Server WPVP raid time
Posted: Sun Aug 16, 2026 1:42 pm
If we want WPVP raids to fight each other, some intensification from devs could help.
The only currently existing goal for big clashes of raids outside bgs is the weekly quest to kill faction leaders.
The problem is that the server population is kinda small, and the chances of 2 opposite factions raids to be assigned at one time is very low.
Also even if one faction decided to attack and launches the raid, the are several problems for defenders:
1. The cities are too far away from each other, so if we do not know what leader to defend, we will not arrive on time
2. The playerbase is split amongst multiple time zones, so the attack can be done on the time when defenders do not play (we sleep, we work, etc)
3. There are cities easier to defend, and there are cities harder to defend. Most of the alliance cities are hard to defend, and most of the horde cities are easy to defend. The landscape, amount of guards spawned, even the boss mechanics make it harder to attack horde cities
4. Players need to be attracted to defend these npcs. Some will go just for the sake of PVP, others will not go without a reward
What can be done about that:
1. The faction's players must know which faction leader is under the threat this week. This way we can keep an eye on the enemy raids coming that way
2. The faction leaders must drop the 'quest heads' only during 2-3 hours of the day when statistically the server online is maximum. This will partly fix the problem of multiple timezones. Also the days when the heads drop must be limited to 2 days a week - players cannot wait for enemy to attack every evening. In my opinion the best weekdays would be Thursday and Sunday.
3. The 'quest heads' should become unique items, and they should have limited time to exist - 2 days would be good. This will prevent attempts to farm them in advance
4. More guards should be added to the cities that are harder to defend. Or more should be spawned. It will not fix everything, but at least it will make life of defenders slightly easier. On later phases guards should be scaled up in health and damage to compensate for better gear
5. The rewards for the 'kill enemy leader' quest should be reworked. Remove all the cheap stuff from it (bandages, etc), and increase the valuables gained twice. I've seen many complains about random loot from that box, it's just not enough to even cover consumables spent most of the time
6. If the window of opportunity to attack is limited to 2-3 hours a day 2 days a week, you can make a renewable quest to defend the faction leader at those days. If the targeted faction leader does not die, the quest is complete
Also more honor should be given for the kills during wpvp raids outside bgs, it's a good reward for such activity too
The only currently existing goal for big clashes of raids outside bgs is the weekly quest to kill faction leaders.
The problem is that the server population is kinda small, and the chances of 2 opposite factions raids to be assigned at one time is very low.
Also even if one faction decided to attack and launches the raid, the are several problems for defenders:
1. The cities are too far away from each other, so if we do not know what leader to defend, we will not arrive on time
2. The playerbase is split amongst multiple time zones, so the attack can be done on the time when defenders do not play (we sleep, we work, etc)
3. There are cities easier to defend, and there are cities harder to defend. Most of the alliance cities are hard to defend, and most of the horde cities are easy to defend. The landscape, amount of guards spawned, even the boss mechanics make it harder to attack horde cities
4. Players need to be attracted to defend these npcs. Some will go just for the sake of PVP, others will not go without a reward
What can be done about that:
1. The faction's players must know which faction leader is under the threat this week. This way we can keep an eye on the enemy raids coming that way
2. The faction leaders must drop the 'quest heads' only during 2-3 hours of the day when statistically the server online is maximum. This will partly fix the problem of multiple timezones. Also the days when the heads drop must be limited to 2 days a week - players cannot wait for enemy to attack every evening. In my opinion the best weekdays would be Thursday and Sunday.
3. The 'quest heads' should become unique items, and they should have limited time to exist - 2 days would be good. This will prevent attempts to farm them in advance
4. More guards should be added to the cities that are harder to defend. Or more should be spawned. It will not fix everything, but at least it will make life of defenders slightly easier. On later phases guards should be scaled up in health and damage to compensate for better gear
5. The rewards for the 'kill enemy leader' quest should be reworked. Remove all the cheap stuff from it (bandages, etc), and increase the valuables gained twice. I've seen many complains about random loot from that box, it's just not enough to even cover consumables spent most of the time
6. If the window of opportunity to attack is limited to 2-3 hours a day 2 days a week, you can make a renewable quest to defend the faction leader at those days. If the targeted faction leader does not die, the quest is complete
Also more honor should be given for the kills during wpvp raids outside bgs, it's a good reward for such activity too