Weekly Update 274 – Addressing players feedback
Greetings, warriors!
Nation Points are one of the most prestigious resources you can collect in Gloria Victis MMO, since those represent your activity and battle effectiveness, but also are a foundation of the rankings in which all players are competing. The system has changed a lot through years of development, and received many improvements and upgrades, becoming more clear, less punishing, and even more engaging.
Players love to fight and be rewarded for their efforts, love to climb ranking tables to the top, and are working hard to secure their NP’s for their guild development. We are aware that being and feeling rewarded are great additions to our game. The ranking system became one of the features holding a lot of dedicated players in the game, allowing them to be MVPs of the battles and prove their worth on the battlefields.
But the system was still not perfect. Since the whole idea worked as a trade – the winner was taking points from the loser – it always created a big difference at the end of the fight, could be too punishing to losing nations and discourage players who lost some points to fight again or force winners to teleport back to the capital, where they could donate their points to their guild, and in this way, secure them.
Around the middle of May, we decided to present our Community with a list of ideas about improving the Nation Points system in the game on our official Discord server and started a discussion about them.
In this week’s update, we are introducing the New Nation Points system. We believe it will have a very positive impact on players' game experience, and the nation's balance. The new system is more rewarding, clear, and fair for players, and also encourages everyone to take part in the conquest and climb the rankings. Check the details below and see you in battle!
The screenshot’s authors have been awarded. Dravarol, Dziki_Goblin, Growsheak, Rei and Juanzet
– check your Ambers!
[h2]Known issues of the old NP system[/h2]
If your nation started to lose fights, you personally gained fewer Nation Points, or worse, you went back to the capital with 0 Nation Points, no matter how good of a fighter you are. This was the main problem with our old NP system.
Individuals who are good at PvP kill lots of enemies, whether they are in an underdog nation or not. But the difference was, that in underdog a player might die, for example, 10 times with 5 assists (0 Nation Points), while in a non-underdog nation that same player might die 1 time with 20 assists (5k Nation Points). It was simply easier to stay alive when you are not in an underdog nation.
When someone loses their source of enjoyment, they are forced to find this somewhere else, so eventually, they will try to find it in another game or they will switch nations. So our old NP system had the unintended effect of stacking vets in one nation because those who do not quit want to have fun gaining Nation Points. Both of these actions resulted in already weak nations becoming semi-permanent underdogs because they could not retain vets or newbies.
We were not forcing people to be killers but encouraged them to be achievers. However, only about 10% of the game’s population are the sort of people who like to rack up various achievements, so the NP mechanics were not really helping everyone. It was just a little too hard to earn Nation Points as an underdog. And thanks to our community feedback, this issue was brought to our attention.

[h2]New Nation Points System[/h2]
We gained a lot of feedback and data to gain confidence and prepare proper changes to the system. We wanted gathering Nation Points to be still competitive and show “who’s the boss”, but we want to remove the reasons that can lead to nation switching and help balance the game in the long term.
In the New Nation Point system, you will be rewarded for individual moments of action where you beat the enemy. The ranking will still be competitive. Good fighters will gain a lot more Nation Points than before, and they still will be on top, and the best guild/groups still will be on top, but others will also gain because they do more in the fight before each death. There also will be more incentive for vets to join underdog nations because their individual performance will be more accurately measured.

[h3]Secured and Unsecured Nation Points[/h3]
The new addition to the system is the introduction of two pools of Nation Points players have, and we call them Secured, and Unsecured Nation Points.
Nation Points from the new Secured Pool cannot be lost in the fight. Players can lose only a fixed amount of up to 500 NP’s from Unsecured Pool with every death (respawn), which are not transferred to and shared between the players who killed you in battle. If you had 200 unsecured NP’s, you would lose 200, you cannot go below 0.
With every death (respawn) all left unsecured Nation Points will be “secured” when you respawn. You still lose 500 NP for dying, but if you had anything beyond that 500, you will keep that “banked” on your account until you turn it in. Those “banked” NP cannot be lost in later deaths. Thanks to that you don't have to run to the capital right away to turn your points in because each time you die, after removing 500 of them as a death penalty, the rest of your NP are secured and you can turn them in at any time. Also, keep in mind that you are losing NP only when you die – If you get revived, you will not lose any NP.
You will lose 500 Nation Points for any death in PvP or PvE. This means that swimming out to drown yourself or dying to mobs to avoid NP loss is no longer viable.
We know that until now, some players were going back to the capital after almost every death or anytime they reached some NP they wished to turn in, then they went back to fight – or just stayed on the capital. We want to reduce porting back to the capital. So that the most NP you ever have “on the line” will be 500, because that is how many you lose when you die. We think the new system reduces the potential of losing momentum from party members teleporting to the capital.
[h3]Rewards[/h3]
Using the already introduced, and warmly welcomed new assist system you will be able to get Nation Points for dealing damage, tanking damage, knocking out enemies, and healing and reviving your allies. The Nation Points reward for assists will be distributed when your enemy will lose consciousness.
Rewards and Loses of Nation Points are now counted as two separate things. Players are not exchanging NP’s between them anyhow. Nation Points are still account-wide, and you will receive diminishing NP rewards for killing the same player repeatedly.

