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Developer Notes

Guild War Season 2 Delay & Preview [37]

  • OFFICIAL
  • Dominiel
  • 2020.02.12 09:02 (UTC+0)
  • 조회수 22518




Hello this is Epic Seven.

 

As of December 29th, 2019, Season 1 of Guild Wars has concluded. We thank our Heirs all around the world for enthusiastically participating in Guild Wars. After an in-depth look at various Guild Wars statistics as well as the feedback from our Heirs, we have reflected upon this information and will implement the following improvements for the second season.


However, in order to implement these improvements for the second season of Guild Wars, we unfortunately will need to delay the start of the second season from February 24th to April. We are extremely sorry for this delay as we know that our Heirs were enthusiastically waiting to start the second season of Guild Wars. We ask for your patience and understanding in this situation.


Until the start of the second season, players will be able to join in the Pre-Season for Guild Wars. The rules of participation as well as the rewards will remain unchanged from the first season and we hope that our Heirs will show the same enthusiasm and interest they had for the first season during this Pre-Season.


In this announcement, we would like to give our Heirs more information about the changes that will be applied to Guild Wars in the second season. Again, we thank you for your patience as you wait for these changes.

  

1. Hall of Fame

 

A [Hall of Fame] will be added in order to honor the most qualified Guilds in Ritania. The Hall of Fame will record the top three guilds, similar to the Hall of Fame in the Arena. Exclusive frames will also be given to the Guilds added to the Hall of Fame so that they can distinguish themselves.

  

 

2. Draw Mechanic

 



(*This Image was taken from our test server, and may be different upon release)

(*Heirs will be able to select different languages upon release)

 

Our Heirs have encountered certain situations where (1) the offensive team had to yield the battle because one player could not defeat the other or (2) the battle result is recorded as defeat when players exceeded the designated time for a battle. In order to address this issue, we are reviewing whether to add a [Draw] mechanic.

 

After a designated number of turns in a Guild War battle, a button for a Draw will display on the top-right corner so that our Heirs may choose to end the battle via a draw. Our Heirs will be able to choose to draw the current round and proceed to the next round(if the draw happened in the first battle), or draw the second round and end the battle following the directions provided in the pop-up menu, which will display after our Heirs tap on the button for draw. 

 

We hope our Heirs can develop new strategies, such as trying to intentionally create a draw against much stronger opponents once the draw mechanic is implemented. 

The following rules will be applied to decide the battle results.

Result for Each Round of a Battle

Result for a Battle

2 Wins

Victory

1 Win 1 Draw

1 Win 1 Defeat

Draw

2 Draws

1 Draw 1 Defeat

Defeat

2 Defeats

 

 

Heroes who were defeated in battle when an Heir chooses the draw option will not be available in the next battle. Additionally, claimable War Contributions (tentative name) will differ from the current system. War Contributions attained will vary according to the results from each round (Havoc will remain the same). We will elaborate more about War Contributions in the paragraph below. 

 

3. Battle MVP and War Contribution

 

The current Havoc system, since it only takes into account the result from two offensive battles, is not comprehensive in that it does not include other efforts such as defensive battles. Therefore, the Havoc system that is currently in place will be used in order to determine the winning guild only, and a new War Contribution system is under review so that it takes into account both offensive contributions as well as defensive contributions.

 

The criteria for claiming War Contributions will be divided into two categories: (1) results from offensive battles where our Heirs attacked an opponents’ buildings, (2) result from defensive battles where our Heirs protected their designated buildings. For offensive battles, our Heirs will claim more War Contributions as they attack buildings in the following order: Stronghold > Defense Tower > other buildings. For defensive Battles, the amount of War Contribution will vary according to (1) the building the member is assigned to (Stronghold > Defense Tower > other buildings criteria will apply as well), and (2) the battle result. Once a Guild War is over, a window displaying the War Result will display in the order of the War Contribution acquired by each member. In addition, the member who claimed the most War Contributions (Offensive Battles + Defensive Battles) will be the MVP, and will be given better rewards.

 

Categories

War Contribution Earned

Details

Offensive Battles

Stronghold > Defense Tower > other buildings

War Contribution can be seen from War Result window after the end of a Guild War

Defensive Battles

Stronghold > Defense Tower > other buildings
 (According to the type of building the Guild member is assigned to)

War Contribution

War Contribution earned from Offensive Battles + Defensive Battles

Guild member with highest War Contribution will be given MVP standing, and will be given additional rewards.

