[VIDEO] Guild Territory Wars: How to Play
By STAFF_Ethan
Apr 12th, 2018
Greetings, Saviors!
We at the dev team have decided to put together a short post to refresh everyone on how to participate and enjoy our new GvG experience, the Guild Territory Wars.
If you are not sure what Guild Territory Wars is all about, you may wish to read up on it by taking a glance at our previous announcements.
- Popolion Post Page 24 [Link]
- Announcement regarding the Beta Test [Link]
Please note that Guild Territory Wars is still in a [BETA] state and these rules are subject to change. We will announce any such changes via our Official Website!
[Before the War]
- Select whether to take part in the wars or not through an option in the Guild window.
- Please note that only the guild master will have the authority to opt in or out of Territory Wars.
[The War Begins!]
When the Territory Wars schedule starts, entering a Spot Area will require you to select one of two options at the green arrow in adjacent fields. Here you can jump right into the war zone, or skip the battle and enter the map as you normally would.
After moving to the Spot Area, guild members can battle in true PvP style to either protect their seized Spot or seize the one held by the rival guild. Members of the guild that seized the Spot in the previous Territory Wars will be allowed to enter the Spot Area 5 minutes before the war begins to plan out their strategy.
Spot Areas
Spot Areas are maps where players can fight in Territory Wars, with Spots being the sections of land you can seize. According to the grade of the Spot Area, the rewards for seizing the corresponding Spot will be different. As of now, we have a total of three Spot Areas planned out (the ones in the table above), but we will consider adding more areas to the game depending on how they perform.
Seizing/Protecting a Spot
During the war, each Spot Area will contain a Territory Tower, with the land around it forming the Spot that can be seized by a guild. To gain hold of a Spot, guild members will need to earn points by advancing into the perimeter of the tower. The guild that currently holds the Spot, on the other hand, can fight back by reducing the points of the invaders. The final score will then determine which guild will hold that Spot during the next Territory Wars.
1) Earning Points (Invading Guild)
The invading guild earns points every second according to the number of members within the perimeter of the Territory Tower. Below is a table that shows the amount of points earned by invading the Spot of the guild that holds it.
2) Taking Points (Protecting Guild)
The guild protecting their Spot can deduct points from the invading guild, also according to the number of guild members within the perimeter of the Territory Tower. Here, too, the amount of points taken from the invading guild every second increases proportionally to the number of members of the protecting guild inside the Spot.
3) Final Score
The first guild to score exactly 1,000 points in the war seizes the Spot. In certain situations, however, the guild may not be able to gain any more points, like in the example below.
If, like in this example, two or more guilds have gathered all the conditions to reach 1,000 points, their score will no longer increase. Instead, those guilds will need to gather all of their members inside the Spot in order to win. We should note that there’s still room for improvement in the point system, but we will keep you notified of any changes.
[Additional Strategies]
1) Protector Buff
Guilds that succeed in seizing a Spot will receive a special Protector Buff that boosts their members’ combat abilities. Not only that, the more wars a guild manages to keep hold of a Spot, the more intense the effects of the buff will be.
2) Strategic Elements
- Boss Monsters
During the war, a powerful boss monster will appear, which guild members can defeat in order to receive temporary beneficial effects. These boss monsters can make a big difference in the amount of points you earn or take, becoming an important part of your guild’s strategy. 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.
- Spot Amplifier
The Spot Amplifier is a structure that extends the seizable Spot beyond the perimeter of the Tower, decentralizing the dispute and allowing guilds to stack up their points through different strategies. The Amplifier can be destroyed, and the guild of the player who deals the last blow to it receives additional points as reward.
- Safe Zone
The delimited area around the green arrow in the Spot Area is designated as a Safe Zone, where attacks are nullified. This zone can be used for guild members to restore their stats or for other tactical purposes.