[h2]Quality of Life:[/h2]
– Buff from having 2000 Nation Points that was decreasing respawn time from now on will be triggered if the player will have at least 1000 unsecured Nation Points
– Moved scripts that were starting new quests to a moment of taking reward for previous quests. Thanks to that, players won't miss the moment of taking a new quest so there are higher chances they will continue the whole questline
– Added a button on the Location Window allowing players to open guild recruitment announcements of the Guild owning the Location if the guild is recruiting
– Increased gathering bonus chance for the group to give more profit for gathering with friends. It is now more profitable and better in bigger groups
– Added Help Wiki buttons to the ESC menu, in the “gear” menu near the Hotbar, /wiki command available on chat and hyperlinks under “?” icon in many interfaces in-game, leading to the proper sites of Gloria Victis Official Wiki
– Changed the rewards for challenges (achievement window -> challenges, not daily!) from diluted wine, to Contribution Points
– Sir Frederick and Skal-Ar took the place of General Commanders in the locations they were assigned to, which meant they would not be additional guards anymore
– As the tent gives a possibility to respawn on it after death, and people used it as a teleport by suiciding themselves, to prevent them from burning their unsecured NP we added the possibility to teleport to your own tent. You can teleport to your tent and destroy it in the process using /tent command on chat or the icon of your tent on the world map. The teleport range is limited (around half of the world map size).
– The mount icon on the map will now be scaling properly when zooming the map in and out
– Known crafting recipes list is now scrollable
– Replaced Sangmar Capital City Building models since some of their versions shown on given distances were not consistent with their counterparts shown at other distances

[h2]Fixes:[/h2]
– Fixed the pink material in some objects in the game world
– Fixed the position of a few levitating chests in the game world
– Fixed the issue causing the “Select Mentor” icon were missing after reaching level 40
– Fixed the issue causing players were able to teleport to the enemy flag by leaving siege event
– Fixed the Brother Tuck dialogue in Midland questline
– Fixed the issue causing calculations dependant on the durability of tools and weapons were processed incorrectly (i.e. it was more profitable to chop wood with a low durability tool when it should work the other way)
Nation Points are one of the most prestigious resources you can collect in Gloria Victis MMO, since those represent your activity and battle effectiveness, but also are a foundation of the rankings in which all players are competing. The system has changed a lot through years of development, and received many improvements and upgrades, becoming more clear, less punishing, and even more engaging.
Players love to fight and be rewarded for their efforts, love to climb ranking tables to the top, and are working hard to secure their NP’s for their guild development. We are aware that being and feeling rewarded are great additions to our game. The ranking system became one of the features holding a lot of dedicated players in the game, allowing them to be MVPs of the battles and prove their worth on the battlefields.
But the system was still not perfect. Since the whole idea worked as a trade – the winner was taking points from the loser – it always created a big difference at the end of the fight, could be too punishing to losing nations and discourage players who lost some points to fight again or force winners to teleport back to the capital, where they could donate their points to their guild, and in this way, secure them.
Around the middle of May, we decided to present our Community with a list of ideas about improving the Nation Points system in the game on our official Discord server and started a discussion about them.
In this week’s update, we are introducing the New Nation Points system. We believe it will have a very positive impact on players' game experience, and the nation's balance. The new system is more rewarding, clear, and fair for players, and also encourages everyone to take part in the conquest and climb the rankings. Check the details below and see you in battle!
The screenshot’s authors have been awarded. Dravarol, Dziki_Goblin, Growsheak, Rei and Juanzet– check your Ambers!
Changelog v.0.9.7.1 Beta
[h2]Known issues of the old NP system[/h2]
If your nation started to lose fights, you personally gained fewer Nation Points, or worse, you went back to the capital with 0 Nation Points, no matter how good of a fighter you are. This was the main problem with our old NP system.
Individuals who are good at PvP kill lots of enemies, whether they are in an underdog nation or not. But the difference was, that in underdog a player might die, for example, 10 times with 5 assists (0 Nation Points), while in a non-underdog nation that same player might die 1 time with 20 assists (5k Nation Points). It was simply easier to stay alive when you are not in an underdog nation.
When someone loses their source of enjoyment, they are forced to find this somewhere else, so eventually, they will try to find it in another game or they will switch nations. So our old NP system had the unintended effect of stacking vets in one nation because those who do not quit want to have fun gaining Nation Points. Both of these actions resulted in already weak nations becoming semi-permanent underdogs because they could not retain vets or newbies.
We were not forcing people to be killers but encouraged them to be achievers. However, only about 10% of the game’s population are the sort of people who like to rack up various achievements, so the NP mechanics were not really helping everyone. It was just a little too hard to earn Nation Points as an underdog. And thanks to our community feedback, this issue was brought to our attention.

