GvG Seasons and you - what you and your Guild need to know!

This site uses cookies. By continuing to browse this site, you are agreeing to our Cookie Policy.

  • GvG Seasons and you - what you and your Guild need to know!

    Hi folks,

    tl;dr Season 1 starts on Saturday, Dec 9th, and ownership of all resource territories (ie the ones with all the resources - not home, farm or city territories) will be RESET at the start of the season. Be prepared to get out there and reclaim the ones you want when they become available again.


    This post exists to explain how GvG Seasons work, and in particular to convey important information about how things will go in the week following Kay’s release. If you want to get off to a good start in your first Season, it’s important to have a good plan before it begins, so we strongly recommend reading this over to understand how things will play out.


    WHAT IS GVG SEASONS?

    You score season points for your Guild by holding resource territories and castles, or by raiding them away from other Guilds’ resource territories; and points get you fame (in the form of rankings, brackets, special recognition for first place, and general bragging rights) and fortune (in the form of special tokens that can be used to make/acquire all the cool things in this video. And then a new season starts and you can do it all over again.


    WHAT IS THIS FEATURE FOR?

    We’re adding this feature to inject some additional long-term motivation and excitement into territorial warfare; to try and shake up the existing order of things; to give smaller groups a way to get a toe in the water; and to create a more interesting rhythm to this gameplay, with crescendos and calmer periods. Creating a seasonal ranking that resets every ~3 months or so, encourages active participation, and rewards good play with power and prestige, gives us a strong framework to meet these goals.


    HOW WILL IT WORK?

    Probably the easiest way to explain this is by walking through the schedule for Season 1.


    Dec 9th: start of Season 1
    • The season kicks off on the Saturday after Kay launches
    • After downtime, the ownership of all resource territories (ie not home territories, not farm territories, not city territories – none of these three types are affected at all by Seasons in any way) is reset, so all resource territories become unowned.
      • They go into an unclaimable state at this point, so you can’t reclaim them yet
      • GvGs also can’t happen, or be scheduled, from the start of the season until a point we get to later on where they start again
    • At five points throughout Saturday and into Sunday, batches of territories become claimable
      • Territories with a primetime starting at 1200 and 1400 UTC happen at 1500 UTC
      • Primetime starting between 1600 and 1900 UTC (inclusive) happen at 1900 UTC
      • 2000 to 2300 UTC happen at 2300 UTC
      • 0000 and 0100 UTC at 0200 UTC
      • 0200 to 0500 UTC at 0500 UTC
      • We split them up into groups so that a) they’re always first claimable during their primetime (because you can only claim territories during primetime), and b) as many as possible become claimable at the same moment: if you want to grab a lot of them, you need to spread your forces out across the map to cover lots of territories at the same time
      • This is, in effect, a “do you have enough open-world PvP strength?” check for territory control
    • For this to work, claiming needs to take time and people, so in each of these territories, a new boss will spawn to defend it
      • The boss is balanced around groups of ~5 or so taking around five minutes to kill it
      • It has various tricks up its sleeve to stop larger groups from bursting it down
      • Once the boss is gone, the territory can be claimed – which now takes a channel time similar to siege camps, so you can’t just ninja it from under another Guild’s noses
    Dec 10th: scoring start
    • At the start of each resource territory’s primetime on December 10th (or 11th for the later territories), scoring is enabled for that territory
    • Daily points are as follows:
      • Red zone territories: 96 points
      • Anglia territories (low Outlands): 192 points
      • Cumbria territories (medium Outlands): 288 points
      • Mercia territories (high Outlands): 384 points
    • Points are scored at the end of each territory’s primetime
    • Points are generated by new NPCs that will populate your territories, called Siphoning Mages
      • These Mages draw the raw power from the territories, and collect it on their person before passing it on
      • One spawns every hour, until the maximum of four are present
      • They position themselves round the GvG capture points in each territory
      • They can be killed by any player not in the Guild Alliance that owns them
      • If you kill another Guild’s Mages, you score points for your Guild and they drop some Siphoned Energy too
      • There is substantial wastage, though, so alt-killing your own Mages shouldn’t be worthwhile
    • Points that your Guild scores also immediately get you Siphoned Energy, which stockpile in a new section of the Guild UI, and can be withdrawn (and re-deposited) by Guild Masters and Right Hands
      • See later for what these are used for
    Dec 11th: GvGs start
    • No GvGs can be scheduled to happen between the start of the season and downtime on the 11th.
      • You can declare them before this, but they cannot start before this.
      • This should ensure that every territory gets the same number of GvG slots throughout the season
    Dec 12th onwards: things happen
    • Once GvGs have started, things proceed as you’d expect:
      • You can GvG to your heart’s content, as currently
      • You can raid other people’s Mages for points and tokens
      • You can also claim Castles for points
        • Each castle is worth, over the course of the day, around 3x the value of a territory in the same area – if you can hold them for that long, of course




