UPDATED - Guild Season 10 Schedule [NEW DATES]

    • UPDATED - Guild Season 10 Schedule [NEW DATES]


      NOTE: Dates have been updated as of August 3rd. Season 10 will now start one week later than originally announced, on August 29, 2020.

      Guild Season 10 begins on Saturday, August 29. Read on for details and all the important dates!

      Note: Season Rewards will be covered in a separate article.

      Important Dates
      • August 29, 2020 (Saturday): Season 10 starts, Invasion Day #1, all Territories Reset
      • August 30, 2020 (Sunday): Scoring starts (by timezone)
      • August 31, 2020 (Monday): Territory Battles Start
      • September 26, 2020 (Saturday): Invasion Day #2 - Energy/Season Point Storage Payout, all Territories Reset
      • October 24, 2020 (Saturday): Invasion Day #3 - Energy/Season Point Storage Payout, all Territories Reset, Territory and Castle scoring doubles
      • November 21, 2020 (Saturday): Scoring of Territories and Castles Ends, Energy/Season Point Storage Payout
      • November 22, 2020 (Sunday): Final Crystal League Matches
      • November 23, 2020 (Monday): Season Ends at 9:59 UTC
      Details
      August 29, 2020: Start of Season 10
      • Season starts after Saturday's maintenance at 10:00 UTC
      • After maintenance, ownership of all territories is reset, so all resource territories become unowned
        • They go into an unclaimable state at this point, so no guild can reclaim them yet
      • Over Saturday and Sunday, August 22-23, you will have two opportunities to claim batches of territories:
        • Territories with a primetime starting at 12:00, 15:00, 18:00, 21:00 UTC happen at 18:00 UTC on Saturday
        • Territories with a primetime starting at 00:00, 03:00, 05:00 UTC happen at 01:00 UTC on Sunday
        • A Guardian boss will appear in the territory, which must be defeated for the territory to become claimable. The boss is balanced for groups of about 5 players
      • Guild Challenge starts
      August 30, 2020: Territory and Castle Scoring Begins
      • At the start of each territory’s primetime on August 29-30, scoring is enabled for that territory
      • Territories score 40, 80, 120, 160, 200 or 240 Season Points every day at the zone's primetime, depending on the territory's position in the Outlands. The closer to the center the Territory is, the more Season Points it scores. For exact value per territory, see: forum.albiononline.com/index.php/Thread/123127.
      • Territory scores can be further increased by leveling up your tower. For details on Territory levels, see: forum.albiononline.com/index.php/Thread/122485
      • You can click on the territory on the map to see how many points it scores
      • Points are scored at the end of each territory’s primetime
      • These territory points are generated by Siphoning Mages, which have the following behavior:
        • They spawn dynamically (1.5h, 2h, 3h, 6h) until the maximum of four are present
        • They can be killed by any player who is not part of the territory guild's alliance
        • If you kill another guild’s Siphoning Mages, they drop Siphoned Energy
        • Siphoned Energy can be withdrawn (and re-deposited) by Guild Masters and Right Hands
      • Castles score 120, 240, 360, 480, 600 or 720 Season Points every day at the zone's primetime, depending on the castle's position in the Outlands. The closer to the center the Castle is, the more Season Points it scores
      • Castle Outposts score 30, 60, 90, 120, 150, or 180 Season Points every day at the zone's primetime, depending on the castle outpost's position in Outlands. The closer to the center the Castle Outpost is, the more Season Points it scores
      August 31, 2020: Territory Battles Start

      Note: Since Season 8, territory control is no longer determined via 5v5 battles, and now uses an open-world battle system. For details of open-world territory control, see: forum.albiononline.com/index.php/Thread/122485

      September 26, 2020: Invasion Day #2, Territory Reset
      • Territory claims are dropped at downtime at 10:00 UTC on Saturday, 26.09.2020
      • Territories become claimable, and Guardian Bosses spawn
      • Territories with a primetime starting at 12:00, 15:00, 18:00, 21:00 UTC happen at 18:00 UTC on Saturday
      • Territories with a primetime starting at 00:00, 03:00, 05:00 UTC happen at 01:00 UTC on Sunday
      September 27, 2020: Territory Battles, Territory and Castle scoring begins

