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piotr50000009

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Everyone here being butthurt about Dino Storm, the real OGs left because they've noticed that the game took a turn for the worst. Thus making me say this, I can't believe I have to say this, that whoever is not having fun in the game should simply just not log. It's crazy to me that people will go out of their way to find excuses to defend much easier against 5-10 enemies with 100 allies rather than just taking a break from the game or just quitting altogether. Then there is account sharing, which is a notorious issue in the entire game, and if Devs did anything about it, they'd lose at least another 80% of their playerbase. Needless to say, either deal with what the game throws at you or just take a hike from the game. Nobody will do anything about the whiny forums and suggestions, so save yourself some time and think logically.

P.S. crazy to care about a game in general let alone a game way past it's prime (it's been 13 years, nice run for ds but a the game is nearing it's end)
 

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Hahaha, this is just insane... @DarkMyth. having fun there?? @EmHa69 I received a message saying that you are - M4A1 -, one of the players I mentioned in the original post. So of course you're not disagreeing with the 'broken tank' topic — you're using it yourself 🤣. @Narokath something to say about the game balance?
If the ones defending the broken mechanic are using it for their own benefit, it's hard to reach any conclusion. :sweatgrinning:

At this point, it's no longer a fight at the gates, it's about who can sleep the longest in one. All it takes is placing a tank dino and going :sleep: while enemies take minutes to kill you.

The devs need to decide: either improve the drain rate so that those abusing this mechanic can actually take a portal instead of just lowering it a bit, or find a way to "nerf" this behavior of taking a nap inside the portal while enemies are attacking you.
 

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At this point, it's no longer a fight at the gates, it's about who can sleep the longest in one. All it takes is placing a tank dino and going :sleep: while enemies take minutes to kill you.
Exactly. At this point it’s not about defending or attacking. it’s about who can sleep harder on a tank dino and waste more time

Gate fights aren’t PvP anymore, they’re just HP-checks with snooze buttons. Everyone’s just standing there like statues, stacking defensive sets, imps, techs etc. and pretending it’s strategy

We’re not playing Dino Storm. this is Dino Sleep Simulator, where the real winner is whoever runs out of patience last
 

piotr50000009

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Exactly. At this point it’s not about defending or attacking. it’s about who can sleep harder on a tank dino and waste more time

Gate fights aren’t PvP anymore, they’re just HP-checks with snooze buttons. Everyone’s just standing there like statues, stacking defensive sets, imps, techs etc. and pretending it’s strategy

We’re not playing Dino Storm. this is Dino Sleep Simulator, where the real winner is whoever runs out of patience last
..If only there was someone who could've idk... Suggested that this update will be bad in the past.... '-'
 

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I have absolutely no idea what exactly you mean
Did you even read the entire thread? It's about tank (vitality dinos) that get abosed everywhere by a lot of people and that there is no real counter against this builds. I would say, read the entire thread and any of you give a real response.
 

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Did you even read the entire thread? It's about tank (vitality dinos) that get abosed everywhere by a lot of people and that there is no real counter against this builds. I would say, read the entire thread and any of you give a real response.
The only thing that's being abused here is the word "Abuse"
 

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I have absolutely no idea what exactly you mean
Alright, I'll bite. Let me try to explain.

When you are draining a gate, your goal is simple. Stay inside the circle for as long as possible to keep dealing damage to it. This can be accomplished in two ways - either killing anyone who tries to stop you or trying to tank damage for as long as you can. People above were complaining that the second strategy is yielding unproportionately good results compared to the amount of effort put in. It takes a long time to kill a stationary tank, and you are only getting tiny bits of EP (the tank does not shoot you back), so you can't use skills like Vulnerability to make the process faster. In a clan vs clan scenario, there is very little counterplay and you just have to accept losing gates to tanks that keep draining them without an end. (Yes, you can in turn use tanks to drain those gates back - that's not the point. Fighting someone who is essentially AFK and only healing is just not a fun experience. I would personally prefer if the game got more engaging again) Therefore, the suggestion was to introduce a tech that would deal damage based on hp % - it wouldn't matter if the opponent has 500k or 1m hp, 100 shield or 2000 shield, they would always lose X% of their health every Y seconds. Not sure how you would go about implementing that; as to me, it sounds more like a weapon effect. Hope that clears all confusion.
 