    Jan 6th: in-season reset 1



    • A month in, we do an in-season reset
    • This plays out like the start of the season:
      • GvGs can’t happen around this time
      • Claims are dropped at downtime on the 6th
      • Territories become claimable, and bosses spawn, in the same blocks throughout the day and into the next
      • Points start scoring during territory primetime on the 7th
      • GvGs start again on the 8th
    • This is done to shake the status quo up a bit, do another open-world strength check, and provide some additional structure to the season
    Feb 3rd: mid-season reset 2
    • As above
    • From this point on until the end of the season, all new points scored are doubled, so the final month is worth as much as the previous two combined
      • This stops a winner from being crowned too early, and gives a good reason to really push in the last month, so activity is biased towards the end of the season rather than the start
    March 2nd: last call
    • Points scoring for the season ends for each territory at the end of its downtime on March 2nd/3rd, and GvGs can’t happen between this time and the end of the season
    March 3rd: end of Season 1
    • At downtime on the 3rd, the season official ends, and victory-related stuffs happen



    Nota bene: this whole system is hanging off a very flexible event-scheduling system, so we have a lot of flexibility in how we set it up. Barring any major issues, the above will be how Season 1 runs, but we have a lot of options in terms of adjusting subsequent seasons to make them more interesting and fun. Season 1 is reasonably conservative in setup – once we see how you all use it in practice, we have the option to do more interesting things if they seem like a good idea.

    REWARDS

    There’s two parallel sets of rewards from Seasons.

    First, economic. As above, you get Siphoned Energy for scoring points and killing Mages.

    In Caerleon, there is a new NPC who will help you convert this energy into stuff that you might want. Energy can be converted into Runes, Souls and Relics (the latter of which are used to make L3 artifacts, among other things), or used in the crafting of battle mounts. You can (once again) see more info about these new items in this video.

    The mounts in particular will require large amounts of Energy, to keep them rare and valuable.

    Separate from these economic gains, there’s another big thing to fight for in Seasons: bragging rights.

    As your Guild scores points throughout the season, it’ll climb the global season leaderboard – a new bit of UI where you can see how everyone’s doing relative to one another, or check past seasons to see their previous performance. As well as a global ranking position, you’ll also be able to progress up through a series of brackets: starting with Iron when you first start scoring points, and moving up into Bronze, Silver, Gold and finally Crystal.

    Every time you reach a new bracket, you get a chunk of bonus Energy as a reward - and more importantly, everywhere your Guild logo shows up in the UI, the border will be colored to match your current bracket. Get into Gold, for example, and everyone will see your Guild shield in the UI with a shiny gold border.

    Finally, the first-placed Guild in the last season will have their Guild logo shown on banners at strategic points in Caerleon until the end of the next season (when a new champion is crowned). Additionally, every time your Guild finishes first, it gains a crystal ornament above its Guild logo in the UI that it gets to keep forever – one, two and three crystal prongs to its crown, and then for any Guild winning four or more seasons, a big crystal displaying a number to count their many victories.

    HOW DO I TEST THIS?


    See this thread for all your testing info!

    The post was edited 3 times, last by Monochrome ().

  • What makes you guys think the territory reset wont be a "who has the larger zerg will win most territories" and then the other non big zerg guilds will only be able to conquer them back when gvgs start again?

    Is there something im missing or its all about the biggest Zerg again?
    Artificial intelligence will never beat natural stupidiy.
  • Silks wrote:

    What makes you guys think the territory reset wont be a "who has the larger zerg will win most territories" and then the other non big zerg guilds will only be able to conquer them back when gvgs start again?

    Is there something im missing or its all about the biggest Zerg again?
    They happen simultaneously across upwards of 50 territories at a time, you need a ~5 man group for ~5 minutes to claim each one, and bringing a zerg won't significantly speed that up. Yes, the Guilds who can field large numbers of competent players will have an advantage, but they won't just be able to run around as a big blob claiming everything - they'll need to split up to cover lots of territory at once.

    (Assuming everything works as intended, obviously.)
  • Yeah I wasn't a fan of the plots dropping at all but I thought it would only happen once at the beginning of the season. I see this system backfiring badly, making even more people quit the game.

