can be bought with: Nuggets/Dollars/Bonds
  • Discount: 25-30 % on all items in SHOP
  • For Shop prices and items, we can keep the Gold Rush V2 system (or we can discuss about having Christmas items which give extra 1 day premium)
  • Only the early mission items. Nothing else​
  • Can be bought with: Bonds/Dollars
  • Discount of items in the SHOP: No need​
  • Make one GM town with all allowed items in the shops, including named items like Allens Pepperbox and disable in any other city the shops, so that no team has an advantage of getting items cheaper.​
  • Special items in SHOP for Bonds and Dollar (see settings)​
World bonuses
(only active bonuses are listed)
  • Money from jobs: 2000 %
  • Experience points from jobs:
    • As starting level is 150, we can keep previous Gold Rush V2 system:
      • Level 151-180: +9000 %
      • Level 181-210: +14000 %
      • Level 211-250: +16500 %
      • Also this is system debatable:​
      • Level 151-180: +9000 %
      • Level 181-210: +14000 %
      • Level 211-240: +16500 %
      • Level 241-250: +18000 %
  • Luck at jobs: 500 %
  • Drop chance: 500 %
  • Speed: 2000 %
  • Energy regeneration: 1000 %
  • Health regeneration: 1000 %
  • Work motivation: 800 %
  • Duel motivation: 800 %
  • Duel damage: 200 %
  • Labor points: 100 %,
  • Money from jobs: 1000%
  • Experience points from jobs: 2500%
  • Luck at jobs: 250%
  • Drop chance: 500%
  • Labor points: 200%
  • Money from jobs: 500%​
  • Experience points from jobs: 100%​
  • Luck at jobs: 250%​
  • Drop chance: 500%​
  • Speed: 5000%​
  • Energy regeneration: 300%​
  • Health regeneration: 1000%​
  • Work motivation: 100%​
  • Duel motivation: 100%​
  • Duel damage: 100%​
  • Labor points: 100%​
Premium settings
(only active settings are listed)
  • Automation: Active
  • Character Bonus: Active
  • Higher income: Active
  • More energy: Active
  • Higher speed: Active
  • Cash deposit: Active
  • Refill energy: Active
  • Product purchase: Active
  • Halfway traveling time: Active
  • Travelling merchant change offer: Active
  • Item upgrade: Active
  • Placate Shaman: Active
  • Automation: Active
  • Character Bonus: Active
  • Higher income: Active
  • More energy: Active
  • Higher speed: Active
  • Automation: Active
  • Character Bonus: Active
  • Higher income: Active
  • More energy: Active
  • Higher speed: Active

The full settings can be viewed below!

Please share your feedback in the comments!

Your The West Team
 
Last edited:

Syntex

Admin
Event Coordinator
Community Manager
Moderator
  1. The structure of the Championship
    • how battles will be organised (specific example at the end of this paragraph)
      • Competition tables with 4 teams in each table (depending on how many teams (nations) will be in event)
      • First two teams advance to quarterfinals (or semifinals depending on number of teams), 3rd team in every group can fight for a position at the bottom of the rankings
      • I.e. with 8 teams, 2 groups, 4 teams goes to semifinals and finals and 2 teams fight for 5th and 6th place, last two teams will decide their rank based on point system described below
      • Small fort battles can be during the week, medium fort battles will be only on weekends
      • If there will be odd number in either all groups or only one, the team placed 3rd and 4th and in case of same points in a competition table (let's imagine 5 teams in group) will fight an extra small fort battle, that can be during the week. Winner gets the place to fight for next positions. Same system can be used for draw on 1st and 2nd place, or 2nd and 3rd place
      • If there will be 5 teams in group and we imagine scenario with 2nd and 3rd place, in which only two teams goes straight to the quarter(semi-) finals, there is no need to do the shootout between the next 3rd and 4th place, that should make it to the bottom of the rankings
      • All these rules can be updated based on how many teams will join to the IFBC 4 event. In the official announcement can be said that it just will be updated
      • The draw will decide who fights who
      • Everyone will fight everyone in the regular phase of the tournament
    • point system
      • 3 points for win, 1 point for lose. In the unlikely scenario of a draw, both teams will share 1 point each
      • If two (or more) teams will have same score, then it is possible to count with number of KO's during each fight. There is a possibility that team outnumber the enemy with KO's, but still won't win the battle. In that case the team who loses gets one point, but in total count they should have get a win. This way, if some teams will have same points in ranking table, the KO's statistics will decide. If not, then it the total damage will be compared (easy math), then dodged shots, hits count and total HP at the end of the battle
      • Elimination fights will be one fort defence and one attack between two teams. First to get two wins gets to the next round. In case of draw there will be again deciding on KO's in each fights and so on and on. Extra battle with lottery decision on attacking/defending side is also considerable, but I'd stay with the presented system. Someone can argue about losing/winning on "random" lottery
    • estimated duration/timetable of the event - suggest estimated dates for the schedule (earliest starting date 1st of March 2024)
      • As there will be no tombola or travelling fair events, it does not really matter about the time. But I suggest it should be either before summer holiday or after, like autumn event
      • As previous international events, like Gold Rush V2, were also on autumn, so it makes sense to keep them at the same date. I'd suggest from 5th of October to 30th of November 2024, as the first week of event will be about upgrading the equipment, then weeks to do battles, and then one or two (last) week(s) before end of event it should have been medal fights
    • fort size/type:
      • Medium and small fort sizes only
      • Every team should attack and defend one Medium and one small fort (4 fights in total) during the rankings fights (rankings for better place in the brackets)
      • Again, the draw will decide who fight who. Let's keep it randomised a little bit, as the starting position will be same for everyone. Who stays most active during the event, then should be placed in first positions
    • Specific example of schedule with 8 teams
      • Teams get into 2 groups (A and B), with 4 teams in each group
      • Teams will be assigned randomly, each team must contain at least 120 players (up to 150)
      • Preparation (1-2 weeks), Tournament (3-8 week), Finals (Week 9)
      • Battles will be declared 48-24 hours before start
      • Example of first tournament weeks
        • Wednesday - medium fort battles - 4 battles from starting between 19-20:00
        • A1-A2, A3-A4, B1-B2, B3-B4, peer-to-peer system
        • Weekends - large fort battles - 2 battles on Saturday and 2 on Sunday (same system)
        • A1-A2, B1-B2 - Saturday, A3-A4, B3-B4 - Sunday
      • Same system in competition table, but the battles should be done only on weekend
      • Placement battles will be also on weekend
      • There is no limit to the number of teams from one language group
  2. World bonuses:
    • Money from jobs: 2000 %
    • Experience points from jobs:
      • As starting level is 150, we can keep previous Gold Rush V2 system:
        • Level 151-180: +9000 %
        • Level 181-210: +14000 %
        • Level 211-250: +16500 %
        • Also this is system debatable:
        • Level 151-180: +9000 %
        • Level 181-210: +14000 %
        • Level 211-240: +16500 %
        • Level 241-250: +18000 %
    • Luck at jobs: 500 %
    • Drop chance: 500 %
    • Speed: 2000 %
    • Energy regeneration: 1000 %
    • Health regeneration: 1000 %
    • Work motivation: 800 %
    • Duel motivation: 800 %
    • Duel damage: 200 %
    • Labor points: 100 %, no need to update on this since everyone will be starting on level 150. Extra experience can be gained via boosts or level bonuses mentioned above
    • Higher money and experience bonuses allows to upgrade equipment gradually during the event and in the late game, i.e. medal fights. It will show who played all the time and who relied (only) on luck in battles
    • It's also my honest opinion from as I was one of the winners of achievement leaderboard during last Gold Rush
  3. World settings
    • Premium settings (can be Active or Inactive):
