- Davros81 likes this
Posted by tuvok77 on 06 April 2016 - 21:09
since only a small part actually partakes in Arena, Ive seen in arenas always the same faces and rarely new players, since why would you want to play in when the big guys are lobbying and winning it between each other.
I would wish to see the option to be able to buy Arena tokens at a reduced rate,
Like lets say for 1 FSP you could buy 20 Arena tokens, but you could only buy a max of 40 arena tokens each day.
Arena is faaaar to exclusive even now, no one is sharing working sets, and if one does it they are usually frown upon by the rest of em, its guarded like close secrets since one has to put effort in building the sets. And knowing the odds at which the sets will work and when to switch to others. The most successful guys are to this day the ones who started by trial and error. They feel entitled to it and thats what really irks me. if the whole community are to benefit somehow, you should make the tokens partially buyable, at a limited amount and a fsp price on it maybe 2-3 times as high as it would be turning tokens to gold.
Thats my 2 cents to this matter.
I hope Grim reads this.
Posted by tuvok77 on 06 April 2016 - 20:35
Yo Donalde, theres a buff out there called master smith. I also enjoy destroying the crystalline gear of players from time to time. Its what makes the economy flow and gear repairs are mandatory at some point. Its bad enough were lacking a true gold sink where 80% of yer gold goes to. And some pitiful repairs of 300k shouldnt be really a problem to begin with at lvl 150 its around 15-30k and that is very little.
If you dont want your Guild to be hit, have a slim active group, have players cover each other, for christ sake take shifts if needed. But gear repair SHOULD stay. Its bad enough when your fighting a buffed up offline oponent juiced up on crystalline gear and so many overpowered buffs you have to just quit and wait for them to wear off. Not only that but deflect REAAAAALLLYY stretches the GvG out from sometimes 20 mins to up to 2 hours if unlucky. GvGing can be fun, but it can be just as frustrating and a sort of reward is when you know that person you continually hit suffers too a bit. I only slap undermine on me when my targets get buffed up to a degree where it annyos me and I have to slap on PvP chests to counter them. I have 10 chests but I still would prefer not to use it and so I answer with what little I can answer. Since I got no big guilds or buffers behind my back. Everything has pros and cons and we all gotta pull our own weight if we choose so.
Valar Morghulis.
Posted by tuvok77 on 11 March 2016 - 08:57
Ok as egami said, yes, the GvG guide is lacking the information needed for Council members and Players who look forward to run a GvG guild.
If interest is present on how things are run behind the courtain. I promise on my word, that the GvG guide will be finished this month.
Please write what you would like to see, in short sentences if possible. Or maybe say what topics you would love to see adressed that are missing.
Here are some options that just came to my mind:
Running a successful GvG guild (Payment builds, GvG guild builds)
Selling/Buying RP business guide
Guide to finding current street & market price
Posted by tuvok77 on 10 March 2016 - 13:06
Easy heres a sneak peak on what to expect:
Big lvling guild, Big angle of attack, Big chance of retaliation.
+Buffers
+Coordination and enough gear for retaliation
+High chance to make the enemy miss due to enhancments
-If no gear policy, guild is defenceless
-If no activity policy, guild is defenceless
-If guild is inept to handle GvG, expect high repair costs
Conclusion: BUFF YOUR PLAYERS, Or dont hold any players in lvl ranges below lvl 300, have a GvG squad ready for lvl ranges 50-100, 100-150, 150-200....
Posted by tuvok77 on 28 February 2016 - 21:16
GvG is fine as it currently is. Its activity while still subpar, is considerably higher than it was 1 year ago, and speaking by the declining playerbase, this means alot. The only thing yet to reimplement is the old Announcements considering GvGs. Which guild is currently fighting who. I still dont understand why it was taken down from the front page. It made the whole community more knit together.
Posted by tuvok77 on 11 October 2015 - 17:32
I am comparing a Ladder cycle with a GvG cycle. GvG takes a maximum time of 24 hrs. The Ladder finishes between 24-48 hrs after it starts. That is TWICE as long! One cycle of either will not get you one of the new rewards. However GvG is much easier to collude on. It is a competition between 2 guilds, no more. Sure you can collude on the Ladder, but ANYONE can join the open field. My point is for the advocacy of one reward pool from one token system all based on stam requirements!
