.GigabyteWow
WoW FFA-PvP/Raid Server 2.4.3 server.


MAIN ATTRACTIONS.

1, Focus on World PvP.

2, Crossfaction grouping/raiding and communication. Along with Crossfaction Guilds.

3, FFA PvP-zone that will be reworkt over and over until balance and perfection is gained. Random port's to prevent camp and to add the suprise moment in world pvp.

4, Rewarding Pvp Ranking-system allowing access to all items in Vanilla WoW trough PvP content.
*Don’t aspect easy gear*

5, Blizzlike servers with working Instances and Raids.

*This server will aim for retaill scripted Raids once population is high enough to handle it.
*The server Raids Bosses/mobs will have decreased hitpoint's/Spell ability dmg and main dmg to allow smaller grps
*to enter the raids until population is increased. Example follows: Onyx can be done with 10 players joining force.
6, Daily Quest being held for Pve side to acces gear rewards.

7, Class balance.

*This server is running on 2.4.3 patch: Blocked 41 talents along with other tbc talents, other talents might be blocked for class balance

8, Instant level 60 with starter gear d1/d2.

9, DireMaul Port, Feed with the honor gained from our PvP-system want some arranged Group versus Group fights or parhaps take out your personal grudge versus another player ?
*This zone will have a decreased honor gain*



The concept of this server is to build the kind of PvP that this game is intended to handle best.
Meaning the PvP that brings most challenge to the players.
Of course this will bring the upper hand to the veteran players or as others wud term it the '' skilled ones''
Our Developer Team have years of experience from MMORPG's where the final focus always landed around
the challenge that comes from progressing in becoming a better PvP player. We want to create the Vanilla experience with some extra aspects that will
bring this Server the potential World of Warcraft cud have had.
The PvP aspect usually comes down to
two aspects.

1,) First one involves the situation where a player relies on himself and the terrain around him.
In a situation like this he needs to know his class and how to fight other classes in a one versus one fight.
If this player feels confidence in his ''skills'' he might get tired of being superior versus the average player.
The average player will always be in majority even if the ''skill'' can variety in different games or even on different servers of the same game.
In my experience the player feeling superior will seek further challenge, some does it by seeking out other ''skilled'' players others
might want to try to get themselves involved in pvp situations where they get outnumbered and therefore have the odds against them.
Of course we should not forgot about the clear factor of gear and class difference in WoW or even the use of gadgets/potions and professions.
Those factors can even out the odds for an outnumbered player.
I don’t need to tell the experienced player that it requires patience to find your self entangled in any above mentioned situations as you need to seek them out.
The only reaction to this in my experience made by the player community is setting up duel zones outside of main cities.
Duels can be fun and challenging and is the fastest way to get your knowledge and reflexes pumped up, and is a good way to find new brilliant tactics to use
versus your enemies.
Sadly this game is old most of the brilliant tactics are already known by most players.
Therefore i feel the needs to implant a new factor which is the use of terrain/objects or even Mobs that can be found in World PvP.


2,) Second aspect of PvP circles around Teamplay and here is where most MMROPGS fails us as they implant BG based teamwork efforts.
Instead of pushing the players to use terrain to survive while at the right moments pushing to finish your opponents
they add flags or objectives which negates the penalty of death, where minimum downtime and maximized use of game time is prio.
They threat us like inpatient children that cant handle staring at your dead character. And the cost of this is brain-dead zerging and repeating fighting.
where players ends up not caring to much of what’s going on.
We say its worth the downtime of your character being dead for a better PvP experince.


Every player that tried Arenas in WoW knows the completive feeling of staying alive until its time try for strike that might win you the match.
That’s the feeling that pumps real ''ingame adrenaline''. Arenas was a brilliant idea as its a small concept of world PvP based on fair conditions.
No other players can enter and destroy your team based pvp fight. Sadly Arena PvP is not enough if you ask me, I need more spice in my soup.



That’s why we always will aim for more rewarding World PvP, If we add in BG's for those who like them the purpose of BG's should stay intact it’s a team match
With one goal win the BG by completing its objectives. Kills should only be relevant to get your team closer to getting your objectives done.
Therefore we push to make World PvP more rewarding for those who manage well while those who manage poorly gain nearly the same as staying in a Pug BG.
The staff and my self enjoyed the aspects of FFA PvP as it involves more than just World PvP. Its a social power struggle which can reward several types of
players not only the extreme solo elitist's.


Rewards gained from PvP or ''Honor system''
*You will get rewarded with items as you scale in our PvP system.

*The rewards quality gained depends on a custom rank system.

*The rewards gained will not only be blizzlike PvP loot.
You will also access all the loot gained trough Pve by doing
Pvp content.



*Your not forced to grind trough BG's to get reputation/badges.
Chose the PvP content that suits you and acces all the rewards by any pick.





Concept of World PvP in FFA mode for the solo player.

The solo player will gain a maximum reward for each player killt (as long as the solo player is ungrouped in any form of way)
*This reward can be higher or lower depending on what rank of the player he kills compared to his own.



Concept of world PvP in FFA mode for the grouped players.

Grouped members divide the reward between the number of players inside the group.
Example: Five members kills one player the reward of that player is divided into 1/5 to each member of your group regardless of effort.
*Members of the group can only share the reward if they are close enough to the player being killed (Like the rules applied to honor gain/exp).

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Player versus Environment (Pve)Side.

The concept behind our Raiding aspect is that Pve-content gear will be easier to access by doing Raids.
As you can access Pve-content gear by our Pvp system we want to reward Successful Player versus environment (Pve)
Guild or players by allowing them faster progress then a player going for Pve-content gear by only Pvp’ing.

*costum Instances might be an option if player community wish for it to happen.
*The end gear raids will be retail held in Retail locations although the Raids Bosses/mobs will have decreased hitpoint's/Spell ability dmg and main dmg.
*This will allow smaller groups to enter the Instances and be able to handle them.
*This might change with population going higher as we aim for retail scripted bosses.

2, The AQ-opening event will be held for a more vannila experince


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Staff And community.

We aim to create a server with that tuch of Vanilla combined with ideas to make it better and lasting.
We will allways hear our community players out and if you want a change being a majority we might iplant such change.


This project is on the move to become great! Joins uss now to see the development and take part of it from the start!'
We allredy had a beta stage with dedicated players aiming to make this server Unique.The player Peak each day in Beta stage was high enoughto enjoy the content But now we aim for new Limits!

Come join uss at:
GigaByteWoW


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