    I don't see a lot of people really caring about their guilds rank on the list because lets be honest, it means nothing. A lot of people only still play because of GvGs, this system, in my opinion, makes GvGs almost useless. Who is going to want to put in the time, effort and resources to win a watchtower plot for maybe 2 weeks?

    Then without the GvG teams wanting to play you lose the core of the guilds and when the core leaves, the guilds collapse and people stop playing. I really think you should rethink the drop 3 times in a season thing. Its to often. Once a season is more than enough.

    The post was edited 2 times, last by Circe1872 ().

  • Monochrome wrote:

    Silks wrote:

    What makes you guys think the territory reset wont be a "who has the larger zerg will win most territories" and then the other non big zerg guilds will only be able to conquer them back when gvgs start again?

    Is there something im missing or its all about the biggest Zerg again?
    They happen simultaneously across upwards of 50 territories at a time, you need a ~5 man group for ~5 minutes to claim each one, and bringing a zerg won't significantly speed that up. Yes, the Guilds who can field large numbers of competent players will have an advantage, but they won't just be able to run around as a big blob claiming everything - they'll need to split up to cover lots of territory at once.
    (Assuming everything works as intended, obviously.)
    and what he means by that is 50 zones across green yellow and black outlands just goto black and which is the highest most contested area thinking they wont be the big guilds zerging there try for the green area if ur a smaller group where it will be less contested if ur trying to get ur toes wet
  • angrad wrote:

    Are the rewards awarded to every member of the guild?
    No they only go to the guild. It is stated above that they go into a guild account, like guild silver, and only is accessible by the Guildmasters and Right Hands and that it is used to :

    In Caerleon, there is a new NPC who will help you convert this energy into stuff that you might want. Energy can be converted into Runes, Souls and Relics (the latter of which are used to make L3 artifacts, among other things), or used in the crafting of battle mounts

    The post was edited 1 time, last by Circe1872 ().

  • Circe1872 wrote:

    angrad wrote:

    Are the rewards awarded to every member of the guild?
    No they only go to the guild. It is stated above that they go into a guild account, like guild silver, and only is accessible by the Guildmasters and Right Hands and that it is used to buy the battle mounts.
    Well that is fucking stupid.

    The whole point of this was to make it so that more people got involved with their guilds. By making it a complex system where someone is the guild has to manage the siphoned energy it is going to just do the opposite. Again another great concept ruined by poor design.

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

  • angrad wrote:

    Circe1872 wrote:

    angrad wrote:

    Are the rewards awarded to every member of the guild?
    No they only go to the guild. It is stated above that they go into a guild account, like guild silver, and only is accessible by the Guildmasters and Right Hands and that it is used to buy the battle mounts.
    Well that is fucking stupid.
    The whole point of this was to make it so that more people got involved with their guilds. By making it a complex system where someone is the guild has to manage the siphoned energy it is going to just do the opposite. Again another great concept ruined by poor design.
    To be clear:
    - The rewards from holding territory are managed by the Guild
    - The rewards from raiding are split evenly between the Guild and the players doing the raiding (ie they award points to the Guild *and* drop energy which can be looted)
  • angrad wrote:

    Well that is fucking stupid.
    The whole point of this was to make it so that more people got involved with their guilds. By making it a complex system where someone is the guild has to manage the siphoned energy it is going to just do the opposite. Again another great concept ruined by poor design.
    The only thing they did to make it more guild oriented is forcing people to have to be online at a certain time once a month to go fight for plot claims. If the past has taught me anything that means, population maxed out zones and insane lag. No matter what ZvZ changes they made, there is no way they can remove lagfest when 400 people are fighting in one zone.
  • Help, i cant play at the 9th of decemeber, what do i do? Do i miss out on this long planned event? Can i not get a territory just because i cant play at the specific day?

    Also, for ever 5 people in a guild, you can get a plot, thats what the thing stated, 5 min, 5 people.
    Doesnt that mean that a guild with 50 people has more chances of getting plots than a guild with only 5?
    Doesnt that mean that an alliance with 500 people has more chances of getting plots than a guild with only 50?

    Isnt this exactly favoring zergs over anything else? The only thing stopping Zergs from pretty much owning everything was that even after they won the Warcamp with numbers, they still wont be able to get a guaranteed plot thanks to the gvg sysem... now Zergs get free plots (or way easier plots than small guilds) and can protect them from any attacks since they are also favoured in the warcamp game?


