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Albion Online Guild vs Guild System

Albion Online looking in reworking our Guild vs Guild territory fight system.

Before we start working on it further, we want to share our concept with you to provide you the chance to give feedback and make suggestions.

 

Problems with the old system

Only 5 players take part in the fighting

Fighting is limited to one 15 minute battle per day

Guilds are forced to hold territories that they do not need to create attack routes

Room for gaming/exploiting the timers, defender bonuses and attack mechanics

 

Design goals of new system

Incentivize constant conflict between guilds, with the GvG territory fights acting as the “main event”

Allow all players to take part

Minimize or remove any exploitability

Preserve the ability for small guilds to hold territory

 

Change 1: Resource territories

Resource territories are replaced with open world building slots for resource extractors

These are buildings that are constructed by a guild (such as an ore mine or a lumber camp) that automatically gather and store resources over time.

The buildings can be attacked and destroyed in the open world, though there is a delay mechanism which allows for the defender organize their defense

However, overall balance is that the buildings are relatively cheap to build and relatively easy to destroy: we want to encourage lots of smaller battles and we do not want it to hurt that much if the buildings are destroyed while your guild is offline

 

Change 2: Building territories

The current GvG attack declaration system is reworked

Each building territory will have a siege plot attached to it. This plot sits outside of the energy barrier

If an attacker manages to construct and defend a siege tower for a certain amount of time on that plot, they will get a standard 5v5 GvG attack on the next day

Of course, the guild owning the territory can also build a siege tower on their “own” plot, thus shielding them from an attack for that day

 

Details and Timers: Building territories

For each building territory, you have to choose one single 2 hour time slot. For example, say you choose 20:00 to 22:00 server time

The first hour of the time slot is reserved for the 5v5 GvG fight

In the second hour of the time slot, the siege plot attached to your territory becomes attackable and buildable on.

During that time, if the siege plot is empty, you can construct a new siege tower on it. If it already contains a siege tower, you can attack and destroy it

If a siege tower is just being finished on the plot, or if it was already there at 21:00, it will become invulnerable (protected by an energy field) if and only if it has been standing for 30 minutes. So even if you just finish a siege tower at 21:55, you’d still have to defend it until 22:25 before it is safe until the next time slot.

Once the siege tower is “safe”, the guild who owns it automatically gets an attack on the attached territory, to happen on the next day at the pre-defined time slot, in our example, at 20:00 the next day.

On the next day, after the attack has taken place, again, at 21:00 the siege plot containing the tower becomes open to attack in the open world.

The result will be that the actual GvG attacker will then have to defend their siege tower, whereas the GvG defender will try to wipe it out to end the siege

 

Consequences of new system

We hope that in the new system, we will see constant smaller skirmishes over the resource extractors - independent from specific time slot

With regards to territory fights, we feel that the above system is much better rounded and also quite cool in that it creates structured 5v5 fights and also potentially larger and epic fights over the siege towers

The main concern with the new system over the old one is that fights over siege towers happen in the open world and could become quite zergy. This is mitigated by the fact that as a defender, you can ignore them and simply focus on winning the 5v5 that follows

On top of that, if we see excess zerging becoming an issue in the new system, we would tweak our in game mechanics and possibly also add a (non-exploitable) anti-zerg algorithm based on the size of your *actual* group (i.e. “group” being determined based on behaviour, such that you cannot exploit the system by indirectly playing together without being in the same guid/alliance/group)

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