When is GvG coming back to royal islands?

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    • When is GvG coming back to royal islands?

      Greetings community and devs

      Since @Bercilak mentioned HERE that GvG battles will return to the two royal islands I wonder if there is an approximate implementation date for that. Further questions would be: Will it be working the same way as in the previous BETA or is there a new game design planed for this? Right now having GvG's back to yellow and red zones is something that trully would encourage a lot of small and middle sized guilds to keep playing which is good for SI since you guys do need propper input and input from a large playerbase. I think the news that the old GvG fights are going to return is thrilling many Albion players that know this feature from the last Beta. A lot of people who jumped in this Beta from 1st August on never experienced this and I think it would be great for them to go through this part of the game content in order to get a better picture of the whole project. So far this core feature of the game is something that a large amount of players will not experience in near feature because they are not within a huge guild/alliance. Would be great to geta hint or specific date when to count on the implementation :)

      cheers
    • Lensar schrieb:

      Joshuan schrieb:

      everyone is trolling me ;( ;( ;(
      They have too much stuff to change. Seems highly unlikely they'll be able to avoid another beta, whether they realize it yet or not.
      Eh, when they add in the new Biomes, that is when they will probably add in Red/Yellow zone GvG.

      There will most likely be no changes to the map until they add in the new Biomes. Honestly, probably won't be many big game changes until the new map comes out.
      When the new Biomes are added, I am betting the entire game will change, and maybe even a wipe will happen.
    • Hi all,

      it will come back during final beta, we do not have an exact date yet, but will announce once we do.

      We will combine this with a nice small ugprade to watch towers. If you own a watch tower in a zone, you will get a passive income, calculated as a percentage of all silver and resources gathered in the zone. This has cool strategic implications, for example, it might encourage you to invite people into your zone to farm mobs and gather, or to prevent criminals from making your zone less active.

      We will likely not bring back home building territories to the red and yellow zones, though, as these would interfere with our goal to keep these zones optimized for small scale fighting. Home building territories with a barrier would automatically act as a safe retreat spot for zergs, and would render our crime system ineffective at discouraging them.

      Having said that, we are also working on a changed layout for the outlands that will allow for truly "lower end" areas where casual guilds can settle without having an absolute high end pro guild as their likely next door neighbour. In that context, gear soft capping (which we had in beta 1, and which worked quite well) will be brought back to the game, too.

      All the best,
      Korn
    • Korn schrieb:

      Hi all,

      it will come back during final beta, we do not have an exact date yet, but will announce once we do.

      We will combine this with a nice small ugprade to watch towers. If you own a watch tower in a zone, you will get a passive income, calculated as a percentage of all silver and resources gathered in the zone. This has cool strategic implications, for example, it might encourage you to invite people into your zone to farm mobs and gather, or to prevent criminals from making your zone less active.

      We will likely not bring back home building territories to the red and yellow zones, though, as these would interfere with our goal to keep these zones optimized for small scale fighting. Home building territories with a barrier would automatically act as a safe retreat spot for zergs, and would render our crime system ineffective at discouraging them.

      Having said that, we are also working on a changed layout for the outlands that will allow for truly "lower end" areas where casual guilds can settle without having an absolute high end pro guild as their likely next door neighbour. In that context, gear soft capping (which we had in beta 1, and which worked quite well) will be brought back to the game, too.

      All the best,
      Korn
      Okay, thanks for the information.
    • Korn schrieb:

      Hi all,

      it will come back during final beta, we do not have an exact date yet, but will announce once we do.

      We will combine this with a nice small ugprade to watch towers. If you own a watch tower in a zone, you will get a passive income, calculated as a percentage of all silver and resources gathered in the zone. This has cool strategic implications, for example, it might encourage you to invite people into your zone to farm mobs and gather, or to prevent criminals from making your zone less active.

      We will likely not bring back home building territories to the red and yellow zones, though, as these would interfere with our goal to keep these zones optimized for small scale fighting. Home building territories with a barrier would automatically act as a safe retreat spot for zergs, and would render our crime system ineffective at discouraging them.

      Having said that, we are also working on a changed layout for the outlands that will allow for truly "lower end" areas where casual guilds can settle without having an absolute high end pro guild as their likely next door neighbour. In that context, gear soft capping (which we had in beta 1, and which worked quite well) will be brought back to the game, too.

