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March 10, 2011 [Hotfix 19.10] : Intra-Guild Squad PvP and more GCW Control bonuses

Discussion in 'SWG General Discussion' started by BadgerSmaker, Mar 11, 2011.

  1. BadgerSmaker

    BadgerSmaker Guest

    March 10, 2011 [Hotfix 19.10] : Intra-Guild Squad PvP and more GCW Control bonuses​


    Highlights

    * We've added additional ways for guilds to PvP (both inter-guild and intra-guild).

    Ewok Festival of Love

    * The Ewok Festival of Love has come to an end.
    * The Storyteller Vendor has returned to its human appearance.

    Guild


    * Any guild member can now remove herself from any rank she is currently in by selecting herself from the Rank List window.
    * A 'Add/Remove Members' button has been added to the Rank Summary window for guild members with the Set Rank guild permission. This provides a possibly quicker and more efficient alternative to adding/removing guild members to/from a guild rank.

    Guild: Intra-Guild Squad PvP

    * Guild members belonging to any of the 4 squad guild ranks (Guild Squad A, Guild Squad B, Guild Squad C, and Guild Squad D) can now PvP other guild members belonging to another squad. This can be useful for practicing group PvP tactics, settling/creating intra-guild drama/disputes, guild RP/events/tournaments, etc.
    * Access the Intra-Guild Squad PvP UI from the Remote Player Association Access Device in the Datapad, or by /guildSquadPvp.
    * From the Intra-Guild Squad PvP UI, guild members with the Set Rank guild permission can toggle the PvP status of the 6 possible guild squad PvP types (A vs B, A vs C, A vs D, B vs C, B vs D, and C vs D), specify whether to track score/kill counts for each squad PvP type, and reset the score/kill counts for each squad PvP type.
    * A guild member can be in multiple squads, and multiple guild squad PvP types can be enabled simultaneously, creating "interesting" alliances/scenarios.
    * If you are on a squad that is part of an enabled squad PvP type, after you clone, you will incur a 1 minute guild squad PvP "cool down" period during which you cannot engage in guild squad PvP combat (attack or be attacked). This rule affects guild squad PvP only. All other PvP rules are still in effect.

    Guild / Pilots

    * Guild war PvP between ships has been added, including the guild war excluded and guild war exclusive rules, the 1 minute guild war cooldown after cloning or ejecting, and the guild war kill count tracking.
    * Intra-guild squad PvP between ships has been added, including the 1 minute guild squad PvP cooldown after cloning or ejecting, and the guild squad PvP kill count tracking.
    * For POB ships, the guild war and guild squad PvP rules will apply regardless of who is actually in the pilot chair, even if the pilot chair is empty or someone else (besides the guild war/guild squad PvP guild member who owns the ship) is in the pilot chair. It is the ship's owner, and ONLY the ship's owner, regardless of where on the ship the ship's owner happens to be, that will affect how the ship will be involved under the guild war and guild squad PvP rules.

    GCW

    * 1 travel point will be given to the 6th - 10th place GCW leaderboard guilds and cities if that faction is winning the galaxy (galaxy GCW score for that faction is >= 51%).
    * 1 additional travel point will given to the 1st - 5th place GCW leaderboard guilds and cities if that faction is winning the galaxy by at least 70% (galaxy GCW score for that faction is >= 70%). So 3 total for 1st and 2nd, and 2 total for 3rd - 5th if that faction is winning the galaxy by at least 70%.
    * The GCW leaderboard windows for Previous Week and 2 Weeks Ago will now display the 6th - 10th place guilds and cities.
    * The 6th - 10th place perk and display is not retroactive. It will first start occurring at the first end of the leaderboard period (the first Thursday at 19:00:00 GMT / 11:00:00 PST / 12:00:00 PDT) after the update.
    * Remember, guild/city travel point update occurs at galaxy restart and at the end of the leaderboard period every Thursday at 19:00:00 GMT / 11:00:00 PST / 12:00:00 PDT, so when the galaxy GCW score reaches (or falls below) the threshold for the perk, the perk will get applied (or removed) at the next guild/city travel point update.

    Beast Master

    * Circus Horrificus Auto Beast Feeder returned to working condition.

    Miscellaneous

    * Fixed a few code strings on the bazaar.
     
  2. BadgerSmaker

    BadgerSmaker Guest

    Re: March 10, 2011 [Hotfix 19.10] : Intra-Guild Squad PvP and more GCW Control bonuse

    Some thoughts on this:

    Although the Intra Guild Pvp is nice to see, they didn't make the simple change of increasing the 500 player cap on guild membership. There are a few guilds out there who are at this cap with active members and even had to break out all their Entertainers and Traders into a second guild.

    Tying the GCW Leaderboard rewards to the GCW Control system seems like a clever move and actually pits factions against each other rather than the intra-factional competition that the GCW Leaderboard currently encourages.

    Those /guildway and /cityway commands are pretty addictive so its a pretty useful carrot to dangle in order to get more players working on zone control.

    That said, wont this just lead to more factional collusion in the form of opposing faction alt killing to flip zones? That's the fastest way to flip a zone, and once done like that is is very hard to flip the zone back via factional PvE combat because the PvP kills count for a lot more control points.

    To get the most travel perks, players will need to be farming invasions as well as flipping zones. This is often also done via factional collusion, using an opposing faction alt Trader to build patrol pylons that your group will then farm barricade/turret defend quests from, and/or farming the Fatigue and Demoralised Trooper quest with an Entertainer.

    One way to reduce the amount of factional collusion in invasions would be to spawn more pylons with 5 power as default. Players only really use an alt to build when there is no opposing faction bulding and if they don't build opposing faction pylons then there is pretty much no invasion.

    For the factional collusion in zone control, they should cap the number of times a PvP kill can count towards zone control. That way you can't just farm an alt over and over again until the zone is yours.