      October 24, 2020: Invasion Day #3, Territory Reset + DOUBLE POINTS for Territories, Castles, Castle Outposts and Mage Raiding
      • Territory claims are dropped at downtime at 10:00 UTC on Saturday, 24.10.2020
      • Territories become claimable, and Guardian Bosses spawn
      • Territories with a primetime starting at 12:00, 15:00, 18:00, 21:00 UTC happen at 18:00 UTC on Saturday
      • Territories with a primetime starting at 00:00, 03:00, 05:00 UTC happen at 01:00 UTC on Sunday
      • Additionally, from this point until the end of the season, season points from Territories, Castles, Castle Outposts and Mage Raiding are doubled, so the final month is worth as much as the previous two combined
      November 21, 2020: Last Call for Territory Battles
      • Point scoring for the season ends for each territory at the end of its downtime at 10:00 UTC on November 21-22, and territories cannot be challenged between this time and the end of the season
      November 22, 2020: Final Crystal League Battles

      November 23, 2020: Season Ends
      • At maintenance on the 23rd, the season officially ends, and a winner is declared
      New This Season
      The Rise of Avalon update, launching on August 12, brings a new line of Avalonian Weapons to the game, consisting of 15 new Artifact weapons and 3 offhands. Each weapon has a unique new ability, which will bring new dimensions to solo, small-group, and large-group PvP. In addition, the Rise of Avalon update brings numerous balance changes to existing weapons and armors.

      The Roads of Avalon, the biggest new feature of the update, brings new opportunities for guilds, including the ability to place Hideouts within the Roads.

      For details of these changes, please see the official update page and patchnotes.

      Update page: albiononline.com/en/update/rise-of-avalon
      Patchnotes: forum.albiononline.com/index.p…es-Rise-of-Avalon-Update/
    • The number of castles and outposts is damn too low !

      Just look how the new map plays out in rank distribution, you have a lot of points in the game but it's very highly correlated with high levels of cgvg. Open world needs way more objectives to diversify both geographically and time-wise season points collection. It's not a problem for largest guilds, but it's pretty bad balance if t5 zergs defend hideouts, just because they are 2 mins away from the castle that is defended by 300 people. Game just cries for small scale content < 30 ppl.

      You have the time, just fix this FFS

      The post was edited 1 time, last by glokz ().

    • JhonnyBGoode wrote:

      The winner of the season is not about best zerg, best strategy, best allys, best politics, it's about who has the most money to buy teams of mercenaries to put them on top. Nerf cgvg.
      LMAO the winner of the season had the best zerg, strategy, allies, money, and cGvG teams. The guild that had a passable zerg, good allies, strategy, and politics tried to buy all of the teams lost. Have some knowledge before you speak.
    • Ch1k3n wrote:

      LMAO the winner of the season had the best zerg, strategy, allies, money, and cGvG teams. The guild that had a passable zerg, good allies, strategy, and politics tried to buy all of the teams lost. Have some knowledge before you speak.
      But still buying cgvg team is like paying for boosting :p
      Because yea getting terries is one thing, but boosting them up with paid teams is another.

      And in this point I don't know if it's good or bad, because if you can you can pay, so you can keep holding etc., from other hand you giving others (gvg players) content where they can get profit and stuff.
      I'd say it's ballanced in a neutral line with maybe a half step in to too hight point system from gvg, yet we need to understand devs wanted to make cgvg as "main" content so it is what it is.
      "The wolf on the hill is never as hungry as the wolf climbing the hill."
    • Dosarphic wrote:

      Ch1k3n wrote:

      LMAO the winner of the season had the best zerg, strategy, allies, money, and cGvG teams. The guild that had a passable zerg, good allies, strategy, and politics tried to buy all of the teams lost. Have some knowledge before you speak.
      But still buying cgvg team is like paying for boosting :P Because yea getting terries is one thing, but boosting them up with paid teams is another.

