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In Development: Guild vs. Guild Rework

The Guild vs. Guild system is getting a thorough rework in the upcoming final Beta. Here is what you can expect to see!

June 23, 2016 at 2:15 PM by Enya


As already mentioned in the May Community Q&A video, Guild vs. Guild is presently being reworked. The reasoning behind this rework is that currently, the GvG system is not only filled with placeholders, such as the scoring board, but also feels relatively flat. While the core 5 vs. 5 battle will not be changed, surrounding features will be added and altered.

Let’s have a look at the changes our team is currently working on, which will be ready to be implemented this summer with the release of the final Beta. Community Manager Christoph Hombergs sits down with Game Director Robin Henkys to go over the new features and upcoming changes.

Do note that this is still a work in progress, so specific details might change and interfaces shown are not finalized. No time to watch the video? Here is a written summary of what’s coming!

New Cluster Lay-Out: More room for fun!

Right now, multiple base territories can be found in a single cluster. That means Guilds are more often than not surrounded by their enemies, and an enormous amount of space in the cluster cannot be entered. In order to give players more freedom and space per cluster, as well as give Guilds a place to truly call home, there will be only be one base territory per cluster.

New: Watch Towers

All resource territories, except farms, will be gone when Final Beta launches. Instead, Watch Towers will emerge. These are territories with no magical barrier, but with the ability to shoot down hostiles and with NPC guards at their side. Only when a GvG battle is ongoing will Watch Towers have a magical barrier, will they not attack anyone and will the NPC Guards be gone.

These towers serve as a connectors between base territories, being a semi-safe zone and outpost in the open world. Some Watch Towers will also have farm plots on them.

New: Regional Timers

This new feature will be implemented to avoid having players to fight during uncomfortable hours, giving them a disadvantage.

The New World will be segmented into different region, with each region having a different regional timers where Guild battles can take place. Depending on where you are from and what timezone you are in, certain Albion clusters will be more convenient for you to fight in.

The regional timers will last a total of four hours every day, and Guilds can battle during that time. This means that the time in which GvG fights can happen will no longer be determined by the Guild, but by the cluster the territory is in and where that cluster is in the world.

Reworked: GvG Declaration Changes

Guild battle declarations for Guilds who already own a territory, will be simplified. All GvG declarations will happen through the World Map, with territory info easily available through the map as well. Players will no longer be able to pick the timeslot they want the battle to happen, and instead the battle will automatically assigned to the first available slot. Guilds need to declare battle a minimum of 16 hours before the start of the regional timer. If the day is already fully booked, the battle will be scheduled on the next day.

Reworked: Siege Camps

For those who do not own a territory, Siege Camps will still be available. However, Siege Camps will only be active during the regional timer set up for the cluster it is in and can only be used once per day. Similar to normal GvG declarations, the next available slot will be automatically picked. Additionally, Siege Camps will have a new feature: Pacify. If no one has declared an attack yet and a Guild uses the pacify function, the Siege Camp cannot be used to attack that day. 

New: Retaliation and Counter Attacks

To avoid so-called "fake attack" and encourage a more interactive style of GvG, two new attack modes will be added, on top of normal Guild battle: retaliation and counter attacks.

Retaliation attacks allow defending Guilds who lost a Guild battle to try and take back a lost territory, if they own a neighboring territory.  These attacks need to be scheduled within the time slot and can only take place if the next time slot is still open.

Counter attacks allow defending Guilds who won a Guild battle by a large margin, to counter-attack their enemy. If defenders win with a significant amount of match points left (with the amount depending on the territory type), a counter attack will be automatically set up to take place 30 minutes after the original attack happened or was supposed to happen. Unlike other attacks, counter attacks will not cost any silver. If the attacking Guild cancels their attack by losing their territory, a counter attack will still be scheduled on that territory.

Reworked: Defender Bonus

At the moment, a territory starts with 40 Defender Bonus, giving defender an advantage over their attacker. When a defending Guild loses, their Defender Bonus will be decreased. This is very demotivating: if you lost a battle with a 40 bonus, how are you supposed to win with less advantage?

We want to change this “build down” feeling of Guild battles to a “build up” one.

First of all, the raid attack option will be completely removed from the game.

Secondly territories will now start with a 0 Defender Bonus. After a loss, Defender Bonus will be increased. If the territory is not attacked or is successfully defended for a longer period of time, the Defender Bonus will decrease. The minimum and maximum amount of Defender Bonus will depend on the type of territory.

UI Polishing

Several user interfaces will be polished:

  • GvG Fight: Score UI will get a facelift.
  • A killfeed during the fight will be shown underneath the score.
  • Orb Capture: a new visual effect will be added to claiming an Orb in GvG. Captures will also be better highlighted on the minimap.
  • Warcamps will clearly show the range of the tower, and have a more clear damage effect.
  • Several GvG notification will be added, such as a countdown for the next upcoming fight.
  • Territory claiming will become clearer, with a breakdown of all requirements.
  • Guild territory management tab will be updated.

