Tree of Savior Forum

The terrible GvG queuing and ranking system

Right now, the GvG queuing and ranking system is absolutely terrible. It forces strong guilds to play as often as possible to maintain a high rank, and incentivizes other guilds to try to time their queues against weak guilds and avoid stronger ones.

People in NA avoid queuing because they know that they will probably have to face Crimson, who is frequently in queue because they need to maintain their top rank. If your guild continually fights Crimson, you will lose points and fall below even those guilds that only played one match all week long.

It’s a repressive environment that drives mid-level guilds from even GvGing at all, because the more they GvG the worse their rank gets.

This thread is intended as a place to discuss solutions.

My first idea is as follows:
Create a GvG schedule at the beginning of each session. Guilds sign up for the session a few minutes before it starts, and then the matches for the entire session are mapped out randomly or by some matching algorithm. For example, if the session is at 9:00 PM, guilds can sign up between 8:45 and 9:00, then at 9:00 they will be assigned 3 matches at 9:00, 9:20, and 9:40. Something like that.

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That would be a cool system, but there would need to be some work done on the matchmaker.

Still need time to think about it more, but probably the quickest solution within the current system is give more weight to wins against higher teams and less against lower teams. (there is already some version of this but minimal) and have a minimum number of matches played in a week in order to be eligible for top 5.

The truth is that GvG is uninspired which I think is one of the biggest issues. It’s a deathmatch in a circular arena. There’s no strategy. You have to be stronger than the other guild and once you’re on top of their tower, you win, since you just spam AoEs and just spawn camp.

It really feels like IMC just threw something together and said “I guess this will do for now, let the people have GvG!” rather than taking time to develop something (honestly, a lot of the game feels this way, which is why a lot of players constantly feel like we’re still in a beta. IMC seems to implement things for us to try which are definitely not finished products).

I hate to hearken back to RO since it’s such a tired cliche at this point, but I really like the WoE system. Aside from the fact it was interesting and gave you something to be invested in (I mean come on, your guild got a whole castle which was pretty cool, and you got a bonus treasure chest and a bonus dungeon, it was pretty sweet). But more than that, there was strategy. Sure the top guilds would have their main defense and attack force, and you’d vie for the top castles and there were strategies there to breaking the siege (I’ll admit, it was boring to be the person whose job it was laying traps or spamming AoEs) but there were some great strategies when powerful guilds wore themselves thin, capturing castles with only a few people or if it was just smaller guilds duking it out over a castle. You had these awesome fights break out in the castle and you’d have to choose between breaking the emp and killing the other players, etc. This system also allowed for smaller guilds to stand a chance, by having a decent amount of castles spread out over different zones, the big guilds would focus on holding down the really big ones whereas the less valuable castles could be contested amongst smaller guilds, you could self-select who you battled.

GvG in ToS has no soul, no inspiration. It’s a deathmatch that allows spawn camping and leaves you feeling like you have nothing invested whatsoever. I honestly thing the problem is at the core of GvG itself, not just how it matches people (TBL matchmaking is horrendous at this as well. My first time playing TBL on an alt who had 0 TBL experience (and was only rank 6) was matched against the person Ranked #2 on our server…yea)