GvG Season 2: Important Dates and Improvements

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  • GvG Season 2: Important Dates and Improvements

    GvG Season 2

    The upcoming Spring Season 2 is just around the corner, and we want to give you all the details you need to plan accordingly. We'll start with all schedule-related information, then tell you the changes we have in store and what we want to achieve with them.

    Season 2: Important Dates

    12.03.2018, Monday: Lancelot Release
    17.03.2018, Saturday: Season 2 starts (Reset, Invasion)
    18.03.2018, Sunday: Scoring starts (by time zone)
    19.03.2018, Monday: First GvGs
    14.04.2018, Saturday: Resets and Invader spawns
    12.05.2018, Saturday: Resets and Invader spawns, 2x score
    08.06.2018, Friday: Final GvGs
    09.06.2018, Saturday: Season 2 ends

    Season 2: Details


    March 17th: Start of Season 2
    • The season kicks off on the Saturday after Lancelot 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 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 later re-start
    • Over Saturday and Sunday, you will have five opportunities to claim batches of territories
      • Territories with a primetime starting at 1200, 1400, 1600, 1700, 1800, 1900, 2000 and 2100 UTC happen at 1800 UTC Saturday 17.3.2018
      • Territories with a primetime starting at 2200, 2300, 0000, 0100, 0200, 0300, 0400 and 0500 UTC happen at 0100 UTC Sunday 18.3.2018
      • 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 taking 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
    March 18th: Scoring Start
    • At the start of each resource territory’s primetime on March 18th (or 19th 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
      • They spawn dynamically (1,5h 2h, 3h, 6h), 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 from a different Alliance
      • If you kill another Guild’s Mages, they drop some Siphoned Energy
      • Additionally, players can now place Mages for Siphoning Energy, whether it is in their own territory or in their enemy’s
    • Siphoned Energy, which stockpiles in a new section of the Guild UI, and can be withdrawn (and re-deposited) by Guild Masters and Right Hands
    March 19th: GvGs start
    • No GvGs can be scheduled to happen between the start of the season and downtime on the 19th.
      • 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
    March 20th onwards: Regular GvG Season
    • Once GvGs have started, things proceed as you would expect:
      • You can GvG to your heart’s content, as currently
      • You can raid other people’s Mages for tokens
      • You can also claim Castles for points
        • Each castle is worth, once per day, around 3x the value of a territory in the same area




    April 14th: Mid-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 14th
      • Territories become claimable, and bosses spawn, in the same blocks throughout the day and into the next
        • Territories with a primetime starting at 1200, 1400, 1600, 1700, 1800, 1900, 2000 and 2100 UTC happen at 1800 UTC
        • Territories with a primetime starting at 2200, 2300, 0000, 0100, 0200, 0300, 0400 and 0500 UTC happen at 0100 UTC
      • Points start scoring during territory primetime on the 15th
      • GvGs start again on the 16th
    • This is done to shake up the status quo a bit, do another open-world strength check, and provide some additional structure to the season
    May 12th: 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
    June 8th: Last Call
    • Points scoring for the season ends for each territory at the end of its downtime on June 8th/9th, and GvGs can’t happen between this time and the end of the season
    June 9th: End of Season 2
    • At downtime on the 9th, the season officially ends, and victory-related stuff happens
    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 2 runs, but we have a lot of options in terms of adjusting subsequent seasons to make them more interesting and fun. Season 2 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.


    Changes to GvG and Season Mechanics with the Lancelot Update

    We also want to take the opportunity to give you a deeper insight into the changes we will make with Lancelot both to GvG Battles and the upcoming Spring Season. In this Dev Talk, Game Director Robin Henkys sets out some of the changes coming to Season 2:



    Here's a complete summary of his talking points with all the relevant details:

    Players placing Siphoning Mages
    Players can now place Mages in the four available slots independent of the respawn timer.

    Friendly Mages
    If players place a Siphoning Mage in their own territory, it counts as a normal Mage and the next Mage spawns accordingly. The time that has passed towards the next Mage spawn will be taken into account for the next Mage.

    Rogue Mages
    Players can now also spawn a Rogue Mage in enemy territories that provides the same amount of Siphoning Energy as a friendly Mage would.
    Placing this Mage costs the same amount of Energy as a normal Mage, hence is cost-neutral. See Mage Rewards for more details.

    This gives players the chance to replace an enemy Mage with their own and creates a much more dynamic gameplay. The choice of when and where to place Mages and remove enemy ones is in your hands!


