Aight so yall remember that last thread. Thanks to the Content Team listening that was resolved quite neatly, which is why we are gonna build on this newfound trust and try it again!! As Wynncraft has grown in popularity, the guild community has increased in size as well. In today's competitive scene, a single guild, taking at minimum 2 minutes to claim a territory that has a non-zero defence, is worthless in large guild wars. Therefore, the fate of the entire guild community falls onto a mechanic called "sniping", which is completely and utterly broken, both in game design, and in breaking the server itself. In this thread I'll explain what sniping is, and my solution on how to patch it. The solution isn't perfect, but it would be an easy implementation that significantly improves things till a proper rework can be released. So any territory taken has a 180 second grace period timer. After that, whoever is first to issue a /gu attack or click the respective banner button gets to either confirm the attack, or instantly takes the territory in case there are no mobs defending. On paper there's no problem with that. However, when an alliance defends against a bigger-scale raid (which, given guild history is a pretty common scenario) a lot of guilds will resort to territory feeding. By not defending a territory your guild reclaims, the intended owner can instantly take it back without having to go into war. It's most frequently used between allies or subs to keep an area under a main guild's control. That mechanic is generally seen as a counter-balance to a war system that inherently favours the attacker, as one guild would by default always lose against multiple attackers, even given a much higher count of online members. Issues arise when multiple guilds try to attack an undefended territory at the same time, as it ends up becoming a pure ping & click-rate gamble. To make matters worse, on a territory with a banner one can spam numpad buttons while hovering over the attack option to send upwards of 400 /gu attack commands in a second when quick enough. Trying to get a territory this way is referred to as "sniping". Not only does that make bigger wars even less fun than they already are given various other glitches and repetitive gameplay (topic for another thread), not even the server seems to keep up properly. While, as a rule of thumb, the last guild displayed gets it, the banner and display often desync showing two different guilds afterwards. The API gets messed up so bad, you might end up taking territories from yourself. This design flaw breaks one of the few competitive elements in guild wars entirely, usually awarding territories to those with the best location and ping. Now, how does one go about fixing this issue? The problem is that, without a full war rework, most "fixes" will at best minimize the odds of the problematic scenario occurring. While discussing this topic with several other guild community members we've found an option to cut short the territory cooldown to be the best solution: /gu cede Sample scenario: Fox takes a Light Forest territory and shortly after uses /gu cede while standing within the respective territory. That would instantly set the grace period timer to 0, allowing everyone to take it as if it ran out naturally. That way, the guild ceding the territory can coordinate with the intended receiver and get people ready to take it the moment it's activated, adding back some strategy to feeding while minimizing the odds of multiple players sniping. To balance things out a bit, the remaining cooldown would carry over to allow the attacking side to take it back earlier should they not manage to intercept it. Of course they can still spam attack and use player ghosts to figure out if someone is getting ready to claim a ceded territory, hopefully making for a few more sophisticated mindgames. In the end it's not a perfect solution, but one that requires minimal dev input till a proper rework can be put into place.