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The only thing that's being abused here is the word "Abuse"
The only thing being abused is your ability to make a valid point
 

Xx EL LOBO xX

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Alright, I'll bite. Let me try to explain.

When you are draining a gate, your goal is simple. Stay inside the circle for as long as possible to keep dealing damage to it. This can be accomplished in two ways - either killing anyone who tries to stop you or trying to tank damage for as long as you can. People above were complaining that the second strategy is yielding unproportionately good results compared to the amount of effort put in. It takes a long time to kill a stationary tank, and you are only getting tiny bits of EP (the tank does not shoot you back), so you can't use skills like Vulnerability to make the process faster. In a clan vs clan scenario, there is very little counterplay and you just have to accept losing gates to tanks that keep draining them without an end. (Yes, you can in turn use tanks to drain those gates back - that's not the point. Fighting someone who is essentially AFK and only healing is just not a fun experience. I would personally prefer if the game got more engaging again) Therefore, the suggestion was to introduce a tech that would deal damage based on hp % - it wouldn't matter if the opponent has 500k or 1m hp, 100 shield or 2000 shield, they would always lose X% of their health every Y seconds. Not sure how you would go about implementing that; as to me, it sounds more like a weapon effect. Hope that clears all confusion.
Maybe if attacks had more chance of succeed and hold them for a stable period of time players would try to defend themselves but they are usually taken again 1-2 phases after.
This problem is much worse when two players log into many accounts with brachi and exploit this even more. Multi accounting is something that should be fixed as soon as the game receives updates again, in order to have a fair game. So it would be nice to receive a hint of when that will be? @Faye
 

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Alright, I'll bite. Let me try to explain.

When you are draining a gate, your goal is simple. Stay inside the circle for as long as possible to keep dealing damage to it. This can be accomplished in two ways - either killing anyone who tries to stop you or trying to tank damage for as long as you can. People above were complaining that the second strategy is yielding unproportionately good results compared to the amount of effort put in. It takes a long time to kill a stationary tank, and you are only getting tiny bits of EP (the tank does not shoot you back), so you can't use skills like Vulnerability to make the process faster. In a clan vs clan scenario, there is very little counterplay and you just have to accept losing gates to tanks that keep draining them without an end. (Yes, you can in turn use tanks to drain those gates back - that's not the point. Fighting someone who is essentially AFK and only healing is just not a fun experience. I would personally prefer if the game got more engaging again) Therefore, the suggestion was to introduce a tech that would deal damage based on hp % - it wouldn't matter if the opponent has 500k or 1m hp, 100 shield or 2000 shield, they would always lose X% of their health every Y seconds. Not sure how you would go about implementing that; as to me, it sounds more like a weapon effect. Hope that clears all confusion.
Well said, and you nailed the core problem. The %HP tech sounds great, but let’s be honest, the devs likely won’t build something that specific

A more realistic fix would be scaling buffs based on actual combat. That way, tanks stay viable, but AFK draining or healing stops being a free win

Right now, effort means less than tanking damage and running down the clock
 

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Let's be fair, this isn’t just about multi-accounts. That’s a separate issue. The real problem is that a player can fully spec into tank and vitality, then just sit back and watch a movie or playing another game while draining a gate. That’s insane.

This shouldn’t be possible, not against a 10-gate clan, and not against a 2-gate clan. It’s not even about an alliance holding multiple gates. Even if the map is controlled by 10 different clans, it’s still a bizarre “feature” to have in the game.

Defenders are forced to rely on endurance just to reach a gate quickly, only to get clapped because the attacker has an “extra” implant, or they’re forced to switch to, say, a strength implant to kill the tank faster. After two or three minutes, the tank finally dies — and then the whole cycle just repeats.
 

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Alright, I'll bite. Let me try to explain.