    Dynamic Siphoning Mage Spawning Times
    Siphoning Mages now spawn in different time intervals:
    • First Mage: 1.5 hours
    • Second Mage: 2 hours after the first Mage spawns
    • Third Mage: 3 hours after the second Mage spawns
    • Fourth Mage: 6 hours after the third Mage spawns
    With this change, the value of each Mage is more comparable over time in regards to the points and tokens he provides. This will also adjust the income during ‘ramp’ up to the income later on with all Mages up.
    It also gives us the chance to give a high amount of Tokens per Mage.

    Siphoning Mage Rewards
    • If players kill a Mage he now only drops Siphoned Energy.
    • The Mage kill no longer rewards Seasonal Points to the Guild of the player who made the killing blow.
    • Killing a Siphoning Mage now also gives Fame.
    • Killing guards in Territories also gives Fame.
    Combined with the new placement mechanic for Mages, Seasonal Scoring will now be more dependent on Mage uptime. Killing a Mage is now more rewarding for the individual progress of each player.


    Siphoning Mages affecting GvG Battles
    The amount Siphoning Mages who are active during the 1 hour before a Prime Time in the Territory the Battle takes place in will now affect GvG Battles.
    • For each 8 minutes a Mage is active the Team will receive a Buff similar to the Defender Bonus of 0,08%.
    • This Bonus can therefore stack up to a maximum of 2,4%.
    • The bonus will be active in all GvG Battles in the Territory
    This means both teams can now have their own buff based on the total time their Mages have been active during the 1 hour before the prime time of the Territory. As a result more players can contribute to the outcome of a GvG battle and support their team by placing Mages and killing the ones of the enemy.


    GvG Orb Changes
    When a team captures an orb in a GvG Battle, it scores one point from the enemy team immediately.

    With this change guilds have to commit to their Territory and the fights that take place there. Not showing up at all will have consequences!


    Castle Battle Changes
    A castle now only scores Seasonal Points once per day. The castle scores points right at the start of its Prime Time. The amount of Seasonal Points has been increased to keep the amount of points per day per castle unchanged.

    This change moves the focus of castles to the time frame before Prime Time start, so that guilds don’t have to hold a Castle at all times during the day.


    We look forward to hearing your feedback! And as always, we will carefully monitor the results of these changes and make adjustments if necessary.
  • HelloImZero schrieb:

    In the summary of the devtalk, you say "The Mage kill no longer rewards Seasonal Points to the Guild of the player who made the killing blow.", in the video however, he says the opposite, can we get some clarification? (2:22 in the video) Thank you
    Mages generate season points and siphoned energy but killing Mages doesn't score any season points anymore.
  • Dagother schrieb:

    HelloImZero schrieb:

    In the summary of the devtalk, you say "The Mage kill no longer rewards Seasonal Points to the Guild of the player who made the killing blow.", in the video however, he says the opposite, can we get some clarification? (2:22 in the video) Thank you
    Mages generate season points and siphoned energy but killing Mages doesn't score any season points anymore.
    wait killing mages no longer gives season points at all? you do know a large part of near the end of the season the only reason people raided at all was because it gave season points to the guilds heck the last day it made for a very fun race between TC and the fleet
  • PrintsKaspian schrieb:


    • Over Saturday and Sunday, you will have five opportunities to claim batches of territories
      • Territories with a primetime starting at 1200, 1400, 1600, 1700, 1800, 1900, 2000 and 2100 UTC happen at 1800 UTC Saturday 17.3.2018
      • Territories with a primetime starting at 2200, 2300, 0000, 0100, 0200, 0300, 0400 and 0500 UTC happen at 0100 UTC Sunday 18.3.2018
      • 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 taking 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


    You said we will have 5 opportunities to claim batches of territories but only gave 2 primetimes. Can you explain what are the 5 opportunities ?
  • Help me with calculations please.
    How fast rogue mage will return it's cost?
    6h in Anglia, 4.5h in Cumbria, and 3h in Mercia?
    This rogue mages mechanic...
    It looks like mechanic working for owner, instead of raider. guards are not replaced, and as owner you can easily came with 2 players, and grab energy, raider used to place rogues.
  • I second gmat’s assessment. The rogue mechanics don’t provide much incentive to place them since unless the guild is very small they will in almost all cases be taken out immediately. One should probably not be able to tell whose mages are in their territory by pressing “M”. Additionally rogue mages should maybe be stronger and take 5+ to bring down. Something to balance out the time and inherent defense a guilds mages have. I was excited to think the rogue mage concept would create more ZvZ, but doesn’t seem like payout will make it viable as more than a 3-10 player activity.