LOL
Do you know how many GvGs it take to get even the lowest RP item? Do you understand the effort that is needed to be put in to win a single GvG? Not to mention the time it takes for doing 25 hits in a GvG, imagine a GvG with only 1 target, thats 25 hits every 2 minutes, which would take you 50 mins if you manage or time it to do it ever 2 minutes, which no one can actually manage. So its more like 1 hour- 2 hours, depending if your target has deflect on or not. And all that for a reward of 20 RP, Of if the target guild hits back you are left with a measely 10 RP if its a draw. not to mention they often will try to make you loose. Also not forgetting that VERY FEW guilds are build for GvG, so this means their attack angles are crazily big. And hitting a player in stam gear is not hard. In PvP ladder, one spends overall less time being active. Just slap some PvP buffs with proper gear and go on rampage, buff up with offline gear, or better yet, and usually very often practised, farm Rating and keep yourself buffed by the guild.
10/10 very much effort. NOT!...
Same goes for Titan hunting, Its fast, its easy, and not time consuming. I feel the rewards are fine now, GvG has been nerfed to a point where it takes teamwork to get GvGs done. Neither PvP nor Titan hunting, nor Arena have that aspect played in.
Btw It takes for Bobbanarts skull around 12,5 GvGs, which adds up to around 2-6 Hours per person!!! which have to be put into sitting constantly before the screen hitting attack player button. And not to mention with the current tedious target selection you spent more time selecting targets than actual fighting....
Now wheres your point with stam requirements? Its a wrong point of view, since stam matters little in some aspects, what really matters is the time you spent to achieve it. WIth your logic Arena should be fully volountereely and rewardless since it doesnt use up stamina....
/Tuvokoff
Posted by tuvok77 on 08 September 2015 - 17:35
Greetings ladies and gentlemen,
Today I shall present you my guide to GvG, it doesnt matter if youre new to it, quite experienced or a legend at GvG. Everyone can learn something here and I shall make it my aim to show YOU, the reader the art of GvG, show up certain methods and ways to do it and to win it succesfully!
Legal Disclaimer:
Any guilds featured in this guide are only featured to visibly showcase Tuvoks 101 Guide to GvG. In no way it is meant that those guilds are "easy targets" or that members of those guilds do not actively retaliate. In hope of better understanding and growth in GvG, by default it is viewed that every guild featured here agrees to be part of the guide in form of pictures. Any one not inclined to have his/her guild featured here, shall please message me ingame, so we can resolve the issue.
Contents
1.1 --- GvG what is it, how it is performed.
1.2 --- What Setups & Buffs do I need to consider.
1.3 --- GvG: My team, my targets and me.
1.4 --- The art of winning & loosing a conflict
1.5 --- 101 Guide to finding Guilds to fight with
1.6 --- Retaliations, defending and making your enemy loose
1.7 --- Guild builds, your defence is your best offence [Bonus for Guild Founders & Council]
1.8 --- Calculating RP price income vs. GvG input, while maintaining fair pay for your GvGers [BonusĀ²]
So seems like a big list, I shall keep it short and on close point so lets start now! Each section is kept in Spoilers so to not clogg up the guide too much, just open the one that you feel most inclined to read, or read everything like Kittles would do.
1.1 --- GvG what is it, how it is performed
GvG meaning Guild versus Guild combat or simply a "conflict" is the term for clans or guilds taking up arms against other guilds, hitting each other for 50, 75 or 100 hits on each sides, then having the hits on both sides processed afterwards by the system once the timer of 24 hours runs out (thats the duration how long each conflict lasts) and once its processed having Reputation Points gained and Rating earned depending on wether the conflict was a Loss, Draw or Victory. This is usually determined by whoever has more succesful hits on the other guild.
Note: An unresolved combat hit will always be counted as a loss for the attacker!
Note: If both sides do not reach the needed hits for the conflicts, the conflict will be counted as a draw with no RP & Rating change.
Here is some example of a victorious GvG:
Heres an example on how a clogged up GvG feed with multiple participants usually looks like:
As you can already see, theres a limit on how many participants can partake and how many times players can hit each other in the corresponding guilds.
Note: This means we have a finite number of hits, time and participants.
Also from the picture above you noticed that there isnt any GvG that has on the initiators site only 1 participant with all the required hits. This is because the rules of GvG changed over the course of the years to avoid abuse. Theres a minimum of 2 players on the initiators guild needed for 50 conflicts and in each conflict from the initiators site every player is maximum allowed to do 25 hits each.
Here it does not matter wether you hit your target in the conflicts with 10 or 100 stam, as it does not matter how many stamina is used per hit, staying cost effective and only using the minimum stamina needed per GvG is adviced though. In the retaliators guild, the conflict may be "cleared" by 1 player doing all the hits necessary in the conflict.
Before initiating a conflict, always make sure you have the following rights in the guild:
Without this right you will not have the right to initiate any Guild Conflicts, but you will be able to participate in conflicts already started by a guildmate with this right or incoming conflicts!