      • Automation: Active
      • Character Bonus: Active
      • Higher income: Active
      • More energy: Active
      • Higher speed: Yes, but debatable if it is necessary
      • Cash deposit: Active
      • Refill energy: Active
      • Product purchase: Active, higher drops are enough for most of jobs and craft needs
      • Complete job instantly: Inactive, can be advantage over non paying players while crafting
      • Halfway traveling time: Active
      • Travelling merchant change offer: Active
      • Immediate delivery (sell and buy): Inactive, let them travel if they want something (there is higher speed buff anyway)
      • Item upgrade: Active
      • Purchase skill and attribute points: Inactive
      • Placate Shaman: Active
    • Bank transfer: Inactive
    • Towns can be left: No
    • Trading: Only alliance market (due to multiple towns for each team, world market is disabled due to gifts from teams that are our of the game and would cause an unbalance of the fort battle), if that will be possible
    • Travelling fair: Inactive due to possible advantage on chest drops
    • Cancel duel protection: 6 hours
    • Duel protection expires: 18 hours, there will be a lot of players so duellers can pick anyone before fort battles and it will give that feeling that "no one is safe", unless players are already staying next to the fort
    • Events / Community events during the IFBC: Inactive, due to possible advantage of potential chest drops
  4. Shop items and prices
    • No need to add specific items, since we can add extra drops from finding boxes on any jobs
    • Can be bought with: Nuggets/Dollars/Bonds
    • Discount: 25-30 % on all items in SHOP
    • For Shop prices and items, we can keep the Gold Rush V2 system (or we can discuss about having Christmas items which give extra 1 day premium)
  5. Starting items
    • The players will get chests each for class they will select
      • Soldiers, Adventurers, Workers - Leavenworth, J. Bull, J. Cortina and Samuel Adams
      • Duellers - J. Sousa, J. Astor, J. Murrieta and Captain
    • No premium sets (in any chest)
    • Since there are going to be higher world bonuses, we can discuss about having one universal set to (any) jobs around map - there is an idea about American set - decent bonuses and not everyone have this set [item=51004000]
    • Players should start at level 150. Level 1 does not make any sense, since this is fort battle championship and not regular speed server (Gold Rush)
    • Players then can use the new Waupee's clothing that can be bought in the town, especially the weapons, which will become much stronger on higher levels than other (Duellers) sets
    • If there will be extra set to gain experience/bonus drops on jobs, there will be no point of buying high level items in the town, at all
    • So there should be, apart chests with clothing, a potion to give exact amount of XP to level 150
    • Extra fort battle boosts as [item=2462000]
    • Bonds can be also given at the start of the game to every player, i.e. 250-500 bonds
    • 3x [item=1977000] (Potion of a new beginning), 5x [item=2130000] (Mate Tea)
  6. Event rules
    • Up to 150 players per team (nation), which equals to 3 towns (minimum of 120 players in each team)
    • We can add extra drops from any jobs around map (like pumpkin hunt, Christmas boxes, etc.; specific example below)
    • This small event could be rotating every 21 days, I think about 75 boxes every 21 days (debatable)
    • This will allow players to get extra items to gain experience around map and access higher level items in the town.
    • This option also make the players stay active during the competition and possibly make them spend nuggets on extra motivation/energy items from Shop
    • Players will get extra items for experience/duels/jobs, basically anything they want - and yet, there is the random drop (as there will not be traveling circus or tombola)
    • Specific example
      • I suggest to go with every three weeks - [item=53350000] (Summer poncho and other summer items)
      • Players can drop 50-75 of these boxes every cycle
      • Keep the same chances of items drop as it is now
  7. Winners and rewards
    • Winning teams gets nuggets (and bonds), each player same (i.e. 250 nuggets, with 100 bonds)
    • Second and third teams gets some amount of nuggets also (i.e. 200 and 150 nuggets, with 150 and 200 bonds - yes, more bonds and less nuggets as it is non-premium currency)
    • All numbers of nuggets are debatable
    • Competition on fort battle ranking
    • Fort battle ranking placement rewards
      • We can have El Gringo set for fort battle ranking competition OR non-premium set(s) of their choice
      • El Gringo set items of their choice should be scalable each rank, 1st place = 10 items, 2nd place = 6 items, 3rd place = 3 items
      • We can discuss bonds as another extra reward (with small amount of nuggets)
      • Or we can also add Malachite weapons instead of El Gringo set items - this should bring more new players and also older to complete their sets
    • Some ideas for character title for every player (participation reward):
      • Ferocious fort battle conqueror (my favourite)
      • Fierce fort battle conqueror
      • Furious champion of fort battles (Furious fort battle champion)
    • Participation reward
      • Bonus participation medal (IFBC 4 Medal)
        • 0.03 Strength (per LVL)
        • 0.03 Mobility (per LVL)
        • 0.03 Dexterity (per LVL)
        • 0.03 Charisma (per LVL)
        • 0.4 Health points (per LVL)
        • 0.4 Leadership (per LVL)
        • + 4 Attack
        • + 4 Defense
        • + 0,6 % speed (per LVL) (debatable how many %)
      • There can be also bonds (200 bonds for each player)
      • We can have extra bonds for getting into the competition table, but not being placed to get main rewards (400 bonds)
      • Special achievements for participation and for placing 1st-2nd-3rd (IFBC 4 Gold-Silver-Bronze)
 

