GvG Mechanics

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(this is all still heavy work in progress, help out by adding information or rewording a sentence to make it clearer. thanks)

Guild vs Guild Battles (GvG's) are instanced 5vs5 PvP battles in which players fight to gain control over open world home territories, resource territorries or the onwership over one of the six cities on the royal continent. The victor of a GvG battle is determined through a combination of capture points and killing the opposing team. GvG battles are always fought with a full-loot ruleset, but there is an item-power cap when fighting on the royal continent. Black zone GvG battles have item power restrictions and are considered one of the toughest challenges in Albion.


how to initiate a gvg

To initiate a Guild vs Guild battle, an attack must first be launched from either a warcamp or a neighbouring territory at least 20(?)h in advance.

The cost to launch an attack are as follows:

1 2 3

(costs around 1M4 to launch, most reimbursed if 1 point is taken during the fight) (money must be in guild account)

In case of (XY) the following amounts are reimbursed to the attackers. This is done to prevent (exact name? - no show attacks / lock teams?)

GvG battles can only occur during the primetime/gvg-slot(?) time for a territory fights happen at gvg timer-slot first fight at first hour additional attacks on same plot happens 1h after the other

list of gvg primetime slots

1 2 3 unlock at EU timer ( 18UTC ) or NA timer ( ?? UTC )

===warcamps

timers, special notes, -- only write what is relevant for gvgs here, rest link to seperate warcamp article

picking gear for a gvg fight

During a GvG battle, guilds can only bring a limited amount of weapons and armor. The gear that is used during the gear must be prepared prior to the GvG and must be stored in the correct battle chest to be usable during a fight, in case one member of the team dies and loses his items due to the full-loot ruleset.

It is advisable to organise the gear you are going to use during a gvg beforehand, this means for example picking the right spells or splitting stacks of buff-food or potions beforehand, so that during the heat of battle you are not distracted by inventory management and can just right-click equip your gear.

Each home-territory and each resource territory has their own, unique battle-chest and your team must place their gear in the correct territory or warcamp (the one you’re attacking from) to be usable during the gvg.

battlechests

battlechests store up to (?) items of gear (weight / slots) (image)

how to join a gvg

If you are a member of the guild that is launching the attack, you can join a gvg by opening the guild menu (g per default) , chosing the gvg you want to join and then click join.

if you have the rights to invite your guild-mates to a gvg (see guild rights system) (need name & default picture) you can invite your team members or members of your alliance

guildmembers with the rank X can also kick players from the gvg

Once the gvg starts (you’ll see a warning (need image)) everyone who signed up to the gvg will be teleported to the battle.

Players fighting in the gvg battle must be in the correct zone when the gvg starts to be teleported.

if you’re attacking you can either be in the attacking zone or the defending zone if you’re defending you must be in in the defending teritorry


gvg fight mechanics & ruleset

Guild vs Guild fights have different rulesets, depending on the type of territory you’re fighting over. (what are the differences?)

The general ruleset for a resource territorry gvg battle are as follows

each team starts with 150 points there are x control stones (actual name?) on the map, at the start of the match these are not captured capturing a stone and holding it during (timeframe?) will award your team with X points depending on .. in addition to capture points, killing a player is worth X points a gvg can last for a maximum of 25minutes, in case no team has 0 points yet, the defending team automatically wins! tents (&tent rules; damage)

special rulesets for different territories:

resources have 3 stones to capture farm have 3 stones to capture village have 4 stones to capture city has 3 or 4 stones need to check out

having 1 stone advantage make the other team lose 10 point every minute 2 stone advantage make the other team lose 20 points per minute 1 kill make the other team lose 4 points or 1 point in city fight timer for respawn, gets longer the gvg last ( not sure, needs to confirm ) around 15s at beginning of gvg team are locked in their tent to prepare/gear up


counter attacks & retaliate mechanics

counter attack & retaliate mechanics (lose if more than x points left, defender can retaliate 15m later, auto launch more than 100 points win on defense triggers a counter-attack on attacking territory 30 mins after when you loose a territory and you have a neighboring territory OR a warcamp still available on the same map and the same timer you can retaliate retaliate happens 1h or 2h afters dependings on how late you launch it

GVG lockout system

if you play a gvg, you character is locked for 24h on the territory he can only do gvg on this territory or adjacent ones for the time being if you do an attack, you are locked in all cases ( not 100% sure, needs confirmation ) if you win a defense with 150 points, YOU ARE NOT LOCKED

-- more (still in the process of collecting infos & structue)


way to train: arenas: for absolute beginners get to know your spells, how they work 5v5 Hellgates: 6.1 gear capped get some fame, money train 5v5 with real consequences scrims (guide: https://forum.albiononline.com/index.php/Thread/86776-GvG-Training-Battles-A-Quick-How-To-Guide/) most teams train with 1300-1350 avg. ip, so 8.1 or good specialisations are needed.