 


4. Guild War Notice


(*This Image was taken from our test server, and may be different upon release)

(*Heirs will be able to select different languages upon release)

 

Strategical decisions and communications such as which buildings to attack are important; however, it is very difficult for Guild Captains to communicate their tactical decisions in a timely manner, given that a Guild War only lasts for 24 hours. Therefore, addition of a [War Notice] function is also under review so that individual members can always check the strategies set by their Guild Captains during a Guild War.  Guild Captains will be able to announce their strategies via the War Notice at the start of each war. This War Notice can also be edited at any time during a Guild War. We hope our Heirs can more effectively communicate and coordinate their strategies using this War Notice function.

  

5. Additional Improvements

 

5-1. Improvements in Matching System

 

During the First Season of Guild Wars, our Heirs have experienced occasions in which they were matched with a guild that is either much stronger or much weaker than their guild. Consequently, there were occasions in which certain guilds won a Guild War without much effort, and other occasions in which a Guild lost a war even before they attacked their opponent’s defense tower. From the start of the next Guild War season, our matching system will be re-calibrated so that it better matches Guilds of similar strength and ranking.

 

Upon the start of a Guild War, the current system where Guilds with similar War Points are matched will remain the same; however, the matching system will be improved so that it also takes into account Guild Rankings. With this calibration measure, we hope to prevent situations where high ranked Guilds are matched against mid-rank Guilds with similar War Points.

 

5-2. Team Assignments Changes Reflected Immediately 

 

In the current Guild War system, changes made to a Defense team are not applied to the next Guild War until a Guild Captain has saved the team’s assignments. Due to this issue, our Heirs have experienced frustration in regards to how Guild Captains had to renew the team formation every time a member changes their Defense team formation. In order to address this issue, an improvement measure will be taken so that the changes are immediately updated. However, changes regarding individual Hero Equipment setting, and Defense Team changes cannot be made during an active Guild War.

 

5-3. UI Improvements – Additional Information Window (Individual Buildings)

 

(*This Image was taken from our test server, and may be different upon release)

(*Heirs will be able to select different languages upon release)

 

The current Guild War system had an issue where information about offensive battles and defensive battles are displayed in the same record, so our Heirs have expressed their displeasure in that they have to sort through individual records on their own. In order to address this issue, we will improve our UI so that it categorizes results from these two types of battles. Furthermore, in order to switch to another window, we will add a UI/UX function so that our Heirs can more comfortably exit this display by tapping anywhere on the screen rather than the back button on the top left corner. 

 

5-4. Battle Records Display

 

We’ve received valuable feedback in regards to how Guild Captains are having difficulty analyzing the attack and defense attempts of their members. To improve this, we will add a separate display that shows the cumulative results for both offensive battles and defensive battles for the season upon the end of battle, so that Guild Captains can better manage their Guilds.

 

Moreover, for convenience measures, the current [War Log] display will be combined with [War Ranking] and we will also add a function where our Heirs can easily check the ‘remaining numbers of available attacks attempts by opponents.’ 

 

6. Additional Improvements

 

The Rules for Guild Wars are also under review so that our Heirs can directly attack Defense Towers. Our intention is to solve the problem where our Heirs had to wait for other buildings to be destroyed. However, Strongholds will remain unattackable until two Defense Towers have been destroyed.

 

Additionally, in order to address the issue where Guild members could not receive Commander’s Armband by participating in Guild Wars, because the Guild was not matched against another Guild, we will make improve the system so that Commanders Armband are given along with Mystic Medals.

 

Contents introduced in this preview are tentative, and may be changed by the time of the update. We will try our best in order to make Guild Wars more entertaining and exciting for our Heirs!

 

We promise to listen to our Heirs and reflect on your feedback in order to provide a better gaming environment for everyone. We thank you for your continued support!

 

Thank you


댓글 37

  • images
    2020.02.12 09:52 (UTC+0)

    BESTSG, please reconsider these changes! What makes GvG fun is having to strategize team comps! Now, all one has to do is bring their strongest units to one round and healers/tanks to the other one to ensure a win. Where is the fun in that?