      All the best,
      Korn
      @Dragis
    • Korn schrieb:

      Hi all,

      it will come back during final beta, we do not have an exact date yet, but will announce once we do.

      We will combine this with a nice small ugprade to watch towers. If you own a watch tower in a zone, you will get a passive income, calculated as a percentage of all silver and resources gathered in the zone. This has cool strategic implications, for example, it might encourage you to invite people into your zone to farm mobs and gather, or to prevent criminals from making your zone less active.


      We will likely not bring back home building territories to the red and yellow zones, though, as these would interfere with our goal to keep these zones optimized for small scale fighting. Home building territories with a barrier would automatically act as a safe retreat spot for zergs, and would render our crime system ineffective at discouraging them.

      Having said that, we are also working on a changed layout for the outlands that will allow for truly "lower end" areas where casual guilds can settle without having an absolute high end pro guild as their likely next door neighbour. In that context, gear soft capping (which we had in beta 1, and which worked quite well) will be brought back to the game, too.

      All the best,
      Korn
      Finaly respond what i was looking for.

      3 Things here:

      1. Small scale pvp wont happen in Royal rep system/dungeons/fame grind killed it. Current pvp (royal) is "Gate camping" "City zone ganking" specific class PK pvp "chasers/gankers" vs zerg friendly anti PK.

      2. "Lower end" area is way to go its first post about map remake and again its totaly abstract like there is a vision and nothing more...

      3. Watch towers and new stuff looks nice yes, but until it viable you aint bringing other stuff (gvg/"lower end area") which leads that this will be implemented after you finish your work on 2 biomes/artifacts and all those gathering stuff "sneak peaks". So ~2-3 months from now on yes?... Well GG for me. I wont even bother about this game anymore. Gonna leave my last feedback(standing from casuals/working ppl perspective) in a couple days and im done no more bitching in ya forums.
    • Hi @Dragis,

      thanks for your feedback.

      1. Currently, PvPers are camping gates because gate camping is too easy, and gate campers have an easy escape back into the town if they are faced with real danger. We will address these issues as announced here. A result of that will be that PvP will move away from the gates and into the zones proper.

      2. We will share our concept for the revised outlands with the community shortly.

      3. Reworking the outland map design will take some time. We will be able to announce a proper time frame shortly.

      All the best,
      Korn
    • Korn schrieb:

      Hi @Dragis,

      thanks for your feedback.

      1. Currently, PvPers are camping gates because gate camping is too easy, and gate campers have an easy escape back into the town if they are faced with real danger. We will address these issues as announced here. A result of that will be that PvP will move away from the gates and into the zones proper.

      2. We will share our concept for the revised outlands with the community shortly.

      3. Reworking the outland map design will take some time. We will be able to announce a proper time frame shortly.

      All the best,
      Korn
      awesome!
      Bank of Albion
      Investments & Third-Party Services
      Contact me via the Forums or Discord: Saya#4434
    • Korn schrieb:

      Hi @Dragis,

      thanks for your feedback.

      1. Currently, PvPers are camping gates because gate camping is too easy, and gate campers have an easy escape back into the town if they are faced with real danger. We will address these issues as announced here. A result of that will be that PvP will move away from the gates and into the zones proper.

      2. We will share our concept for the revised outlands with the community shortly.

      3. Reworking the outland map design will take some time. We will be able to announce a proper time frame shortly.

      All the best,
      Korn

      Plague-Doctor schrieb:

      1) They are gate camping because running around for 3 hours trying to find anyone is a waste of time.
      Fully agree here. Gate camping isn't happening simply because they have an easy escape. It's because it beats the hell out of running around for hours in empty zones. If you think your counters to gate-camping are going to push PVP back into the zones, I think you're sadly mistaken. The PvP may move back a little further away from the gate, but at least for some of us, we'll simply stop PvPing because it's already way too boring running through empty zones.

      I know you've addressed this by saying you want to make chests and other objectives more important, which is a step in the right direction. Have you also considered making the map smaller by closing of sections, which will slowly be opened as player base increases? It seems to me that the larger map causes a lot of the "too little butter spread over too much bread" problems that lead to things like PVP mostly happening at gates.

      Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von ashon ()