I Can foresee An ice wall or even ice pillar abuse here. Dev, should watched the Last season’s GvG war and learn how some guild abuses those cryo’s skills. but overall this is a good idea!
i can link some gvg war if the gm wants to see it.
noo, now has a imunity system for cc try for yourself in game xD is already here 
I got a question for you guys.
Is it possible a guild to occupied and gain rewards for more than 1 area if both area are at 1000 points of course.
Also CC and Ice walls and Frost Pillar is going to crash a lot of players.The old GvG was 1v1 and now it would be all guilds in the server against each other.So imagine the number of guilds fighting on the area A.
Interesting take on it, I like it…
Sad I never got a guild running and am too busy/screw irl to play like I want to 
EDIT: I want to remind people that polite feedback goes a long way
We do, on the other hand, understand that there could be aspects about this feature we haven’t fully predicted, so we’re open to adjusting any rules necessary to make the system as fair as possible.
throw possible scenarios as much as you can and hopefully @staff notice and delivers…
Tanks for the info @STAFF_Ines
your attitude sucks, but you got a point.
would like to hear more about the state of the actual next update
INTERESTING. MAYBE NEXT NEXT YEAR?
ALSO, WHAT ABOUT GAME OPTIMIZATION FIRST? ABOUT FIXING THOSE CHANNEL CRASHES?
Also
A guild occupies 1 area and then send a bunch of cryos and heavy CC players to annoyed others on the other areas.For example selecting a certain guild they hate to sabotage/troll and to help another guild gain control (most likely a alt guild or smaller guild)
I can see it now lol
I’m really looking forward to it. There are still major balance problems, but the idea itself is solid, and as balance improves so will this. I’m glad to see IMC is open to changing the rules as necessary too.
ahhh the weekly dose. feels good
Having an ENTIRE SERVER going at it in only 3 maps is going to lag and crash people 0_0.
The old GVG was 1v1,one guild versus 1 guild and now it will be a huge mess and the ones with heavy CC and cryos with good pc specs will be able to crash and lag others to win.
We all suffer in the old GvG with lag and crashes imagine it with more guilds involve.
0_0
FIx the lag and crash or it becomes another feature that annoys half the players just like world bossing. Also only one timing per week? sad
Oops I meant Server not guild my bad lol.The guild member cap got boosted very high on top of that so the entire server on 3 maps… ouch… 15 versus 15 on the old GvG was bad imagine this…
The old GvG and new GvG sounds very good but the game needs to be OPTIMIZATION FIRST XD for us to enjoy it and play well.
If its only 3 maps its going to end up crashing the channel or at least most of the players.
they have to revamp the entire engine dude. Legacy engine running on 1 core. So far the multi-thread feature feels like a superficial version. Not the actual engine that is compatible with multi-core systems
here i go again:
1 woman 9 months 1 baby
9 woman 9 months 9 babies
you cant make 9 woman give birth to 1 baby in 1 month.
You gotta do whatever FPS tweaks yourself. CPU core parking/overclock etc.
YES THIS.I AGREE
https://cdn.discordapp.com/attachments/352495163970551808/359593581029228545/unknown.png
I don’t see how this rewards will encourage players to play GvG. Depending on what percent of fees we get back from our weekly sales(if less than 100%) it might be worse than getting 1 Cardboard box, 1 Potion and 1 Armband like the last GvG system.
I guess everyone will be playing for fun or competition.
For class/build balancing in terms of territorial wars, it will be great to implement it to the servers first and get the data from the players themselves. If a skill is too over balanced it will manifest in the gvg games between guilds.
Rewards like market reduction/special items can be toned down too during this period of class balancing so it wouldn’t affect the game economy too much nor give the winning guild players too much of an advantage. In the beginning, things like giving the winning guild the ability to cloth the major towns/cities in their colors/emblems is a good reason enough for guilds to fight over the territories. Huge bragging rights especially when Khaipeda banners are in the no.1 guild’s emblem.
In terms of strategic bosses, one of the problems I do forsee is the way the game assigns which guild gets the buff. There can/will be multiple guilds fighting the boss, and the buff be distributed on what basis? Last hit kill or maximum amount of damage? For players who die upon receiving the buff will it still be applicable after they revive?
One suggestion to include strategic elements for a gvg is to look at how successful team vs team games implement their ideas. We have 2 -3 world class games which millions of players play (DotA, LoL and HotS), they have good ideas which ToS can take reference from, such as npc(strategic) bosses which turn into part of the team’s arsenal when they are defeated, to shops that sell temporary buffs (up to 2 mins of buff) when their mini quests in the map are completed.
These are good elements which can be implemented in the gvg zone.
I haven’t thoroughly combed through the post so please excuse me in advance if I missed anything, but besides the FPS drop issue - what about the 100-player limit per channel if say optimistically the population rose up again because of this update?
Hope you guys are looking into that too since we’ve seen how bad things go as far as optimization is concerned during the weed event:
- Other players are forced into the next available channel upon map entry or when they get DC’ed because last channel is capped already
- Game crashes when a certain amount of players are on the screen and using skills
Sure, that was last year, but I partly experienced the same the last time I played a month or two ago when there were around 50+ players in ch1 of Klai (Telsiai) at one time. FPS drop is real (as low as 7 FPS IIRC), even in low settings and with people just running around and not using skills.
Another was during the last GM meet I attended where at the end Nuaele was summoned - my, and a lot of other players’, game just crashed and we couldn’t even get back in because upon loading the screen would just freeze until a lot of other players have crashed or left the map. I heard people had similar issues too during the more recent whale event.
I am not expecting this to be on RO WoE level, but optimization should really be prioritized if you’re going to push through with this. I think this is actually a very good “comeback is real” move if done right. After all, almost every MMORPG player I know are just in for PVP in endgame.
TLDR: If this is to push through, channel cap should be removed or at least increased significantly (200/300?) and optimization should have improved (rare-to-zero crashes, more stable and playable FPS on average systems) to cope with that change by the time this is implemented.
Yes, already know of that. They should’ve at least develop a new game engine while another team should run the same old sh*t engine for continuous development and updates. The same way how DotA 2 managed to change their game engine back when lag spikes and fps drops were their issue. But i’m pretty much sure that this company has no money for this kind of change compared to Valve has.
