GvG Season 5 Schedule

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    • GvG Season 5 Schedule



      GvG Season 5 is coming! This post should provide all the details you'll need to plan accordingly.

      Changed Castle Season Point Generation (per day):
      • Mercia Castle: 1152 → 648
      • Cumbria Castle: 864 → 504
      • Anglia Castle: 576 → 360
      Important Dates
      • 05.01.2019 (Saturday): Season 5 starts (reset, invasion)
      • 06.01.2019 (Sunday): Scoring starts (by timezone)
      • 07.01.2019 (Monday): First GvGs
      • 02.02.2019 (Saturday): Resets and invader spawns
      • 02.03.2019 (Saturday): Final resets and invader spawns, all scores doubled
      • 29.03.2019 (Friday): Final GvGs
      • 30.03.2019 (Saturday): Season 5 ends
      Details

      January 5, 2019: Start of Season 5
      • The season kicks off after Saturday's downtime
      • After downtime, the ownership of all resource territories (ie not home territories, farm territories, or city territories, as these three types are not affected by Seasons in any way) is reset, so all resource territories become unowned.
        • They go into an unclaimable state at this point, so no guild can reclaim them yet
        • Additionally, GvGs cannot take place or be scheduled until a later re-start
      • Over Saturday and Sunday, you will have two opportunities to claim batches of territories:
        • Territories with a primetime starting at 12:00, 14:00, 16:00, 17:00, 18:00, 19:00, 20:00 and 21:00 UTC happen at 18:00 UTC on Saturday 05.01.2019.
        • Territories with a primetime starting at 22:00, 23:00, 00:00, 1:00, 2:00, 3:00, 4:00 and 5:00 UTC happen at 01:00 UTC on Sunday 06.01.2019.
        • These groups exist so that a) territories are always first claimable during their primetime, and b) as many territories as possible become claimable at the same moment, meaning if you want to claim numerous territories, you'll need to spread your forces out across the map
        • This is, in effect, a “do you have enough open-world PvP strength?” check for territory control
      • For this to work, claiming requires time and people, as in each of these territories a new boss will spawn to defend it:
        • The boss is balanced for groups of about 5, and requires around five minutes to kill
        • 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
      January 6: Scoring Begins
      • At the start of each resource territory’s primetime on January 5-6, scoring is enabled for that territory
      • Daily points are as follows:
        • Red zone territories: 96 points
        • Anglia territories (low Outlands): 120 points
        • Cumbria territories (medium Outlands): 168 points
        • Mercia territories (high Outlands): 216 points
      • Points are scored at the end of each territory’s primetime
      • Points are generated by 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 around 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
        • Siphoned Energy can be withdrawn (and re-deposited) by Guild Masters and Right Hands
      January 7: GvGs start
      • No GvGs can take place between the start of the season and downtime on the 7th.
        • GvGs can be declared before this time, but they cannot start before downtime on the 7th.
        • This should ensure that every territory gets the same number of GvG slots throughout the season
      January 8 onwards: Let the battles begin!
      • After the 1st, GvGs can be scheduled as normal, and territories will remain in the hands of the winners
      February 2: 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 Saturday
        • 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 3rd
        • GvGs start again on the 4th
      • 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
      March 2: Mid-season Reset 2 + Double Points
      • This reset proceeds like the first reset described above
      • Additionally, from this point 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 prevents 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 29: Last Call
      • Points scoring for the season ends for each territory at the end of its downtime on March 29-30, and GvGs can’t happen between this time and the end of the season
      March 30: End of Season 5
      • At downtime on the 30th, the season officially ends, and a winner is declared
      Crystal Realm Battles
      • Since the Nimue update on November 21, 2018, Crystal Realm Battles have become an integral part of Albion's Guild Warfare Seasons. For a complete overview of this system, including requirements for participation, scoring, and rewards, please see this forum post: A Brief Guide to Crystal Realm Battles
    • So castles got nerfed, now it's time to see if this will completely destroy the only MAJOR ZvZ content in the game (beside warcamps)... will guilds mass up now to take the castles given the fact they give a lot less points?

      Just because a certain mega alliance couldn't mass their own members up to take a castle across 3 continents, doesn't mean the guilds and alliances that can manage their members correctly should be punished for it. POE can sit and cry about castles being "to rewarding", but they have left castles UN-CONTESTED for 4 weeks now, not a single tap on them... who's fault is that? 3,000 members in an alliance and you can't mass up 100-150 people to fight for a castle twice a day?

