Thursday, August 27, 2020

Tibia wars from the commanders/leaders point of view

Hello guys and welcome to another PVP article prepared for you all, the PVP lovers, and also for those extremely curious about this part of this game we all love. This time we bring you the insight of admirable and very well known commanders and leaders talking about their experience on tibia wars from their own point of view.

When the war on a server takes place usually is a war between two teams trying to win a server over and make the most of what the server has to offer, as well as to administrate such a server in matters of the respawn rights and bosses rights. As you may know, the personal experience of war varies depending on the commitment each person has upon the fight, this commitment may be led by different kind of interests and usually, the player with the greatest commitment rises upon rank or station within the guild and according to with their gaming-habilities as well. Nevertheless today we are interested in knowing the perspective of the ones that are on the frontline, on the decision-taking process, and leading their team to victory.

We ran a quick interview on each of the commanders' responses, to get to know them better before entering on deeper questions.



"A good commander must be able to remain calm on the battlefield, he needs to be self confident and it is important for him to be experienced in doing this all"  - Rossebaud.

 The leader of the guild Alzados from the server Torpera, Hellz, shared with us an important list of skills that a good battle commander should have:

  1. Game vision: This means to see everything that is happening on the screen, who and where the enemies are, who of them are on their main chars, how many makers are they with to support their fight and who is their commander.
  2. Map knowledge: To have a broad knowledge of the map of tibia, this helps in knowing where to lead your team that will give you the advantage over the fight. To find out where the traps are, the closed spaces, stacks, stairs, etc.
  3. When is prudent to stop attacking/battle:  Many times a successful attack can end up in a tragic failure when the wrong calls are taken, driven by the hype the person leading the attack that will refuse to stop when it's time, forgeting for example that the team is running out of frags. 
  4. Full skill on playing druid vocation: To know how to play a druid nowadays is crucial for being a commander. If you're not an ED, you can't paralyze and you won't have an active voice on the lead of an attack, thus no synchronization. 

On the other hand, the leader of the guild Ruthless in Talera, Vergus, agrees that one important skills is the broad vision in game, the hability to see where your and the enemie's team's are, with how many players you count to kill the enemies, how many enemies there are on screen. He mentions that nevertheless, the most important thing in being a commander is to awknowledge your own place as well and to know you are not above your teammates because without a team you wouldn't be a commander in the first place.

"I always try two attitudes to motivate my team. The first one is to always try to be joyful so they'll be motivated as well and the other is one more aggressive during the fights, I fill myself with self-confidence and I never excuse myself if a call goes wrong".- Vergus

Even though this is not a formula to make a successful leader, the steps do lead to the right path. Nevertheless, there are softer skills that a leader needs to guarantee the commitment of his team. The leader of the guild Insanity in Quelibra, Neo The Boss, assures that a person meaning to lead a team needs to have an active presence on it, in order to motivate the people with his example; he needs to be present for possible intern fights among the players and be ready to assist on the conflicts that they may face. 

3. The War and the Enemies

"If you venture yourself into a massive pk attack of the enemies, you gotta have in mind that the chances of dying on a main character are high" - Frozen
"I am able to respect the one leader that knows when is time to attack and retreat" - Lukaz Vagabundo 

Have you ever felt cold during an open war battle? Have your hands shaken or you've gotten extremely nervous before, during, and after a battle?  These experiences are completely normal, the leader of the guild Afronta in Talera, Frozen, explained to us that this normally depends on the kind of battle you find yourself in and he reckons that the getting nervous is a normal feeling especially when the enemies take you by surprise; it is definitely not the same to be ready for the chance of dying than to find yourself in that position suddenly.
 Most of the leaders that we asked about the experience say they don't get these feelings that often anymore,

Furthermore, we asked the leaders one crucial question: What kind of enemy are you able to deeply respect during a war? Frozen shared with us that the most respectable enemy is the one that doesn't switch teams looking for a benefit for himself, those that don't hide on forums while they play with fear in game and especially those that do not confuse the gaming experience with the real-life of other players.

2. How is a war on open PVP won?

Finally and to sum up the interviews, we asked the leaders to tell us, from their experience, how does an open PVP war is won and this is what they shared.
"30 players are enough to secure a war in Open PVP, this is enough combo to kill the enemie's team" - Lukaz Vaga Bundo

The leader of the guild Saints of Valhalla and former leader of the Team OS, Rossebaud, explains that a war in open pvp is won in 3 different situations:

          • 45% of the times war in Open PVP is won by an "agreement" the two teams make to pacify the server and unify both war guilds, but in this scenario, one of the teams end up giving in to the rules and administration of the other.
          • 45% of the times war in Open PVP is won by an "agreement" the two teams make to pacify the server and unify both war guilds, nevertheless in this scenario both guilds join on similar terms, without anyone submissing to the other.
          • 10% of the times war in Open PVP is won and the server is taken by force. Completely disintegrating the enemy's team and making every single one of them quit.

So then... How a successful agreement is made?  Neo The Boss expressed that he prefers to fight a war until all the enemies quit, either if they choose to go neutral or they transfer away, even though he agrees that the fastest way to finish a war is the making of an "agreement" between the teams.

"When a leader is up to accept the start of negotiations for an agreement with the leaders of the enemy team, he must defend his own team's interest and not to be ready to give in" - Neo The Boss

"I reckon an agreement works either when there is no personal conflict between both teams or both teams find a common enemy" - Hellz

Finally, Rossebaud explained to us what sort of negotiations take place in these situations, and he lists 4 priorities to be discussed:

      1. Respawns
      2. Bosses
      3. Guild Bank (if it's to exist)
      4. Hierarchy in the guild and in Team Speak

Special thanks:

Neo The Boss - Leader of Insanity (Quelibra)
Hellz Alzado - Leader of Alzados (Torpera)
Rossebaud - Leader of Saints of Valhalla and former leader of Team Os
Lukaz Vaga Bundo - Vice Leader of Insanity (Quelibra)
Frozen Thug - Leader of Afronta (Talera)
Vergus - Leader of Ruthless (Talera)

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