Should you have both a partner in GvG and the rights to initiate a conflict, all you have to do is find suitable targets in a guild for both, you and your partner and then hit on this option in the upper part of the guild frontpage of the guild you wish to GvG.
After clicking "Initiate Conflict" you will be forwarded to this page:
Here you can decide how many maximum particpants partake in a Guild Conflict (The maximum possible participants depends on your guild upgrade in that section and first and foremost the amounts of players on the guild you want to GvG against.
Number of attacks can be picked for 50, 75 or 100.
Note: The number of attacks determines how many RP is earned per GvG. Rating is not affected by the amount of hits placed.
Note: You can only initiate conflicts against guilds that have at least 4 players above lvl 50 in the guild and have 1 player that had been last time active less than 24 hours ago.
Next up after choosing the Conflict options you will be forwarded to the next screen, where you can check up on your settings to approve Conflict and officially start it...
OR be confronted with this message if the cooldown timer to GvG the same guild again, has not run out yet:
Note: After a Conflict against a guild has commenced and has been processed, it takes 10 days until the guild can be attacked again.
This concludes the first part of my GvG chapter and I hope you had a grandal time readin it.
1.2 --- What Setups & Buffs do I need to consider.
Setups in GvG play a big part in the process of winning a conflict itself. It is one part of the key to being successful at a GvG. I will be now going in depth into the most common builds ranging from lvls 50 and beyond, for the stats may vary but most if not all have 2-3 common goals in its BUILD.
Here is an example taken from the lvl 125-170 lvl range to illustrate the idea behind it:
ATT/DEF/DAM BUILD (Mostly used in GvG ranges of 50-400):
ATT/ARM/DAM BUILD (Mostly useful at 400+ GvGing):
ATT/DAM BUILD - Suicide Setup / Perfect "Offline GvG Setup" at all ranges:
As you can see you have different possibilities on how to approach a GvG. Each of these setups plays a part in it and is interesting to be used and overcome.
But always remember: Using Crystalline gear may become a very costly enterprise and it may become a real money sink if used excessively in GvG.
Now it goes without saying that Gear AND Buffs always go hand in hand and if you truly want to be an aclaimed GvGer and want to get your guild to the top of the ratings, you will need both, gear and buffs in order to achieve that. So lets take a look at the most essential buffs in GvGing:
The MUST HAVE buffs for minimizing losses when attacking (works vice versa when attacks are incoming):
The MUST HAVE buffs to crack through your targets setups in GvG (works vice versa when attacks are incoming):
Vanity Type Buffs aka. nice to have during a GvG:
Note: There are many more Vanity type buffs and those listed above are just an example.
Hope this cleared up a question or two regarding setups and buffs that are mandatory in GvG.
1.3 --- GvG: My team, my targets and me.
Now a GvG is in its idea a dynamic competition, which means, some guilds may buff up their members in conflict to make the opposing guild loose a hit in order to come out victorious. The higher the guild is rated, the higher the chance it will buff up their members, though even non-GvG guilds may buff their members up occasionally. So always watch out.
Note: Always check your target, before hitting it. Be VERY CAUTIOUS, if either your target, a high lvled player of said guild or the leadership of the opposing guild is online. The chances they may buff their members up right before you are about to hit them again, is exponentially high and it may cost you your conflict.
Note: Avoid hitting targets that are buffed up, unless your 100% sure you can beat the buffed up stats. Using a calculator before hitting a buffed up player in order to calculate if your stats suffice is one way to solve that. Another is to delay your GvG hits and wait for the hardest buffs to wear off.
(WARNING!: It may occur that a guild manages to keep their members buffed up 24/7, so be very careful when doing such a conflict)
Examples of unbuffed vs. buffed up targets in a GvG
As we could see in the upper examples a buffed up target may very well cost you a the victory in the GvG, but if mentioned techniques applied wisely I am sure you will be able to overcome these obstacles with ease.
Remember though, this often applied strategy can be used vice versa. So if youre yourself are online and realize a member of your guild is hit, you can make sure to get him the needed buffs to make sure the attacker loses a combat of the incoming attack that will turn the tables in the conflict in your favour.
Now to sum it up:
Be vigilant! Always check your buffs & your setup, your targets buffs & setup everytime before hitting, the guild`s overall members activity, aswell as any new buffs cast upon you while GvGing.
Note: Dont react to taunts by the opposing guilds members who may try to provoke you in an thoughtlessly emotional attack, which may very well lead you into a buffed up trap and cost you your victory!!!
Many Thanks to Calista for providing the geared up screenshots in the buffed/unbuffed form. <3
Stay tuned for my next chapter soon
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