      And in this point I don't know if it's good or bad, because if you can you can pay, so you can keep holding etc., from other hand you giving others (gvg players) content where they can get profit and stuff.
      I'd say it's ballanced in a neutral line with maybe a half step in to too hight point system from gvg, yet we need to understand devs wanted to make cgvg as "main" content so it is what it is.
      I agree, buying cGvG teams is boosting, but I think it's a pretty unique factor thing to this game.

      Honestly, GvGing used to be what determines who controlled anything on that map, so since that's been removed I like still having 5v5 content that affects a larger part of the game.

      I'm definitely biased as most of my fun in this game comes from 5v5s, but I could easily see even more points being taken out of the high level cGvGs put into the lower levels to incentivize guilds to train, gear, and play consistent 5v5 content.
    • Gvg points are fine , just make it so players don't earn points for a guild the first 4 weeks they are in it. They can still play , so a guild can recruit a replacement 5th for a team or bring a new team in.... But no points are earned by new players til they have spent 28days in guild.

      Then being back Ava mages and Constucts to the open world and roads and let them give season points.

      Add some outposts to the roads too and were good to go for season 10
    • Lewpac wrote:

      Gvg points are fine , just make it so players don't earn points for a guild the first 4 weeks they are in it. They can still play , so a guild can recruit a replacement 5th for a team or bring a new team in.... But no points are earned by new players til they have spent 28days in guild.

      Then being back Ava mages and Constucts to the open world and roads and let them give season points.

      Add some outposts to the roads too and were good to go for season 10
      Nobody says gvg is broken, ow is broken. I mean it's really hard to get silver without playing cgvg and doing mages. This is because low amount of objectives and large armies that simply take it for granted.

      The new map was promised to aim power projection problems while they have put everything in the same place groupped by prime times which basically takes 1 super large army to take it all.

      I didn't want to talk about the new stuff before we all play it for a while but now it's clear this needs quick change and imo the map could receive some updates to spread terries geographically to further limit power projection.

      Not even mentioning lowering regular alliances terries cap and limiting non Ally hideout access which is the highest flaw of queens patch..

      PS. We got silver we have had nap and will have others ,but I liked pre queen Albion more.
    • glokz wrote:

      The number of castles and outposts is damn too low !

      Just look how the new map plays out in rank distribution, you have a lot of points in the game but it's very highly correlated with high levels of cgvg. Open world needs way more objectives to diversify both geographically and time-wise season points collection. It's not a problem for largest guilds, but it's pretty bad balance if t5 zergs defend hideouts, just because they are 2 mins away from the castle that is defended by 300 people. Game just cries for small scale content < 30 ppl.

      You have the time, just fix this FFS
      True,
      Cluster should be capped with limits of HO.. not like now. 1 HO on each cluster. not like arch has 9 in 1 cluster.
      also without permission to invited other guild/alliance.
      1 HO per guild per cluster. not 1 HO and half of game has there acces

      The post was edited 1 time, last by UNFM ().

    • UNFM wrote:

      glokz wrote:

      The number of castles and outposts is damn too low !

      Just look how the new map plays out in rank distribution, you have a lot of points in the game but it's very highly correlated with high levels of cgvg. Open world needs way more objectives to diversify both geographically and time-wise season points collection. It's not a problem for largest guilds, but it's pretty bad balance if t5 zergs defend hideouts, just because they are 2 mins away from the castle that is defended by 300 people. Game just cries for small scale content < 30 ppl.

      You have the time, just fix this FFS
      True,Cluster should be capped with limits of HO.. not like now. 1 HO on each cluster. not like arch has 9 in 1 cluster.
      also without permission to invited other guild/alliance.
      1 HO per guild per cluster. not 1 HO and half of game has there acces
      you are free to knock them down
    • LoganSilkCheeks wrote:

      UNFM wrote:

      glokz wrote:

      The number of castles and outposts is damn too low !

