Greetings Avatars, I write to share some thoughts and/or feedbacks regarding the Guild Wars system in game. Once back to play by popular demand of my old and new guildmates, as there is practically no PVP content in game we decided to venture into the world of Guild Wars to fill the now empty days of us PVPers. We had an awesome guild war with members of House of Mangars, although we were banned from their pot at the governor's decision, their leader and members fought with honor bringing their veterans and new players on the field with the goal of common fun. It was 10 days full of action that made our veterans want to play again and intrigued the many new players on both guilds. The confrontation, the competition, the risk, the defeats and the victories have filled our days so much that once the war ended my members convinced me to look for a new opposing guild to continue the fun. Having seen a sizeable group of the highest level players in the game we decided to launch the challenge to their guild, this was perhaps the biggest mistake we could make since our goals were fun and content to play. Not because we weren't up to the challenge but because we weren't ready to face a war against design errors and exploits that hadn't worried us before thanks to the common sense of the previous challengers. Now after 4 days of guild war the score is stucked to paltry numbers, despite the days spent looking for a fight I personally have not yet faced the challengers and this unfortunately also thanks to the serious exploits and errors present in the game. The only points earned by both guilds are picks on new players, you can see in the screenshot below the situation after 4 days of war compared to the old guild war. In summary this is what can happen and happens during a guild war: -Players abusing the party flagging system, forced pvp players at war can remove their pvp flag if a not-pvp player invite them to party. -Players can use teleport scrolls while taking damage or even in stealth without this being removed during the casting. -Players can click on exits, basement entrances, caravan, boats in combat to avoid to die when they're close to death. -Players can switch to private mode while PVP flagged. -Players can kick members or move them to another guild during the war without any kind of penalty. This means that at the end the largest guild that welcomes and keep new players will be totally disadvantaged. -Players can get a couple of points of advantage and never play outside of private mode, basements and no-pvp parties. -Players can enter in a map not-flagged, enemies can't recognize they're enemies then they can drop the party and go on killing spree on newbies. -Players can attack others from the locked doors of their house while who is outside can't react, players should not be able to enter and exit from a locked door attacking others and then back into the house without even opening/closing the door, there is just a magic wall that can not be overtaken by the victim but can easily be used at will of the attacker without restrictions. What was the result of this? People who were really excited by pvp and was playing SotA all the day are demoralized and disappointed after seeing this kind of action significantly reducing their playing time or even never logging again. There is no kind of competition, we don't fight, we don't compare ourselves, we don't find ourselves and when we find someone it's unflagged thanks to the party flagging exploit. What then is the meaning of the guild war? I wonder if this is the fun we are looking for. My statement is, you want a better game, you want a higher population, stop letting people be scared from the game by abusing the limits and gaps of the game but instead report them and make sure they are fixed. This can also be applied to other aspects of the game and not just to pvp.