Syntex

Admin
Event Coordinator
Community Manager
Moderator
ifbc___111.png


Howdy Cowboys and Cowgirls,

We plan to organize the next International Fort Battle Championship in 2024, and this season will be so special - because YOU can design the whole event!

  1. The structure of the Championship
    • The participating teams will be organized into three distinct groups. Each team is slated to engage in both defensive and offensive matchups against the other teams within their respective groups.
      • The teams will accumulate points based on their performance in these matchups.
    • Following this initial phase, the top two teams from each group, along with the two highest-scoring 3rd-placed teams, will progress to the knockout phase. This results in a total of eight teams moving forward to the next level of Championship.
    • The knockout stage will feature quarterfinals and semifinals, with matchups determined by the following intersections:
      • Quarterfinals:
        • Game 1: First Team of Group A vs Second Team of Group C
        • Game 2: First Team of Group B vs Second 3rd-placed Team
        • Game 3: First Team of Group C vs Second Team of Group A
        • Game 4: First 3rd-placed Team vs Second Team of Group B
      • Semifinals:
        • Game 5: Winner of Game 2 vs Winner of Game 4
        • Game 6: Winner of Game 1 vs Winner of Game 3
      • Finals:
        • Game 7: Winner of Game 5 vs Winner of Game 6
    • Throughout the Knockout phase, each game will be a best-of-three format. The team with the most points earned during the group stage will have the advantage of starting as the attacker in the bo3 (best-of-three) series. In case of a tie in points, the team with the quickest victories in their offensive battles will be designated as the attacking team. This strategic element adds an extra layer of competition and ensures that teams not only focus on securing points but also aim for efficient and effective offensive fort battles. Ultimately, the tournament structure provides a dynamic and challenging path for teams, encouraging both tactical gameplay and consistent performance throughout the various stages of the Championship.
    • Schedule
      • Preparation Stage (1/3/24 - 10/3/24)
      • Group Stage (11/3/24 - 15/4/24)
      • Knockout phase and Finals (Week 17/4/24 - 5/5/24 )
    • Battle Schedule
      • Throughout the Championship, a detailed schedule will be provided, outlining the times for battles, teams, and their respective opponents. Fort battles will be announced 48 to 24 hours before their commencement, with the defending team holding ownership of the Fort.
      • Rescheduling battles is permissible when both teams reach a mutual agreement. Battles can be advanced or postponed by a maximum of 12 hours. Essentially, once a battle is announced, both teams can, by mutual consent, reschedule it to occur 12 hours before or after the initially specified time. However, this alteration must be requested at least 24 hours prior to the scheduled battle.
      • For instance, suppose a battle is initially scheduled for 12.04.2024 at 20:00, but this timing is inconvenient for your team. If you wish to reschedule, you must contact support by 11.04.2024 at 20:00 at the latest, requesting the battle to be rescheduled at maximum for 13.04.2024 at 8:00.
    • Team size
      • To be able to register to in the Championship, each team must be comprised of between 100 to 120 players.
      • Every team must declare between 2 to 5 leaders. Every organization (time agreements, town foundation, general communication with Organizations) will be done exclusively by them.
    • Participating language versions and number of teams
      • The IFBC4 2024 is open to all language versions of the game. Teams with mixed language versions are also allowed. There is also no limitation on the number of participating teams per language version. Nor there is any limitation of teams with mixed language versions.
    • Fort size
      • The battles will be taking place in medium forts. (the numbers of attackers and defenders is customized to 96vs86)
    • Point system:
      • Win by killing all the opponents as Attack or Defense = 3 points
      • Win by taking the flag as Attack or holding the fort for 56 rounds as Defense = 2 point
        • Group stage and draw in points with 2 or more teams:
          • On their between games the team that won faster(by rounds) receives 1 extra draw point
          • On their between games the team that killed more enemies receives 1 extra draw point
  2. World bonuses:
    • Money from jobs: 1000%
    • Experience points from jobs: 2500%
    • Luck at jobs: 250%
    • Drop chance: 500%
    • Labor points: 200%
  3. World settings:
    • Premium settings:
      • Automation: Active
      • Character Bonus: Active
      • Higher income: Active
      • More energy: Active
      • Higher speed: Active
      • Cash deposit: Inactive
      • Refill energy: Inactive
      • Product purchase: Inactive
      • Complete job instantly: Inactive
      • Halfway traveling time: Inactive
      • Travelling merchant change offer: Inactive
      • Immediate delivery (sell and buy): Inactive
      • Item upgrade: Inactive
      • Purchase skill and attribute points: Inactive
      • Placate Shaman: Inactive
    • Bank transfer: Inactive
    • Towns can be left: No
    • Trading: Only Towns, Alliances
    • Travelling fair: Inactive
    • Cancel duel protection: 4 hours
    • Duel protection expires: 50 hours
    • Events / Community events during the IFBC: Inactive
  4. Shop items and prices
    • Only the early mission items. Nothing else
    • Can be bought with: Bonds/Dollars
    • Discount of items in the SHOP: No need
  5. Starting items
    • Each player starts at level 1 and receives a specially prepared chest with items, sets, buffs and everything that he or she will need to start the competition:
      • 3x Potion of new beginning
      • 7x 3 days VIP-longtimer
      • 5x Vegetable Dumpling
      • 5x Amulet
      • 5x Liquid life (75% health points)
      • 5x Mate tea
      • 3x Booby trap
      • 3x Viewfinder
      • 1x John Astor's set (clothing, weapon and animal set)
      • 1x John Sousa's set (clothing, weapon and animal set)
      • 1x Leavenworth's set (clothing, weapon and animal set)
      • 1x John Bull's set (clothing, weapon and animal set)
      • 1x Thomas' set (clothing and weapon set)
      • 1x James Madison's set (clothing, weapon and animal set)
      • 1x 15th Birthday set (clothing, weapon and animal set)
      • 1x Potion of Battleground Wisdom (instant character level 180)
    • The max character level should be 180. Potion of Battleground Wisdom (instant character level 180)
  6. Event rules
    • Championship Restrictions and Guidelines
      • Any team that has been officially excluded or eliminated from the championship is strictly prohibited from engaging in duels, collaborations, or any form of coordinated activities with the teams that remain active participants in the championship.
        • Excluded teams must refrain from influencing, supporting, or participating in any actions that may impact the outcomes or standings of ongoing matches within the championship.
      • Throughout the Championship, team-to-team transactions are strictly prohibited.
      • Players are not allowed to register or participate in fort battles outside their designated town or team.
      • While intra-team trading is permitted, there will be enforced price limits (not exceeding twice the buying price) during the Championship.
      • Pre-arranging duels is strictly forbidden for the duration of the entire Championship.
      • Any form of interaction between Watchers and participating Players, including item trading, dueling, or embarking on adventures, is strictly prohibited.
      • Maintaining a high standard of language is imperative, and the use of foul language, insulting expressions, or disrespectful behavior in any form is absolutely prohibited.
    • Violation of these rules will result in point deductions at the discretion of the Championship's organizers.
    • The Championship's organizers reserves the right to investigate and take appropriate actions against any instances of collaboration or breach of these rules, ensuring fair play and maintaining the integrity of the tournament.
    • Permanent Ban
      • Any breach of Data Privacy laws of InnoGame's General Terms and Conditions, or any Championship rules will result in a permanent ban for the player involved. In such cases, the team will not be permitted to substitute the banned player but will be allowed to continue participating in the Championship.
  7. Winners and rewards
    • First Place
      • Special achievement: IFBC4
      • 500 Nuggets
      • Fortbattle clothing set
      • Fortbattle weapon set
      • Fortbattle animal set
    • Second Place
      • Special achievement: IFBC4
      • 300 Nuggets
      • Fortbattle weapon set
      • Fortbattle animal set
    • Third Place
      • Special achievement: IFBC4
      • 200 Nuggets
      • Fortbattle clothing set
    • Participation reward
      • Everyone will take a reward regarding their final position the tournament.
        (this will be a new "Survivor of the Fort Battles" star item, something like the honor medals in real life :) and the bonus should be +3 Attack (Sector Fort battle bonus) and +3 Defense (Sector Fort battle bonus))