    Imo this is one of the worst implementations that have ever happend. and i have seen the alpha arcane orb!
    Proud owner of the T8 Offhand book Rosalia's Diary. Feel free to pm me once you have your own item named in Albion.
  • Rosalia wrote:

    Help, i cant play at the 9th of decemeber, what do i do? Do i miss out on this long planned event? Can i not get a territory just because i cant play at the specific day?

    Also, for ever 5 people in a guild, you can get a plot, thats what the thing stated, 5 min, 5 people.
    Doesnt that mean that a guild with 50 people has more chances of getting plots than a guild with only 5?
    Doesnt that mean that an alliance with 500 people has more chances of getting plots than a guild with only 50?

    Isnt this exactly favoring zergs over anything else? The only thing stopping Zergs from pretty much owning everything was that even after they won the Warcamp with numbers, they still wont be able to get a guaranteed plot thanks to the gvg sysem... now Zergs get free plots (or way easier plots than small guilds) and can protect them from any attacks since they are also favoured in the warcamp game?


    Imo this is one of the worst implementations that have ever happend. and i have seen the alpha arcane orb!
    Yeah what I see is alliance size needs capped. They want to make there be more open world action, put a cap in. But they also need to make it so people can't leave guilds and rejoin at the drop of a hat. Have there be a cooldown if you leave a guild.
  • Percyvelle wrote:

    How do gvgs come into play? after the raiding of the territories the first few days and the gvgs are back on is that how you continue to control territories or what? I am utterly confused on that aspect.
    Yes but then the plots all drop every month. The only time to GvG is 2 days after the plots drop until right before the next watchtower drops. Then you have to do claims, wait 2 days, GvGs start again, they stop right before plots drop, repeat.

    The post was edited 1 time, last by Circe1872 ().

  • Rosalia wrote:

    Help, i cant play at the 9th of decemeber, what do i do? Do i miss out on this long planned event? Can i not get a territory just because i cant play at the specific day?

    Also, for ever 5 people in a guild, you can get a plot, thats what the thing stated, 5 min, 5 people.
    Doesnt that mean that a guild with 50 people has more chances of getting plots than a guild with only 5?
    Doesnt that mean that an alliance with 500 people has more chances of getting plots than a guild with only 50?

    Isnt this exactly favoring zergs over anything else? The only thing stopping Zergs from pretty much owning everything was that even after they won the Warcamp with numbers, they still wont be able to get a guaranteed plot thanks to the gvg sysem... now Zergs get free plots (or way easier plots than small guilds) and can protect them from any attacks since they are also favoured in the warcamp game?


    Imo this is one of the worst implementations that have ever happend. and i have seen the alpha arcane orb!
    they said the terr CAN be taken by 5 people for a 5min fight on a boss that doesn't mean that u wont need protection what if 1 person shows up they can engage on u while ur fighting a boss with who knows what kinda of mechinics and stop you
  • Funstealer wrote:

    Rosalia wrote:

    Help, i cant play at the 9th of decemeber, what do i do? Do i miss out on this long planned event? Can i not get a territory just because i cant play at the specific day?

    Also, for ever 5 people in a guild, you can get a plot, thats what the thing stated, 5 min, 5 people.
    Doesnt that mean that a guild with 50 people has more chances of getting plots than a guild with only 5?
    Doesnt that mean that an alliance with 500 people has more chances of getting plots than a guild with only 50?

    Isnt this exactly favoring zergs over anything else? The only thing stopping Zergs from pretty much owning everything was that even after they won the Warcamp with numbers, they still wont be able to get a guaranteed plot thanks to the gvg sysem... now Zergs get free plots (or way easier plots than small guilds) and can protect them from any attacks since they are also favoured in the warcamp game?


    Imo this is one of the worst implementations that have ever happend. and i have seen the alpha arcane orb!
    they said the terr CAN be taken by 5 people for a 5min fight on a boss that doesn't mean that u wont need protection what if 1 person shows up they can engage on u while ur fighting a boss with who knows what kinda of mechinics and stop you
    but more numbers means more protection, doesnt it? So no matter what, whoever brings the most people wins, and that schematic favours bigger alliances/guilds more than anyone else in the game.
    Proud owner of the T8 Offhand book Rosalia's Diary. Feel free to pm me once you have your own item named in Albion.
  • Too many resets during season, this will be absolute cancer for guilds. Whats the point of having a season if every 20 days you start a new mini-season? Rethink this garbage please, you will grind people out of the game with this. And coincidentally this will impact zerg guilds that can't GVG to save their life. Imagine those poor bastards grinding out guards every day only to lose them 20 minutes later, while their GVG teams just get rekt every night.

    Seriously, rethink this garbage if its not too late. This many resets guarantees burn-out from players.