      Once again, SBI taking a step in forward for OW with Nimue, then two steps back with the castle change. ?(


    • This "system" of GvG battles, its conveluted, complicated; and is understood by nobody who hasn't been playing this game for 2 uears of Beta. Theres a reason almost nobody on the server participates...
      1.Nobody really knows how to in a meaningful way.
      2. There really isnt a meaningful reward for all the silver spent.
      3. It takes an unreasonably LARGE amount of people to participate and most guilds and alliances dont have close to the numbers needed to do so.

      Soultions.... This is only one part BUT
      There needs to be triple the land, so actual territories can be carved out, territories big enough that even if you control it you dont always have enough people to protect it.
      Large enough land that even small guilds can own something...
      95% of the server doesn't participate in gvg and its YOUR fault.
      Is there even a comprehensive guide to GvG?
      What is even the point a statue or a mount big woop...
    • Saabotage schrieb:

      There needs to be triple the land, so actual territories can be carved out, territories big enough that even if you control it you dont always have enough people to protect it.
      So the world can be more dead then it already is?

      IF anything go back to beta 1 with 6 territories in one map if you wanted to do something like that. What if all the zones around raid zones had 4 territories instead of 1?

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

    • No we raided mages daily for hours to get that far ahead. You guys just gave up in the first month. Even though not getting many was your own fault. I guess that was your plan for the last two months of the season though? To let our point lead grow since you gave up very very early. Then towards the end complain about castle points when we are holding 8 almost daily? You think we can hold 8 if you actually contested instead of denying content? This whole change is a huge denial of content. Guilds wont want to attack them even more? But that was the plan right? I dont understand the change. So now with even less rewards there is little reason for someone to come just for the fight. Getting crystal rank is easy. Getting first is just a bonus, for what a statue of one person? This season noone was contesting for first for long. When there is a war and every point matters like last season. Thats when the mage raiding and castles are daily. This seasons been dull.

      To me i think you need to add like 10 more open world objectives. Interesting fun things to fight over. That has a good reward for the time investment. Since there are times when you sit waiting for someone to show up. But they dont because they wont be rewarded if they do. Perhaps a king of the hill area. Changing the loot tables on open world chests was a good start but thats just a small start for a small group of players. Never had a fight around an open world chest since the change. Need things to do, things to fight for. Instead of just a castle sunday chest. Put it as everyday. Sundays sometimes brings people out. The energy alone in a castle isnt worth a whole zergs gear. When each player is wearing several mil on them.

      Oh and no, Wadefu. We killed hundreds of mages. Hundreds this season. Thats how we got to first. Hours a day of mages, with castles on top. But then you stopped contesting so we didnt need mages as much in the second and 3rd month. We kill enough mages ty.
    • EnErgEstER schrieb:

      The energy alone in a castle isnt worth a whole zergs gear. When each player is wearing several mil on them.
      I think you just proved what SBI is trying to do. By lowering castle value you aren't forced to bring your 50+ squad to take a castle. It would be far more effective to go around raiding mages in smaller groups to get points.

      EnErgEstER schrieb:

      No we raided mages daily for hours to get that far ahead. You guys just gave up in the first month.
      I would like to see the breakdown of your points gained from mages / castles. TBH defending mage raids currently is fun as long as its relativity equal in numbers.

      EnErgEstER schrieb:

      But then you stopped contesting so we didnt need mages as much in the second and 3rd month. We kill enough mages ty.
      And maybe by lowering castle points / split alliance points up this will cause more content.

      EnErgEstER schrieb:

      ou think we can hold 8 if you actually contested instead of denying content?
      I don't like the current situation of content denial / huge alliance anymore then you do.
    • No we will still get the castles if you dont contest them? Just at the end of the season we will have overall less points? Thats the only difference. You can get like 1k points in a few hour session of mage raiding. mg had no mages in mercia, before they lost most of mercia, its because of mage raiding. You keep your enemies down. Mage raiding is not fun, But its something that might create a few minutes of content. Only because the terri can be abused by the defenders. Using the tower chest, the laser, the mages and the buffed guards who enrage. Sure defending would be more fun than attacking. Mages are a chore, just like castles are a chore, unless you get a fight. There needs to be more reasons and mechanics that force and create fights. Right now there is little of that in the game. Maybe split alliance points would help other alliances want to actually do something, yea. That way everyone is rewarded more. But you would need to add more rewards and incentives for that to work. But that would help break up the super alliances a bit. Since you would want quality over quantity. When right now the opposite is the case. Noone likes content denial, only the leaders that force that, even if they hurt their own members fun. That is why there needs to be more reasons for pvp, besides the gear.
    • Robinhoodrs schrieb:

      So castles got nerfed, now it's time to see if this will completely destroy the only MAJOR ZvZ content in the game (beside warcamps)... will guilds mass up now to take the castles given the fact they give a lot less points?

