Testserver Patch Notes - Percival Patch 2

    • Firstly thank you @Retroman for responding to the issue on timers affecting SEA/OCE, even though the response is not favourable (at least for S7). At least we know that you have this on your mind.

      We do hope that something can be done post-S7 on this - the impact of timegating end-game content is far-reaching.

      Since f2p, many players have gone past the phase of faming up to a resonable level. What then is the point of continuing? Further grinding must be justified by a broader goal and aspiration - to participate in end-game content. Without the opportunity to do so in a sustainable fashion, there is little point to the daily grind. It is unhealthy for long term commitment

      Secondly, it doesnt help that in a where a core feature is territory control, that the mechanics to do so lock out a meaningful (albeit not the largest) population. In the most extreme (hypothetical) case of elitism, why would top guilds take in SEA/OCE players when they can hardly attend GvG, WC, Castles? Why would players join SEA/OCE guilds when they cannot even have the chance to aim for end game objectives.

      Why then, would SEA/OCE players continue to play? What can be made available for these players to aspire towards?

      These are questions that deserve some thought.

      To those with the narrative of "you guys are so new, you only started your accounts yesterday", don't. We are your guildmates, friends you play with, your rivals. Some of us have been here since pre-f2p. And we have silently spent our midnights or later, staying up as much as we can to try to contribute to our respective guilds. We choose to speak up now because with these changes, even our best efforts to try to include ourselves are being challenged.

      We hope you understand.
    • Sinatra.SUN wrote:

      Could a city attack have some kind of season points?.

      Having city fights and crystal fights at the same time, the way to grief guilds out of season points is simply to attack them if they have a city.
      Seems counter intuitive like hell to me, that if you have a city - which is a huge objective, then your season points will suffer bigtime. (given that city fights become a thing - which is more than likely after the ip changes).

      Also:
      Given they eu timers are now following Summer time, would it by any chance be possible to move it one hour when we change to winter time ? That way all fights Arent moved to one hour earlier in october.

      /Frank
      300 payers per guild dude, complete non issue.
    • Gank, thats simply not true and you have to know that.

      There are many types of players in a guild and those doing city fights and those doing crystal gvgs will typically the same

      Are you writing this because there is a plan to launch on cities to keep territory owning guilds frrom doing crystals ?, or because you sctuslly believe what you write?

      /F
    • We've already seen a better GVg system in play for the first beta that promoted the majority of the guild to defend certain regions, and it was embraced by all the top guilds at the time. We had city teams and we had teams for different map regions.

      There is no issue with overlapping 20v20 and 5v5 content, especially with IP caps. Train your players.
    • Speaking of beta GvGs that system seemed to work really well where each terri had 4 attack time slots covering various Region prime times to choose from. That seems to make the most since let the owning guild choose time slot and then when/if next guild takes it they choose their time slot. Make it so owning guilds can only change time slot once a week to avoid abuse. Seems like a solid system. What would be the major drawbacks?
    • Tabor wrote:

      Speaking of beta GvGs that system seemed to work really well where each terri had 4 attack time slots covering various Region prime times to choose from. That seems to make the most since let the owning guild choose time slot and then when/if next guild takes it they choose their time slot. Make it so owning guilds can only change time slot once a week to avoid abuse. Seems like a solid system. What would be the major drawbacks?
      The bad parts of that system were offensive time zone flipping. But changing the tz required a dropping of the territory itself. It was unrestricted too. Def ways to bring that system to the future with some limitations and routes for counter play/ability to influence timers.