      Just look how the new map plays out in rank distribution, you have a lot of points in the game but it's very highly correlated with high levels of cgvg. Open world needs way more objectives to diversify both geographically and time-wise season points collection. It's not a problem for largest guilds, but it's pretty bad balance if t5 zergs defend hideouts, just because they are 2 mins away from the castle that is defended by 300 people. Game just cries for small scale content < 30 ppl.

      You have the time, just fix this FFS
      True,Cluster should be capped with limits of HO.. not like now. 1 HO on each cluster. not like arch has 9 in 1 cluster.also without permission to invited other guild/alliance.
      1 HO per guild per cluster. not 1 HO and half of game has there acces
      you are free to knock them down
      proly you dont play this game if you said that..
      handhold online
      BZ are more saftly then RZ
      34343534 HO's ( 1 Ho per guild per cluster) no more stupid naps, no more whole server in 1 ho, want a good safe point ? fight for it. :)
      NAP on every step
      every zvz is whoel server agains someone.
      RMT
      hope this new update gonna change something.
      MERCIA BACK
    • UNFM wrote:

      LoganSilkCheeks wrote:

      UNFM wrote:

      glokz wrote:

      The number of castles and outposts is damn too low !

      Just look how the new map plays out in rank distribution, you have a lot of points in the game but it's very highly correlated with high levels of cgvg. Open world needs way more objectives to diversify both geographically and time-wise season points collection. It's not a problem for largest guilds, but it's pretty bad balance if t5 zergs defend hideouts, just because they are 2 mins away from the castle that is defended by 300 people. Game just cries for small scale content < 30 ppl.

      You have the time, just fix this FFS
      True,Cluster should be capped with limits of HO.. not like now. 1 HO on each cluster. not like arch has 9 in 1 cluster.also without permission to invited other guild/alliance.1 HO per guild per cluster. not 1 HO and half of game has there acces
      you are free to knock them down
      proly you dont play this game if you said that..handhold online
      BZ are more saftly then RZ
      34343534 HO's ( 1 Ho per guild per cluster) no more stupid naps, no more whole server in 1 ho, want a good safe point ? fight for it. :)
      NAP on every step
      every zvz is whoel server agains someone.
      RMT
      hope this new update gonna change something.
      MERCIA BACK
      there is bunch of guilds that dont have 10 HOs per cluster, youre welcome to go there or stop being a crybaby
    • LoganSilkCheeks wrote:

      UNFM wrote:

      LoganSilkCheeks wrote:

      UNFM wrote:

      glokz wrote:

      The number of castles and outposts is damn too low !

      Just look how the new map plays out in rank distribution, you have a lot of points in the game but it's very highly correlated with high levels of cgvg. Open world needs way more objectives to diversify both geographically and time-wise season points collection. It's not a problem for largest guilds, but it's pretty bad balance if t5 zergs defend hideouts, just because they are 2 mins away from the castle that is defended by 300 people. Game just cries for small scale content < 30 ppl.

      You have the time, just fix this FFS
      True,Cluster should be capped with limits of HO.. not like now. 1 HO on each cluster. not like arch has 9 in 1 cluster.also without permission to invited other guild/alliance.1 HO per guild per cluster. not 1 HO and half of game has there acces
      you are free to knock them down
      proly you dont play this game if you said that..handhold onlineBZ are more saftly then RZ
      34343534 HO's ( 1 Ho per guild per cluster) no more stupid naps, no more whole server in 1 ho, want a good safe point ? fight for it. :)
      NAP on every step
      every zvz is whoel server agains someone.
      RMT
      hope this new update gonna change something.
      MERCIA BACK
      there is bunch of guilds that dont have 10 HOs per cluster, youre welcome to go there or stop being a crybaby
      you are too dumb to even talk with someone.
      im pretty sure you are F2P kid.
      you have no clue how game looks in back days.