      Just because a certain mega alliance couldn't mass their own members up to take a castle across 3 continents, doesn't mean the guilds and alliances that can manage their members correctly should be punished for it. POE can sit and cry about castles being "to rewarding", but they have left castles UN-CONTESTED for 4 weeks now, not a single tap on them... who's fault is that? 3,000 members in an alliance and you can't mass up 100-150 people to fight for a castle twice a day?

      Once again, SBI taking a step in forward for OW with Nimue, then two steps back with the castle change. ?(

      EnErgEstER schrieb:

      No we will still get the castles if you dont contest them? Just at the end of the season we will have overall less points? Thats the only difference. You can get like 1k points in a few hour session of mage raiding. mg had no mages in mercia, before they lost most of mercia, its because of mage raiding. You keep your enemies down. Mage raiding is not fun, But its something that might create a few minutes of content. Only because the terri can be abused by the defenders. Using the tower chest, the laser, the mages and the buffed guards who enrage. Sure defending would be more fun than attacking. Mages are a chore, just like castles are a chore, unless you get a fight. There needs to be more reasons and mechanics that force and create fights. Right now there is little of that in the game. Maybe split alliance points would help other alliances want to actually do something, yea. That way everyone is rewarded more. But you would need to add more rewards and incentives for that to work. But that would help break up the super alliances a bit. Since you would want quality over quantity. When right now the opposite is the case. Noone likes content denial, only the leaders that force that, even if they hurt their own members fun. That is why there needs to be more reasons for pvp, besides the gear.
      Assuming you're both in BA - I have a solution for you. If you want people to contest you for castles, break up SQUAD into BA versus everyone else. You could 10x the loot and season points for castles and still no one would bother contesting them because BA's strategy for season 4 has been to recruit all of the ZvZ focused players into one alliance and bring excessive numbers to open world objectives.

      During EU reset, BA alone as a guild had 162 unique characters show up on the killboard. No other guild even comes close to that level of activity. At the Alliance level - SQUAD/POE/SAVE all field similiar numbers but SQUAD is consolidated among less guilds making massing up zergs for daily objectives like warcamps and castles much easier.

      SBI isn't going to do anything to force people to contest you for castles, because that would be retarded. But if you want to keep crying about it, feel free because the salt is delicious.
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    • The idea of bringing castle point generation in-line with the crystal, mage and territory point changes seems great.

      I am left wondering why castle points are not accumulated hourly, or at least have the guards drop a portion of that energy. Right now they are a all or nothing event.

      When new groups try and break into this content there is no chipping away at the castle. You set a 30 min alarm off for the enemy to bring as many as possible to steam roll the enemy they scouted with a logged off alt.

      Mage raiding allows the attackers to inflict reasonable damage, make a gain and run. This could be an even greater step in creating activity and give & take within players fighting over objectives.
    • castles need to be reworked to where people can participate any time of the day... it's suppose to be one of the major open world events in the game yet a huge portion of the player base can't participate.. furthermore it should be changed in a way where smaller guilds can participate..

      i don't have the answers but the barrier to entry is too difficult for any newbie guild to take part of. Simply decreasing the energy and season points (which i think is a decent change) is not good enough. It's a change that caters to the large alliances. You want to encourage new players to continue playing the game don't ya?


      [edit] i'm not saying the castles should be limited to x amount of people or the timers need to be changed.. i'm saying the whole idea of castles need to be completely revamped.. go bold... make them 10x bigger with multiple points to capture..add a pve portion where mobs with high fame rewards attack the castles and your guild has to defend.. there's a lot of things you can do with this.

      Dieser Beitrag wurde bereits 2 mal editiert, zuletzt von Gotcereal ()

    • PrintsKaspian schrieb:


      • Mercia Castle: 1152 → 648
      • Cumbria Castle: 864 → 504
      • Anglia Castle: 576 → 360

      Not bad, but maybe a little too severe at the top. Mercia at least should give closer to 800.

      Will the season point split between alliances be added for season 5 or has that been scrapped?

      If it's not, I'm all for a tax to alliances based on size. If caps to how many can be apart of alliances are never coming, something has to give. I'd suggest an escalating tax based on the number of members in an alliance. 300 member alliance, each guild pays 5% additional taxes. 600 member alliance - 10% additional taxes. 900 member alliance - 15% addition taxes. 1200 member alliance - 25% additional taxes, 1500 member alliance - 35%, 1800 member alliance - 50%, 2100+ member alliance - 65%. These numbers are arbitrary and can be swapped out, but something to make larger scale alliances unwanted, but still possible, could be nice for season 5. That and it'd be a silver sink.