When you are draining a gate, your goal is simple. Stay inside the circle for as long as possible to keep dealing damage to it. This can be accomplished in two ways - either killing anyone who tries to stop you or trying to tank damage for as long as you can. People above were complaining that the second strategy is yielding unproportionately good results compared to the amount of effort put in. It takes a long time to kill a stationary tank, and you are only getting tiny bits of EP (the tank does not shoot you back), so you can't use skills like Vulnerability to make the process faster. In a clan vs clan scenario, there is very little counterplay and you just have to accept losing gates to tanks that keep draining them without an end. (Yes, you can in turn use tanks to drain those gates back - that's not the point. Fighting someone who is essentially AFK and only healing is just not a fun experience. I would personally prefer if the game got more engaging again) Therefore, the suggestion was to introduce a tech that would deal damage based on hp % - it wouldn't matter if the opponent has 500k or 1m hp, 100 shield or 2000 shield, they would always lose X% of their health every Y seconds. Not sure how you would go about implementing that; as to me, it sounds more like a weapon effect. Hope that clears all confusion.
Thank you, now we have to wait another week to get another reply, what mostly will be another question.
 

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I have absolutely no idea what exactly you mean

I'll try to draw it out for you:

Before:
  • Portals had to be maintained with supplies (which probably generated revenue for the game, since coins were needed to purchase them);
  • Smaller clans were at a disadvantage compared to bigger clans;
  • Smaller clans were at a disadvantage against strong alliances;
  • PvP inside a portal lasted until only one was left standing — the clan with higher-leveled members and better gear (Q10) had a clear advantage, depending on the dino chosen (tank, damage, etc.);
  • It was possible to attack 24/7;

After:
  • Portals no longer require supplies;
  • Smaller clans can now take a portal and hold it for 5 minutes until the next phase unlocks, allowing the bigger clan to take it back (and they only manage to do so thanks to the buff and tank abuse — just standing still on the portal is already an effective strategy);
  • Smaller clans are still at a disadvantage against strong alliances;
  • It’s still possible to attack 24/7, as long as the attack phase is active;
  • It takes two players to deal damage to one player attacking a portal that doesn’t belong to their clan — but if more than one clan is attacking your map, only your clan gets the defender buff, while both attacking clans take your portals freely, since your allies don’t get the defender buff.

If any of you actually played the game on one of the more active servers, like AM1, EU1, or AM4, it would be more obvious. You’d realize this attack phase idea was one of the worst decisions you've ever made. I’m honestly a hater of the adrenaline buff — I don’t think it’s fair that it takes two people just to deal damage to one...

Here’s an easy example to understand: in a war where two different clans are attacking a map owned by a single clan, both attackers get the attacker effect, but only the clan that owns the portals gets the defender buff. In my opinion, that’s not fair — because in a fictional scenario, that’s 160 members against just 80. That’s where alliances become essential. If the attacking side can join forces to take the portals, then it would only be fair for the defending side to also be able to defend as a group. After all, once the attackers capture the portals, they instantly become the new defenders. In that case, my clan and our allies would be stuck with the attacker buff, while the two clans that took the portals get to defend only the ones they own.

Back then, wars made sense — clans would invade maps and fight until one side gave up. You need to accept that alliances exist, and they’re not going to disappear that easily.

In the example I gave earlier — during the times without attack phases or buffs — any clan could deal damage to any other clan, and that made wars way more interesting. The better side would win.

But that’s just my opinion. I believe that if one side manages to maintain a strong alliance with active members, that side deserves sovereignty over the server. After all, everyone plays with the goal of earning ranks. If the opposing side wants ranks, they can get organized and try to dominate the map control. There are also neutral players who prefer not to pick a side — they farm fame in the mines. In that case, I also think a buff to the value of mine resources would be fair, since mining is a tough job and currently not worth it.
 

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I'll try to draw it out for you:

Before:
  • Portals had to be maintained with supplies (which probably generated revenue for the game, since coins were needed to purchase them);
  • Smaller clans were at a disadvantage compared to bigger clans;
  • Smaller clans were at a disadvantage against strong alliances;
  • PvP inside a portal lasted until only one was left standing — the clan with higher-leveled members and better gear (Q10) had a clear advantage, depending on the dino chosen (tank, damage, etc.);
  • It was possible to attack 24/7;

After:
  • Portals no longer require supplies;
  • Smaller clans can now take a portal and hold it for 5 minutes until the next phase unlocks, allowing the bigger clan to take it back (and they only manage to do so thanks to the buff and tank abuse — just standing still on the portal is already an effective strategy);
  • Smaller clans are still at a disadvantage against strong alliances;
  • It’s still possible to attack 24/7, as long as the attack phase is active;
  • It takes two players to deal damage to one player attacking a portal that doesn’t belong to their clan — but if more than one clan is attacking your map, only your clan gets the defender buff, while both attacking clans take your portals freely, since your allies don’t get the defender buff.