Are you looking forward to these changes? Let us know what you think in the comments below!




17 Comments


War July 13, 2016 18:44

Still instanced and removed from the open world? READ MORE SHOW LESS


Salmon June 30, 2016 22:55

I haven't played since the end of 2015. Really looking forward to these new changes and the new map, will be fun to get back into it again. READ MORE SHOW LESS


Bajoli June 24, 2016 09:31

It is very important to have this changes during the beta. Why? Because we can cherry-pick whatever worked the best. Instead of only debating the changes we have to try them first. READ MORE SHOW LESS


BrenFolds June 24, 2016 02:09

Additional header idea:

New Mandatory Enormous Guild Only GvG System for more fun!

Right now, a decent size guild of 15-20 people can enjoy a fun GvG atmosphere. That means Guilds that don't contain an absurdly enormous amount of cannon fodder can still maintain some relative impact within the scope of the game. In order to give players more freedom to join absolutely enormous guilds because small guilds are irrelevant we've decided to restrict GvG's to geographic location AND time zone. This way if a guild only has 10 players they don't even need to bother logging in prior to getting shit on! We look forward to not seeing you in game! READ MORE SHOW LESS


SPLINTFOX June 24, 2016 01:13

Had big expectations about the new gvg system, but Im not so sure all changes in here will make it better or wurse, but thats what a beta is for, looking forward to see the changes READ MORE SHOW LESS


Blackthron June 24, 2016 00:26

pre set attack slots... Dislike! READ MORE SHOW LESS


Filfiljuma June 23, 2016 22:57

Love you REX, too bad we are on different timezone XD since this game is going to split into a Europe continent and American continent. basically WW3 Albion Style. READ MORE SHOW LESS


Frankasti June 23, 2016 21:41

What if my guild and I attack a territory and run into an elite team with 6.6 gear and get flat out with our T7.3 gear, will we lose our territory in a counter attack because we ran into full gear elites? I mean, it's possible to win a fight without loosing points with the right team in yellow zones right now. This can backfire as a huge advantage to defenders if they have very good gear. It could also translate in an impossibility to fight fair GvGs without maxing out your skills and economy. Plus, there is no training grounds anymore to train players without 'capped' GvGs. Training is going to cost weeks of gameplay, so only elites guilds or players will dare to participate. READ MORE SHOW LESS


Rygol June 23, 2016 21:12

Plus smaller guilds won't have a chance against the already large Zerg type guilds and alliances. This will force smaller guilds to disband at some point which would make this game just like eve online where there are only coalitions of guilds that fight each other every once in a while. Not including if these zones are all uncapped bring the kitchen sink and 6.6 enchanted then no small guild or guild with little to no opportunity to farm up hard will ever and I mean EVER have the chance to claim something and call it their own. READ MORE SHOW LESS


Dreadstar June 23, 2016 19:23

I've seen this in other games and it really wasn't that big of an issue for anyone. A side effect which is good is that everyone in the same timez one will settle near each other instead of scattered all around the map so more people and shorter roams. The gatherers going to cry bloody murder though cause this gonna drastically increase the amount of people roaming where they are at. READ MORE SHOW LESS


Zerosum June 23, 2016 19:16

This change will make the grind so real, no one will stand a chance. 2 gvgs a day will have people losing anywhere from 4 to 8 sets of gear a day. READ MORE SHOW LESS


pedrikoso June 23, 2016 18:43

Awesome changes! Don't listen to haters as REX READ MORE SHOW LESS


T2D_REX_the_X June 23, 2016 17:09

I love this game but am strongly against this change...lets get some traction on this...post if you don't like the forced GvG changes!

[T2D GM] READ MORE SHOW LESS


Pest June 23, 2016 16:09

Forcing guilds to play in time zones is the least Sandbox thing I have ever seen. These time zones are going to kill a lot of international guilds and even local guilds that don't fit in the perfect time frame will suffer greatly. READ MORE SHOW LESS


T2D_REX_the_X June 23, 2016 15:45

Please comments relevant to content at hand.

[T2D GM] READ MORE SHOW LESS


Ult June 23, 2016 15:10

Need a pro guild to GvG with this coming Beta? Infinite: https://forum.albiononline.com/index.php/Thread/22707-Infinite-recruit-EU-NA-OCE-PvP-Roams-GvG-teams-Fame-farm-and-more/?pageNo=1 READ MORE SHOW LESS


T2D_REX_the_X June 23, 2016 13:37

Reworked: Siege Camps
For those who do not own a territory, Siege Camps will still be available. However, Siege Camps will only be active during the regional timer set up for the cluster it is in and can only be used once per day. Similar to normal GvG declarations, the next available slot will be automatically picked. Additionally, Siege Camps will have a new feature: Pacify. If no one has declared an attack yet and a Guild uses the pacify function, the Siege Camp cannot be used to attack that day.

New: Retaliation and Counter Attacks




So basically now you can SUPER CAMP a siege camp and then null out an attack against yourself....AWESOME!!!!! (#Sarcasm) Horrible update feature READ MORE SHOW LESS

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