[h2]New Nation Points System[/h2]
We gained a lot of feedback and data to gain confidence and prepare proper changes to the system. We wanted gathering Nation Points to be still competitive and show “who’s the boss”, but we want to remove the reasons that can lead to nation switching and help balance the game in the long term.
In the New Nation Point system, you will be rewarded for individual moments of action where you beat the enemy. The ranking will still be competitive. Good fighters will gain a lot more Nation Points than before, and they still will be on top, and the best guild/groups still will be on top, but others will also gain because they do more in the fight before each death. There also will be more incentive for vets to join underdog nations because their individual performance will be more accurately measured.

[h3]Secured and Unsecured Nation Points[/h3]
The new addition to the system is the introduction of two pools of Nation Points players have, and we call them Secured, and Unsecured Nation Points.
Nation Points from the new Secured Pool cannot be lost in the fight. Players can lose only a fixed amount of up to 500 NP’s from Unsecured Pool with every death (respawn), which are not transferred to and shared between the players who killed you in battle. If you had 200 unsecured NP’s, you would lose 200, you cannot go below 0.
With every death (respawn) all left unsecured Nation Points will be “secured” when you respawn. You still lose 500 NP for dying, but if you had anything beyond that 500, you will keep that “banked” on your account until you turn it in. Those “banked” NP cannot be lost in later deaths. Thanks to that you don't have to run to the capital right away to turn your points in because each time you die, after removing 500 of them as a death penalty, the rest of your NP are secured and you can turn them in at any time. Also, keep in mind that you are losing NP only when you die – If you get revived, you will not lose any NP.
You will lose 500 Nation Points for any death in PvP or PvE. This means that swimming out to drown yourself or dying to mobs to avoid NP loss is no longer viable.
We know that until now, some players were going back to the capital after almost every death or anytime they reached some NP they wished to turn in, then they went back to fight – or just stayed on the capital. We want to reduce porting back to the capital. So that the most NP you ever have “on the line” will be 500, because that is how many you lose when you die. We think the new system reduces the potential of losing momentum from party members teleporting to the capital.
[h3]Rewards[/h3]
Using the already introduced, and warmly welcomed new assist system you will be able to get Nation Points for dealing damage, tanking damage, knocking out enemies, and healing and reviving your allies. The Nation Points reward for assists will be distributed when your enemy will lose consciousness.
Rewards and Loses of Nation Points are now counted as two separate things. Players are not exchanging NP’s between them anyhow. Nation Points are still account-wide, and you will receive diminishing NP rewards for killing the same player repeatedly.

[h2]Quality of Life:[/h2]
– Buff from having 2000 Nation Points that was decreasing respawn time from now on will be triggered if the player will have at least 1000 unsecured Nation Points
– Moved scripts that were starting new quests to a moment of taking reward for previous quests. Thanks to that, players won't miss the moment of taking a new quest so there are higher chances they will continue the whole questline
– Added a button on the Location Window allowing players to open guild recruitment announcements of the Guild owning the Location if the guild is recruiting
– Increased gathering bonus chance for the group to give more profit for gathering with friends. It is now more profitable and better in bigger groups
– Added Help Wiki buttons to the ESC menu, in the “gear” menu near the Hotbar, /wiki command available on chat and hyperlinks under “?” icon in many interfaces in-game, leading to the proper sites of Gloria Victis Official Wiki
– Changed the rewards for challenges (achievement window -> challenges, not daily!) from diluted wine, to Contribution Points
– Sir Frederick and Skal-Ar took the place of General Commanders in the locations they were assigned to, which meant they would not be additional guards anymore
– As the tent gives a possibility to respawn on it after death, and people used it as a teleport by suiciding themselves, to prevent them from burning their unsecured NP we added the possibility to teleport to your own tent. You can teleport to your tent and destroy it in the process using /tent command on chat or the icon of your tent on the world map. The teleport range is limited (around half of the world map size).
– The mount icon on the map will now be scaling properly when zooming the map in and out
– Known crafting recipes list is now scrollable
– Replaced Sangmar Capital City Building models since some of their versions shown on given distances were not consistent with their counterparts shown at other distances

[h2]Fixes:[/h2]
– Fixed the pink material in some objects in the game world
– Fixed the position of a few levitating chests in the game world
– Fixed the issue causing the “Select Mentor” icon were missing after reaching level 40
– Fixed the issue causing players were able to teleport to the enemy flag by leaving siege event
– Fixed the Brother Tuck dialogue in Midland questline
– Fixed the issue causing calculations dependant on the durability of tools and weapons were processed incorrectly (i.e. it was more profitable to chop wood with a low durability tool when it should work the other way)
The screenshot’s authors have been awarded.



The screenshot’s authors have been awarded.

The screenshot’s authors have been awarded.

The screenshot’s authors have been awarded.