Winner Set Suggestion
- Name: Whipple's Clothing Set, Whipple's White horse and saddle Set, Whipple's Weapon Set
(name from Fort Whipple)
- Graphics: i really don't know, something like the Burned uniform (ID: 363000) from the game, but in green color :)
Clothing Set
Set itemStatsNum. ItemsBonus (Cumulated)Bonus (Step by Step)
Hat
  • +0.01 Mobility (per level)
  • +0.01 Dexterity (per level)
    • +0.15 Dodging (per level)
    • +0.30 Setting Traps (per level)
  • +1 Defense (Fort battle bonus)
  • +5 Resistance (Fort battle bonus)
1​
-​
-​
Neck
  • +0.01 Mobility (per level)
  • +0.01 Charisma (per level)
    • +0.40 Hiding (per level)
    • +0.15 Leadership (per level)
  • +1 Defense (Fort battle bonus)
  • +5 Resistance (Fort battle bonus)
2​
  • +0.01 Mobility (per level)
  • +0.01 Dexterity (per level)
  • +0.01 Charisma (per level)
    • +0.20 Dodging (per level)
    • +0.30 Hiding (per level)
    • +0.30 Setting Traps (per level)
    • +0.20 Leadership (per level)
  • +0.01 Mobility (per level)
  • +0.01 Dexterity (per level)
  • +0.01 Charisma (per level)
    • +0.20 Dodging (per level)
    • +0.30 Hiding (per level)
    • +0.30 Setting Traps (per level)
    • +0.20 Leadership (per level)
Body
  • +0.01 Mobility (per level)
  • +0.04 Dexterity (per level)
  • +0.04 Charisma (per level)
    • +0.40 Dodging (per level)
    • +0.55 Hiding (per level)
    • +0.40 Setting Traps (per level)
    • +0.40 Leadership (per level)
  • +2 Defense (Fort battle bonus)
  • +15 Resistance (Fort battle bonus)
3​
  • +0.03 Mobility (per level)
  • +0.03 Dexterity (per level)
  • +0.03 Charisma (per level)
    • +0.55 Dodging (per level)
    • +0.80 Hiding (per level)
    • +0.80 Setting Traps (per level)
    • +0.50 Leadership (per level)
  • +0.02 Mobility (per level)
  • +0.02 Dexterity (per level)
  • +0.02 Charisma (per level)
    • +0.35 Dodging (per level)
    • +0.50 Hiding (per level)
    • +0.50 Setting Traps (per level)
    • +0.30 Leadership (per level)
Belt
  • +0.04 Mobility (per level)
  • +0.01 Dexterity (per level)
  • +0.04 Charisma (per level)
    • +0.10 Dodging (per level)
    • +0.25 Hiding (per level)
    • +0.25 Setting Traps (per level)
    • +0.15 Leadership (per level)
  • +1 Defense (Fort battle bonus)
  • +10 Resistance (Fort battle bonus)
4​
  • +0.065 Mobility (per level)
  • +0.065 Dexterity (per level)
  • +0.065 Charisma (per level)
    • +0.90 Dodging (per level)
    • +1.30 Hiding (per level)
    • +1.30 Setting Traps (per level)
    • +0.80 Leadership (per level)
  • +0.035 Mobility (per level)
  • +0.035 Dexterity (per level)
  • +0.035 Charisma (per level)
    • +0.35 Dodging (per level)
    • +0.50 Hiding (per level)
    • +0.50 Setting Traps (per level)
    • +0.30 Leadership (per level)
Pants
  • +0.04 Mobility (per level)
  • +0.04 Dexterity (per level)
  • +0.01 Charisma (per level)
    • +0.40 Dodging (per level)
    • +0.40 Hiding (per level)
    • +0.55 Setting Traps (per level)
    • +0.40 Leadership (per level)
  • +2 Defense (Fort battle bonus)
  • +15 Resistance (Fort battle bonus)
5​
  • +0.1 Mobility (per level)
  • +0.1 Dexterity (per level)
  • +0.1 Charisma (per level)
    • +1.35 Dodging (per level)
    • +1.90 Hiding (per level)
    • +1.90 Setting Traps (per level)
    • +1.15 Leadership (per level)
  • +1 Defense (Fort battle bonus)
  • +25 Resistance (Fort battle bonus)
  • +0.035 Mobility (per level)
  • +0.035 Dexterity (per level)
  • +0.035 Charisma (per level)
    • +0.45 Dodging (per level)
    • +0.60 Hiding (per level)
    • +0.60 Setting Traps (per level)
    • +0.35 Leadership (per level)
  • +1 Defense (Fort battle bonus)
  • +25 Resistance (Fort battle bonus)
Shoes
  • +0.01 Dexterity (per level)
