News Liste Conqueror's Blade

A vast world, but every inch matters | Territory War Adjustment Plan
Conqueror's Blade
06.09.24 11:46 Community Announcements
Greetings Warlords,
 
The theme of the coming new season is [Gustav II Adolf], the father of modern warfare. We hope to emulate Gustavus Adolf and bring about true change and reform in CB.
 
As CB moves towards global operations, we also hope to bring a better CB world to warlords. We promise all warlords that there will be adjustments to the rules of TW with each new season, new events will be introduced every season; and a new weapon will be added every year, etc. This belief of [taking action] will be carried through every update of CB. In summary, our four major guidelines for innovation are:
 
  • Tactics: New heroes and units. A new weapon every year
  • Battlefield: New event maps for each season
  • War: Constant changes to TW rules every season
  • Situation: More global ecology and interconnected actions

 
As for war, which is related to the open world and territory war, it is one of the core gameplay elements of CB. From the initial The southern border and northern towns to the Conqueror's City in the Alexander season, countless warlords have been fighting in the open world. Every city, fort, and village in each region has witnessed numerous similar stories – They are the stories of all the warlords. For the reform of territory war, we hope that with each season's content updates and rule adjustments, warlords can have a different territory war experience:
 
  • Territory war Mechanism: We will try to introduce unique mechanisms related to the season's theme into the territory battlefields, bringing more variables to the course of the battle and allowing warlords to experience more interesting gameplay.
  • Open World Strategic Competition: We will work towards making the strategy more abundant and the competition deeper, building upon it season by season.
  • Seasonal Resource Rules: We will also adjust the basic content, such as the open world resource output, in line with each season's theme. By doing so, we aim to connect the open world with the seasons.

 
In fact, the reform of territory war needs to be very cautious, as every change in the rules has far-reaching consequences.
 
Therefore, as the first step in taking action, we will start by addressing some of the long-standing issues in territory war that have been troubling warlords. We will begin making some adjustments and tests from this week, and we hope that during the truce in open world, warlords can also help with testing and let's work together to improve the gameplay of open world.
 

1. Raise the requirement for opening and maintaining front (The following changes have already been implemented in the update maintenance on September 5)


  • The number of players required to open a territory front



  • During the territory war, when interacting with the fief in open world to open a front, the attacking side needs to have a queue of players that meets the fief's requirement for front to open. If the attacking side does not meet the required number of players to open the front, all participating attacking players will enter the siege queue and wait for the front to open.
  • The number of players required to open a front is determined by the type of front, as follows: [list]
  • Village, Field Camp, and Ruler's Flag: 1 attacking player can open the front
  • City and Fort: 5 attacking players can open the front
  • Region's capital, Gate of Conqueror's City, and Conqueror's City: 8 attacking players can open the front

 

  • Rules for the morale of the attacking side in territory war
    [/list]

    • After the front is opened, the attacking side will have a morale value, initially set at 100%. When the morale value reaches 0, the attacking side is considered defeated, and the defending side wins.
    • When the number of attacking players in a stage does not meet the requirements for opening a front, the morale value will decrease at a steady rate of 1% per second. When the attacking side has enough players, the morale value will stop decreasing and remain unchanged. [list]
    • For example: In a battle for a city in open world, if there are only 3 attacking players left on the battlefield, the morale value of the attacking side will decrease according to the rules.
    • It should be noted that if there are no attacking warlords on the battlefield in a battle for a village in open world, the morale value of the attacking side will still decrease according to the rules.


  • Morale value will not recover during a single battle.
    [/list]

    2. Reporting mechanism for "Slotblocking" in territory war



    The "blocking front" in territory war has long been a issue for warlords. Some families have taken advantage of loopholes in the rules for opening and maintaining fronts to gain unfair advantages in territory war. We hereby clarify that "Slotblocking" is a serious violation of the rules in territory war.
     
    On the basis of raising the front requirements, we will also introduce a reporting mechanism for warlords. We hope that all warlords will join us in supervising the healthy ecosystem of the entire territory war. In cases where there is solid evidence, we will impose strict penalties on individuals, families, and alliances that engage in "Slotblocking". We will soon launch specific reporting measures, channels, and evidence verification methods and announce them as soon as possible.
     
    Of course, maintaining a healthy game ecosystem cannot be achieved solely through rules. It also requires the participation of all warlords in improving these rules. If you have any suggestions or ideas, please feel free to share them with us. We are very eager to communicate with you.

    "Take action" is an important concept during the Gustav reform in CB. We encourage all warlords to speak their minds and participate actively. Let's work together to build the "best wargame in the world"!
     
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