    Do not make defense towers directly attackable, either. As someone commented on Reddit, "What's the point of the Defense towers then? There's no more Protect the King strategy, nor is there a reverse of that whatever its called, where the strongest are on the outside and the weakest in the middle. Now it's just Free For All. Roles don't matter anymore, there's no more strategy. Just go for your 1 win 1 draw for the actual win."


    These "improvements" will be abused and takes the fun out of what makes GvG one of the most interesting content E7 has to offer.

  • images
    2020.02.12 09:18 (UTC+0)

    BESTStill no Clarification About No Stronghold/Defense Tower abuse?

  • images
    2020.02.12 09:17 (UTC+0)

    BESTStill no Fix to Kia Soul Guild Wars No Fort Exploit/ Cheat?

  • images
    2020.02.12 09:17 (UTC+0)

    Still no Fix to Kia Soul Guild Wars No Fort Exploit/ Cheat?

    • images
      2020.02.12 10:09 (UTC+0)

      Yes pls fix the no fort (no defense tower) exploits

  • images
    2020.02.12 09:18 (UTC+0)

    Still no Clarification About No Stronghold/Defense Tower abuse?

  • images
    2020.02.12 09:27 (UTC+0)

    Thank you for all your hard work! 


    • images
      2020.02.12 11:04 (UTC+0)

      Hard work, questionable decisions.

  • images
    2020.02.12 09:46 (UTC+0)

    Thank you for always working on the game and trying to improve it, but I cannot agree with the direction that GW is going....

  • images
    2020.02.12 09:52 (UTC+0)

    SG, please reconsider these changes! What makes GvG fun is having to strategize team comps! Now, all one has to do is bring their strongest units to one round and healers/tanks to the other one to ensure a win. Where is the fun in that?


    Do not make defense towers directly attackable, either. As someone commented on Reddit, "What's the point of the Defense towers then? There's no more Protect the King strategy, nor is there a reverse of that whatever its called, where the strongest are on the outside and the weakest in the middle. Now it's just Free For All. Roles don't matter anymore, there's no more strategy. Just go for your 1 win 1 draw for the actual win."


    These "improvements" will be abused and takes the fun out of what makes GvG one of the most interesting content E7 has to offer.

    • images
      2020.02.12 13:16 (UTC+0)

      If these changes go though it will be the end for e7.  Im not typically an alarmist but to take all the strategy out of the one interesting part of e7 and make it just a havoc race free for all will have a huge impact on the value of the system.


      Also the idiotic concept of directly attacking defense towers will only make the "no defense tower" exploit even more common.  Removing strategy place of a simple havoc race.  Disgusting.

    • images
      2020.02.17 22:14 (UTC+0)

      I totally agree, but I believe the only reason it should draw if it's long match where both targets cant kill each other such as angelica vs A. Ravi

  • images
    2020.02.12 10:39 (UTC+0)

    Sez and schuri are ld now lol

  • images
    2020.02.12 10:51 (UTC+0)

    Please please please reconsider the "Draw Mechanic" implementation.


    According to the post as of 02/12/2019:
    "After a designated number of turns in a Guild War battle, a button for a Draw will display on the top-right corner so that our Heirs may choose to end the battle via a draw."


    This is basically an invitation for stall and wall team compositions to lure out the "Draw' button. Please think about this for a moment and consider the implications in win/loss rate and balance.

    • images
      2020.02.14 05:45 (UTC+0)

      Next guild war balancing "only fodders is allowed to defense" 

  • 2020.02.12 10:56 (UTC+0)

    For those complaining of no fort strat, you guys realize you will now be able to directly attack stronghold because now you don't even need to clear the castles to bypass the forts. No fort will make stronghold more vulnerable!!!

    • images
      2020.02.12 19:08 (UTC+0)

      DimsimYeap, patch notes 1/30/2019 and Dev notes explain it very well. This is the reason why they didn't mention whether or not no Fort is a bug. They can actually change the rules when they launch 2nd Season. We will have to wait and see. But currently it is very clear that mechanic was placed there on purpose based on what they wrote. Currently I completely disagree with the draw mechanic, even though I have been in battles where it's 1v1 and neither can kill the other, this is clearly a fail on attacking side. It's you go in hard, or you go home.