  • +0.01 Charisma (per level)
    • +0.10 Dodging (per level)
    • +0.10 Hiding (per level)
    • +0.10 Setting Traps (per level)
    • +0.10 Leadership (per level)
  • +1 Defense (Fort battle bonus)
  • +10 Resistance (Fort battle bonus)
6​
  • +0.15 Mobility (per level)
  • +0.15 Dexterity (per level)
  • +0.15 Charisma (per level)
    • +2.00 Dodging (per level)
    • +2.50 Hiding (per level)
    • +2.50 Setting Traps (per level)
    • +1.50 Leadership (per level)
  • +2 Defense (Fort battle bonus)
  • +50 Resistance (Fort battle bonus)
  • +0.05 Mobility (per level)
  • +0.05 Dexterity (per level)
  • +0.05 Charisma (per level)
    • +0.65 Dodging (per level)
    • +0.60 Hiding (per level)
    • +0.60 Setting Traps (per level)
    • +0.35 Leadership (per level)
  • +1 Defense (Fort battle bonus)
  • +25 Resistance (Fort battle bonus)
Animal + Yield
Set ItemStatsNum. ItemsBonus (Cumulated)Bonus (Step by Step)
Animal
  • +300% Speed
  • +0.03 Mobility (per level)
  • +0.01 Charisma (per level)
    • +0.20 Dodging (per level)
    • +0.30 Hiding (per level)
    • +0.20 Leadership (per level)
  • +2 Defense (Fort battle bonus)
  • +15 Resistance (Fort battle bonus)
1​
-​
-​
Yield
  • +0.05 Dexterity (per level)
  • +0.01 Charisma (per level)
    • +0.20 Dodging (per level)
    • +0.30 Setting Traps (per level)
    • +0.20 Leadership (per level)
  • +2 Defense (Fort battle bonus)
  • +15 Resistance (Fort battle bonus)
2​
  • +0.09 Mobility (per level)
  • +0.09 Dexterity (per level)
  • +0.09 Charisma (per level)
    • +0.40 Dodging (per level)
    • +0.60 Hiding (per level)
    • +0.60 Setting Traps (per level)
    • +0.40 Leadership (per level)
  • +5 Defense (Fort battle bonus)
  • +30 Resistance (Fort battle bonus)
  • +0.09 Mobility (per level)
  • +0.09 Dexterity (per level)
  • +0.09 Charisma (per level)
    • +0.40 Dodging (per level)
    • +0.60 Hiding (per level)
    • +0.60 Setting Traps (per level)
    • +0.40 Leadership (per level)
  • +5 Defense (Fort battle bonus)
  • +30 Resistance (Fort battle bonus)
Weapons
Set ItemStatsNum. ItemsBonus (Cumulated)Bonus (Step by Step)
Melee
  • Damage 15 - 25
    • +1.15 Damage (per Level)
  • +0.03 Mobility (per level)
  • +0.02 Charisma (per level)
    • +0.20 Dodging (per level)
    • +0.30 Hiding (per level)
    • +0.20 Leadership (per level)
  • +1 Defense (Fort battle bonus)
  • +10 Resistance (Fort battle bonus)
-​
-​
-​
Range
  • Damage 15 - 25
    • +1.15 Damage (per Level)
  • +0.03 Dexterity (per level)
  • +0.02 Charisma (per level)
    • +0.20 Dodging (per level)
    • +0.30 Setting Traps (per level)
    • +0.20 Leadership (per level)
  • +1 Defense (Fort battle bonus)
  • +10 Resistance (Fort battle bonus)
1​
-​
-​
Fort
  • Damage 30 - 50
    • +2.25 Damage (per Level)
  • +0.04 Mobility (per level)
  • +0.04 Dexterity (per level)
  • +0.03 Charisma (per level)
    • +0.30 Dodging (per level)
    • +0.40 Hiding (per level)
    • +0.40 Setting Traps (per level)
    • +0.30 Leadership (per level)
  • +2 Defense (Fort battle bonus)
  • +15 Resistance (Fort battle bonus)
2​
  • +0.09 Mobility (per level)
  • +0.09 Dexterity (per level)
  • +0.09 Charisma (per level)
    • +0.30 Dodging (per level)
    • +0.60 Hiding (per level)
    • +0.60 Setting Traps (per level)
    • +0.30 Leadership (per level)
  • +5 Defense (Fort battle bonus)
  • +45 Resistance (Fort battle bonus)
  • +0.09 Mobility (per level)
  • +0.09 Dexterity (per level)
  • +0.09 Charisma (per level)
    • +0.30 Dodging (per level)
    • +0.60 Hiding (per level)
    • +0.60 Setting Traps (per level)
    • +0.30 Leadership (per level)
  • +5 Defense (Fort battle bonus)
  • +45 Resistance (Fort battle bonus)
 