If any of you actually played the game on one of the more active servers, like AM1, EU1, or AM4, it would be more obvious. You’d realize this attack phase idea was one of the worst decisions you've ever made. I’m honestly a hater of the adrenaline buff — I don’t think it’s fair that it takes two people just to deal damage to one...

Here’s an easy example to understand: in a war where two different clans are attacking a map owned by a single clan, both attackers get the attacker effect, but only the clan that owns the portals gets the defender buff. In my opinion, that’s not fair — because in a fictional scenario, that’s 160 members against just 80. That’s where alliances become essential. If the attacking side can join forces to take the portals, then it would only be fair for the defending side to also be able to defend as a group. After all, once the attackers capture the portals, they instantly become the new defenders. In that case, my clan and our allies would be stuck with the attacker buff, while the two clans that took the portals get to defend only the ones they own.

Back then, wars made sense — clans would invade maps and fight until one side gave up. You need to accept that alliances exist, and they’re not going to disappear that easily.

In the example I gave earlier — during the times without attack phases or buffs — any clan could deal damage to any other clan, and that made wars way more interesting. The better side would win.

But that’s just my opinion. I believe that if one side manages to maintain a strong alliance with active members, that side deserves sovereignty over the server. After all, everyone plays with the goal of earning ranks. If the opposing side wants ranks, they can get organized and try to dominate the map control. There are also neutral players who prefer not to pick a side — they farm fame in the mines. In that case, I also think a buff to the value of mine resources would be fair, since mining is a tough job and currently not worth it.
I want to make it clear and emphasize that this is just my opinion. The game is shaped by the majority's opinion, not just mine. Whether you agree or disagree with me, this is the place to discuss it and reach a conclusion that can satisfy both sides.


And all of this is just the context of the discussion here, but to summarize:

Could you somehow create something that gives a disadvantage to attackers who stay idle at the portal with tank dinos?

One suggestion was to create a damage tech specifically for this case, but that idea can be refined or maybe another part of the game could be changed with the same goal of preventing these kinds of attacks.
 
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I want to make it clear and emphasize that this is just my opinion. The game is shaped by the majority's opinion, not just mine. Whether you agree or disagree with me, this is the place to discuss it and reach a conclusion that can satisfy both sides.


And all of this is just the context of the discussion here, but to summarize:

Could you somehow create something that gives a disadvantage to attackers who stay idle at the portal with tank dinos?

One suggestion was to create a damage tech specifically for this case, but that idea can be refined or maybe another part of the game could be changed with the same goal of preventing these kinds of attacks.
Even if the tanking problem is solved, what's left? one side will continue to dominate the server for several reasons
 

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And only reason why they speak of tanks is because they cant control that.
 

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Even if the tanking problem is solved, what's left? one side will continue to dominate the server for several reasons
The game has always been like this: whoever has the bigger numbers, with more active players, will dominate. Or do you really believe that a clan with only 5 players could hold a map? Do you really want a game that peaceful? If so, let’s ask the devs to start handing out silver crowns in the daily login bonus, maybe then the minority will be satisfied, getting ranks just through daily rewards.

They’ve tried to end alliances several times, but what do we have now? A map divided among three clans that are essentially the same clan. We’ll always find a way to adapt to any new system. But at least on AM1, our enemies don’t cause nearly as much trouble as they did before the implementation of the new attack/defense phase system.

I remember in 2023, we had to walk around with protection on, because there were so many enemies. These days, seeing someone without protection is like spotting Halley’s Comet. Did the update really help our enemies, or was breaking the old war/PvP system pointless? For me, it was way more fun when everyone dealt equal damage to each other wars were won with numbers or better gear, not by relying on buffs.
 

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And only reason why they speak of tanks is because they cant control that.

This has already been mentioned before. You defend the sleep-attacking method with a tank dino parked at the portal precisely because you use that strategy.

But I ask you, is it really worth it? Is it as fun as it used to be? If you guys prefer it this way, I respect that. I’m just making it clear that, to me, this doesn’t feel like the old Dino Storm.

