(this is all still heavy work in progress, help out by adding information or rewording a sentence to make it clearer. thanks)
todo: item-power cap red zone?
Guild vs Guild Battles (GvG's) are instanced fights in which players fight to gain control over open world home territories, resource territorries or to gain ownership over one of the six cities on the royal continent. The matches are fought in a 5 vs 5 format when competing for territory ownership in the outlands and in a 20 vs 20 format when competing for the ownership of cities.
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 itempower cap when fighting on the royal continent. Black zone GvG battles have no item power restrictions and are considered one of the toughest challenges in all of 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. Launching an attack from a neighbor territory can be done any time, from the world map. Launching from a warcamp need a player to be at the warcamp, and the warcamp should be available.
Each teritorry has a GvG time frame as shown in the teritorry info box when clicking on the zone on the world map. The time frame is 4 hours long, and got 4 GvG fight slot, one each hour. Any scheduled GvG fights will occur at the first slot available.
For example, Hardsun Plain :
Hardsun Plain has a claim duration between 04:00 - 08:00 UTC, with 4 slots : 04:00 UTC, 05:00 UTC, 06:00 UTC, 07:00 UTC
Any scheduled GvG fights over that zone would start at 04:00 UTC, unless there is already a Gvg planned in the first slot.
Gvg fights launched during the GvG time frame are planned the next day at the first available slot. If the attack is launch outside of the GvG time frame of the attacked territory, the attack is considered launched during the next time frame, and will be planned the day after the next time frame.
For example, Hardsun Plain :
If a attack is launched at 09:00 UTC Monday, the fight will be planned at 04:00 UTC Wednesday.
If another attack (from a different territory or warcamp) is launched at 07:59 UTC Tuesday, the fight will be planned at 05:00 UTC Wednesday (slot #2)
The cost to launch an attack are as follows:
- costs around 1.500.000 Silver (vary with the gold:silver rate) to launch
- 90% reimbursed if at least 1 point is taken from the opponent team during the fight
- 5% goes to the winning team
When a territory launch an attack, it cannot launch another attack in the next 24 hours.
List of GvG Primetime Slots
- Warcamps : unlock at EU timer ( 18UTC ) or NA timer ( 03UTC )
- ((Should we list every time frame and every territory ? Seems unneeded))
Timers of warcamp may vary from the GvG timeframe of the zone, but an attack can be launch to the territory regardless. See above for information about GvG time frame.
When launching attack from a Warcamp, you may use the battlechest to store your items for the GvG battle (see below for more information about battlechests).
See the warcamp article for more information.
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 store up to 64 Slots, with no weight restriction.
- Limited to equipable items, like weapons, armors, bags, capes, food, potions and horses. Siphoned energy can be placed in the chest too.
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.
The general ruleset for a resource territorry gvg battle are as follows :
- Each team starts with 150 points, and team can only loose point based on various event.
- The first team at 0 loose the GvG fight.
- There are 3 capture points (stones) on the map, at the start of the match these are neutral
- Claiming a stone remove 1 point to the other team
- Every minutes of the fight, the team with the least stones will loose some points, based on the number of stone disadvantage :
- 1 stone disadvantage : 10 points
- 2 stone or more disadvantage : 20 points
- If a player dies, it remove 4 points from his team
- At the beginning, there is a 30 seconds timer, during both teams are locked in their tent area to prepare/gear up
- A GvG fight can last for a maximum of 25 minutes. If no team has won at the end, the defender team wins
- When killed, the player must wait a certain time to respawn, this time will grow longer as the GvG fight process
- Players on theirs tents are immune to damage and CC, and regenerate a small amount of health. Ennemies close enough will be hit by a high damage beam.
Special ruleset for City GvG (20v20):
- Cities has 5 stones
- Both team start with 200 points [confirmation needed]
- Kills during city fights are only worth 1 point
Counter Attacks & Retaliate Mechanics
When a territory is attacked, the defender team not only defend it, but depending on the outcome, they have various tools :
- Counter attack : If the defender team wins with more than 100 points, the game triggers a counter-attack on the attacking territory 30 mins after the start of the initial GvG.
- Retaliate : when the defender team loose a territory but have a neighboring territory (or a warcamp still available on the same map), they can launch a retaliate. Retaliate happens 1h or 2h afters dependings on how late it's launched.
GvG Lockout System
- When a player fight in a GvG, unless he win a defense GvG with 150 points, his character is locked for exactly 24 hours on the territory on which he used the battle vault. ( not sure how it works for war camps )
- Automatic counter-attacks do not reset the lockout timer [confirmation needed]
- Retaliates reset the lockout timer. [confirmation needed]
- For 24 hours, your character character can only defend this territory or an adjacent one, and/or attack from this territory or an adjacent one.
- Adjacent territories are connected with a white line on the world map. Select All in the second drop-down menu in the upper right corner of your screen while viewing the world map.
- The lockout lasts 24 hours and not 23 hours 59 minutes. For example, If you play a GvG at 20:00 on Monday, you cannot join a GvG starting at 20:00 on Tuesday unless territories are adjacent.
Ways to Train for GvGs
- 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
- GvG Training Battles (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.