    • images
      2020.02.13 00:49 (UTC+0)

      STOVE86270113Thanks, the patch notes only mention that the guild with the higher havoc will win at the end of the war. There is no mention that the guild who destroys the stronghold first will win. The patch notes also say the stronghold is attackable if the defense towers are empty, meaning guilds who adopt the no fort strategy already expose their stronghold. What i’m trying to argue is that by making defense towers attackable without destroying outer towers, it does nothing to prevent people from using this exploit, because you can already attack their stronghold straightaway if they didn’t assign defense towers. This change still allows this exploit to deny the enemy guild of the max havoc they can get, which, from the 1/30/2019 patch notes is the only determining factor for a win/loss (correct me if i’m wrong and it says otherwise somewhere else)

  • images
    2020.02.12 10:57 (UTC+0)

    I can only see people aiming for 1 Win & 1 Draw. 

    Bad system design...



  • images
    2020.02.12 12:24 (UTC+0)

    "We hope our Heirs can develop new strategies, such as trying to intentionally create a draw against much stronger opponents once the draw mechanic is implemented."

    I hope this is a typo, but if it isnt thats very sad, already GW defence start with an handicap coz you can counter them + you can play around AI and bait heroes pretty easily and with good hero roster u can easily get 100% win rates, now you add something that will make GW defenses even less relevant and people can just pick 3 healers vs OP teams and get a draw???

    • images
      2020.02.12 13:19 (UTC+0)

      This guy gets it.

    • images
      2020.02.12 19:11 (UTC+0)

      Exactly. Not a good system at all.

  • ic-caution

    작성자에 의해 삭제된 댓글입니다.

  • images
    2020.02.12 14:12 (UTC+0)

    There's not enough detail to tell what'll happen in terms of all calculations, but I am oftentimes not even attacked throughout the course of a Guild War. And if we need to be attacked to get a good score and possibly MVP status (and with that better rewards), isn't also Fortresses/Strongholds undesirable locations? Won't such a system create an issue with players not wanting to be assigned to such spots? I'm not sure if I like this idea. I can't exactly force the opposing Guild to attack me.

    Also, why should I even get more rewards than the rest of my Guild in the first place, if I have the highest contribution score (which I often have or share with a few others)? Is that really necessary? And won't the proposed system just mean nobody wants to attack anything in order to wait for better scoring opportunities? Please reconsider this. It's a bad idea.


    Also 1 Win and 1 Draw is a Draw, not a Victory.. what in the world are you thinking? It's very easy to prolong a fight to just Draw.

  • ic-caution

    작성자에 의해 삭제된 댓글입니다.

  • images
    2020.02.12 15:15 (UTC+0)

    " dear heirs we devs here dont actually play our own game, every week we write random things on bingo balls then pick a few and impliment it, thank you for playing"

  • images
    2020.02.12 15:20 (UTC+0)

    The War Contributions system is an incentive for people to participate. Great, I'm all for it.

    So why are you then also introducing a way to cheese people out of whatever their maximum war contributions could have been by allowing people to just force a draw with a stall team?

    The statement "We hope our Heirs can develop new strategies, such as trying to intentionally create a draw against much stronger opponents once the draw mechanic is implemented." has to be a joke, right? There are up to 27 other targets to choose from. Are we not allowed to see the fruits of our labour with a good defense team anymore? Just kamikaze your guildies that have stall teams at things you don't want to deal with? Sounds like high-skill stuff.

    Nobody had a problem with a stalemate resulting in zero havoc for that round. There's no reason for this change.

    Also lol at the fort strat being used in the screenshot. Stronghold's taken damage with two forts still up. Confirmed not illegal.

    • images
      2020.02.12 19:15 (UTC+0)

      Yeap, now to wait and see how many of those complainers  see that in the picture.

  • images
    2020.02.12 18:22 (UTC+0)

    2 Wins => 120 havoc

    1 Win 1 Draw => 90 havoc

    1 Win 1 Defeat => 60 havoc

    2 Draws => 60 havoc

    1 Draw 1 Defeat => 30 havoc

    2 Defeats => 0 havoc


    PLS !

    • images
      2020.02.14 05:42 (UTC+0)

      U cant win but forces a draw and still wishes it count as havoc damage? Boo on u

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