Syntex

Admin
Event Coordinator
Community Manager
Moderator


Rules:
  1. The structure of the Championship
    • how battles will be organized: We are adopting the NFL Schedule, the main advantage is, it keeps a lot of teams for a long time alive, everyone plays for something all the time. Like getting a higher seed or getting a wild card spot.
    • NFL Schedule:
      • there are two Conferences (Northern, Southern) with at least two divisions per Conference
      • each team will play all teams from the same Division as an attacker and a defender
      • each division will play one other division from the same conference(South plays South), the teams will either attack or defend in the battle
      • each division will play one other division from the other conference(South plays North), the teams will either attack or defend in the battle
    • point system: 1 point per victory,
      tie breakers: fewest rounds for victories, fewest HP loss in %
    • estimated duration: 2,5 months
    • timetable of the event (example for 32 teams, like in the NFL, but this mode works for any amount of teams)
    • starting date 1st of March 2024
    • fort size: small 46 vs 42
  2. World bonuses:
    • Money from jobs: 500%
    • Experience points from jobs: 100%
    • Luck at jobs: 250%
    • Drop chance: 500%
    • Speed: 5000%
    • Energy regeneration: 300%
    • Health regeneration: 1000%
    • Work motivation: 100%
    • Duel motivation: 100%
    • Duel damage: 100%
    • Labor points: 100%
  3. World Settings
    • Premium settings (can be Active or Inactive):
    • Automation: yes
    • Character Bonus: yes
    • Higher income: yes
    • More energy: yes
    • Higher speed: yes
    • Cash deposit: no
    • Refill energy: no
    • Product purchase: no
    • Complete job instantly: no
    • Halfway traveling time: no
    • Travelling merchant change offer: no
    • Immediate delivery (sell and buy): no
    • Item upgrade: no
    • Purchase skill and attribute points: no
    • Placate Shaman: no
    • Bank transfer: Inactive
    • Towns can be left: No
    • Trading: Only Towns
    • Travelling fair: Inactive
    • Cancel duel protection: 12h
    • Duel protection expires: 120h
    • Events / Community events during the IFBC: Inactive
    • Shop items and prices (Rata, Beginner´s bag, reskill potion, … -> see section others)
    • Can be bought with: Bonds, Dollars
  4. Starting Items
    • 6 times Chest - 100 Potions of Profound Wisdom
    • 3 month of VIP longtimer
    • 1.500.000$ per player
    • 1 Potion of a new beginning
    • 1 Saloon Box (see new item section)
    • 1 Chest with all recipes (see new item section)
  5. Event rules
    • 50 players to 60 players are allowed per team
    • Multiple teams of each country(market) are possible, surplus registrations that can´t field a full team form mixed teams like in IFBC 3
    • Team organization:
      • Registration Phase 1 (till 11th February): Teams can register themselves as a group of at least 40 players and register their group to the market support. Players can register to their captain and the captain then approves those players as part of the team.
      • Registration Phase 2 (till 15th February): remaining players can fill in empty spots of Phase 1, captain has to approve fill-in players.
      • Registration Phase 3 (till 22nd February): players can register via the market support and then are drawn into a team. The team then elects its Team Captain.
      • Registration Phase 4 (till 25th February): remaining players can sign up for mixed teams.
      • Local markets may open the Event World in February that teams can organize themselves. There is no battle support or something like that necessary.
    • No upgrade of items
    • Week 1, 2, 3: Player registration for fortbattle only with Level <= 150
    • Week 4, 5, 6: Player registration for fortbattle only with Level <= 151
    • Week 7, 8, 9: Player registration for fortbattle only with Level <= 152
    • Week 10,11,12: Player registration for fortbattle only with Level <= 153
    • Week 13,14,15: Player registration for fortbattle only with Level <= 153
    • Week 16,17,18: Player registration for fortbattle only with Level <= 154
      -> if there is for some technical issues more than 18 weeks, keep that pattern of three weeks a level.
    • Playoffs:
      - first to fourth seed of each conference: division champions (highest to lowest win-%,
      ..... if two teams are tied for division champion, inner-division win-% is the tie breaker)
      - three wildcard teams per conference: best remaining win-% (if tied, inner conference win-% is the tie breaker)
      - Highest remaining seed always plays lowest remaining seed of conference till grand final
      - Higher seed choses to start the series with an Attack or a Defense, then rotate Att/Def - Best of 5
      - In final: best winning percentage gets Att/Def-Choice, if tied: coin flip - Best of 7
    • forbidden item: lucky clover sniper rifle, nanny goat, billy goat, waupee items, outlaw items
      maybe disable those quests (id: 3535, 3317?!) or quest lines (id: 217, 235)
      outlaw items maybe put another chest as adventure reward in (e.g. booster chest)
    • teams can replace players that are inactive for longer than 4 days if they can name a replacement player who isn't participating the event. Players have to select the same character class as their predecessor, that there is no tactical substitution. After the 5th fortbattle, they don't get any starting items except potion for level 150
  6. Winners and Rewards
    • 1st: Golden Eagle & IFBC 4 Ring
    • 2nd: Silver Eagle
    • 3rd: Bronze Eagle
    • Character titles IFBC 4 Winner
    • Participation reward: IFBC-Neck
  7. Others
    • Make one GM town with all allowed items in the shops, including named items like Allens Pepperbox and disable in any other city the shops, so that no team has an advantage of getting items cheaper.
    • disable world market
    • Shop:
      Item IDItemNuggetsBondsDollarDiscount
      1977000Potion of a new beginningNoYesYesNo
      1978000Potion of ForgetfulnessNoYesYesNo
      1979000Potion of WeakeningNoYesYesNo
      17008000Beginner’s BagNoYesYesNo
      51127000Ratatouille with fishNoYesYesNo
      2000000Habanero chilisNoYesYesNo
      2003000Cobra teethNoYesYesNo
      2006000Cossack saddle blanketNoYesYesNo
      2009000gold-plated cogwheelsNoYesYesNo
      Every country beltNoYesYesNo

New items to create:

Winner set
: IFBC Championship Ring + Golden Eagle
The Champions Ring (Product):

0,25 XP-Bonus per Level
0,55 leadership per level
0,50 health points per level
0,45 aiming per level
0,40 dodging per level
0,04 strength per level
0,04 dexterity per level
0,04 charisma per level
upgradeable: no
auctionable: yes
mTG8NiuinC-i4huqOgLkqAB4yXnFGmODrkJ5bWvY-PjZklsqOWri_bJZoIJyytd1iAU3aLL2QxYaUoXRRTW-sWxwpNjz76q3PkWf-7lobb-KME58p4rvyZIGfLvei4KxCdnPhfATbIGf3tNW

Golden Eagle (animal):
333% Speed bonus
0,45 fortbattle sector damage per level
0,70 health points per level
0,50 leadership per level
0,45 dodging per level
0,35 aiming per level
0,04 strength per level
0,04 flexibility per level
0,04 charisma per level
upgradeable: no
auctionable: yes
xwoyv0mCzc-gXDwTJqqaLXR5AppKzbzi5Z6p88fvXR_zAL_SGT0gglvl3RrUOJiZVPOJcGTcDx6rK049-411ZHc1WjEwe6rKl2VecVLvroe2h3hKCYUCB-QNQZsZ6NPq26vx9-0vXteNX6eH


Set bonus:
0,10 XP-Bonus per Level
0,15 fortbattle sector damage per level
0,40 health points per level
0,35 leadership per level
0,30 aiming per level
0,30 dodging per level
0,03 strength per level
0,03 flexibility per level
0,03 dexterity per level
0,03 charisma per level

Second Place: Silver Eagle (animal)
300% Speed Bonus
0,40 fortbattle sector damage per level
0,65 health points per level
0,45 leadership per level
0,40 dodging per level
0,35 aiming per level
0,03 strength per level
0,03 flexibility per level
0,03 charisma per level
upgradeable: no
auctionable: yes
index.png

Third Place: Bronze Eagle (animal)
267% Speed Bonus
0,35 fortbattle sector damage per level
0,60 health points per level
0,40 leadership per level
0,35 dodging per level
0,30 aiming per level
0,02 strength per level
0,02 flexibility per level
0,02 charisma per level
upgradeable: no
auctionable: yes
index.png

Participation Price: IFBC Participation medal(neck)
IFBC Participation medal(neck):
0,20 fortbattle sector damage per level
0,50 leadership per level
0,40 hiding per level
0,30 setting traps per level
0,02 flexibility per level
0,02 charisma per level
upgradeable: no
auctionable: yes
index.png


Items to create for Use in Event:

recipe book blacksmith
:
contains all recipes of black smith​
auctionable: yes​

recipe book field cook:
contains all recipes of field cook​
auctionable: yes​

recipe book master saddler:
contains all recipes of master saddler​
auctionable: yes​

recipe book tonic peddler:
contains all recipes of tonic peddler​
auctionable: yes​


Saloon Box:
contains: 1 poster, 3 tobacco,1 feather,1 beans, 1 sugar, 1 turkey, 1 berrys, 4 cotton, 2 wood, 1 donkey​
 

rel1

Unassigned
I would go with B version ... 120-150 people might be too many for some countries and 50-60 people is too little for many countries...
 

rel1

Unassigned
In version C there is the possibility for several teams per country :)
better option would probably be both attack/defence at once so you have attack team and defence team like at previous IFBC, rather that than having multiple teams from one country in my opinion
 

Dan1el789

Unassigned
better option would probably be both attack/defence at once so you have attack team and defence team like at previous IFBC, rather that than having multiple teams from one country in my opinion
That we had in the IFBC3 and it was horrible, cause the attack hat around 35 leadership duelists and the defense was 40 health point soldiers with one or two health point adventurers. Basically determining the result on the maybe slight offense/defense imbalance. If you have to mix your team for both, attack and defense, you won't be successful in offenses with 40 health point soldiers and vice versa with 35 duelists a defense would also be very hard.

i just dont like the idea that some countries would have multiple teams battling against each other... i mean the point of this event is to decide which country is the best so there should be only one team per country in my opinion
Well in several sports there are more than one team per country. I don't think there is anything wrong with that.
 

CaptainSparrow

Unassigned
Version B seems much more accessible to me. I would like to use in the forts as soldier Bull/Leavenworth and not beat my head with tens of thousands of classic items how to combine.

Let there be some basic sets.
 

Deleted User - 5248

Guest
pls no more sectr damage bonus in reward sets. too much damage already. better new set with resist sect bonus or defence sect bonus
 

Deleted User - 5248

Guest
reward may be changed, or it has already been decided
 

linusvanpelt

Unassigned
I clearly prefer Version C with teams between 50 and 60 participants (and occasionally more than one team per country).

I could not imagine how to build and grow an excellent team out of 100 to 150 players over serveral weeks, especially if half of them are only fighting every second battle (defense, attack). Smaller teams will grant more team spirit and thus fun and success.
 

buchstabensuppe

Unassigned
From my point of view:
A) is another world mastership in leveling (may the fastest bot win), but we had that on the last holiday speed event, and it wasn't that interesting.
Combining that with another flood of gringo items can only be meant as a bad joke (i'm saying as someone who hasn't even one gringo item anywhere).
It also has a dummy player problem, meaning that it is useful to register dummy players for the team which only exist to give their set items to others for upgrading. I'm unhappy about that.
I'm also unhappy about the idea of a click event there. That's adding a totally unneeded level of randomness (summer poncho - get real).

In summary the players will have to click often and for four (?) weeks to get to the max level, which will have an totally unneeded impact on the regular worlds.

B) has the same bot problem to a lesser degree, but still.
Some minor points:
  • Wwhat does this information about the "max character" level in starting items section mean: "The max character level should be 180. Potion of Battleground Wisdom (instant character level 180)"? It's the min character level?
  • "Throughout the Championship, team-to-team transactions are strictly prohibited." What's a transaction? Does it include duels where i rob someone? Bounties?
  • "Maintaining a high standard of language is imperative, and the use of foul language, insulting expressions, or disrespectful behavior in any form is absolutely prohibited." Please be more precise. Is bitching about someone from the other team allowed in the battle chat? That clause is too elastic for my likening.
C) doesn't have any glaring problems, except the longer duration (which is a personal problem of mine), and the idea that the winner items and participation rewards are auctionable (why?).
 
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