Admittedly, it’s not easy to deal with, but since we have the numbers, it’s nothing that two damage-dealing players can’t handle. But seriously, needing five damage dinos to kill one tank dino?
 

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This has already been mentioned before. You defend the sleep-attacking method with a tank dino parked at the portal precisely because you use that strategy.

But I ask you, is it really worth it? Is it as fun as it used to be? If you guys prefer it this way, I respect that. I’m just making it clear that, to me, this doesn’t feel like the old Dino Storm.

Admittedly, it’s not easy to deal with, but since we have the numbers, it’s nothing that two damage-dealing players can’t handle. But seriously, needing five damage dinos to kill one tank dino?
Tell me tho how would you describe "Old dino storm" to begin with?

Maybe its not easy to deal with but at least im not one doing defending now.
 

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Did the update really help our enemies, or was breaking the old war/PvP system pointless? For me, it was way more fun when everyone dealt equal damage to each other wars were won with numbers or better gear, not by relying on buffs.
the idea of having some sort of 'inulnerability' against other players while draining was not bad initially in my opinion, because it forces to only the holder defend the gate, but the way it was applied in game and other changes related to fame has backfired inmensely, because no one who gave feedback in that time saw how it would affect the game, or atleast very few did. And i would dare to say every single change made from the devs is being exploited, from the tank build to the election system xd
Tell me tho how would you describe "Old dino storm" to begin with?
'old dinostorm':
1 (sometimes) more wars
2 two clan alliances fighting
3 killing in maujack
4 rex was more exclusive, sheriff was worth something

'new dinostorm':
1 no wars
2 Stable kos alliance is not sustainable
3 try to kill someone and they can just drain the gate next to them and kill you
4 Everyone has rex, sheriff is not necessary at all

the game has already gone throught many changes and updates regarding all these aspects to find the system that makes the game more fun. Its not bad to have a 'testing phase' again but its definitely bad to try to ignore the problems that make the game currently not fun as before. Im pretty sure if changes are made many people will come back/enjoy the game again.
 

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Tell me tho how would you describe "Old dino storm" to begin with?

Maybe its not easy to deal with but at least im not one doing defending now.
The old Dino Storm I'm referring to can be summed up by the points I listed under "before" in one of my comments above:
1750725449428.png


Do you remember before the first update that introduced the attack/defense phases and the adrenaline effect (attacker/defender buff)?

I'm talking about when the maps were contested by clans and the fights were intense, with many people online, and no one knew what the outcome would be in the end. For example:


These videos are good examples. I consider that to be a proper war.

Now compare it to today. On your servers, is there as much competition as back then? It wasn’t that long ago—these videos are from two years ago. But after the updates that were supposedly meant to help smaller clans, in the server I play on, it seems to have had the opposite effect. Even more alliances were formed. The few enemies left now hunt with protection or sometimes group up in twos or threes with tank dinos (Centro, Brachi, Anky) at a portal, and losing it becomes inevitable. However, in the later phases, my clan is usually able to take it back without much difficulty.

I believe reverting everything to how it used to be would be too radical, and I see it as something impossible to happen, especially since the devs usually don't take part in these discussions. Still, I wish there were a way to bring back the past, the way the game used to be. At the same time, there are people like you who enjoy what the game has become. I don’t judge that. After all, as I said, opinions are something personal.

If we went back to how things were before, I agree it would again become difficult for smaller clans. But isn't it still difficult nowadays? That issue hasn't really been solved. Today, it's just slightly easier for them to capture one or two portals during low-activity hours on the server.

This other video shows what wars look like under the current system:

To me, that is far from being a real war, for several reasons, among them how long it takes to eliminate a player due to the buff and how unfair the system is for defenders.

Some people might say, "But if you can't defend the map, you don't deserve to lead it." But is it really fair or easy to defend a map from two attacking clans who both have the attacker buff, while only my clan has the defender buff? Our allies try to help, but they need to squeeze more people into the portal just to cancel out the attacker buffs from the two enemy clans.
 

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And not to stray from the topic, just to make a point, the big problem with everything we’re discussing here between us is that it will likely stay just between us.

The people responsible for development should be following this discussion and thinking about solutions that could please both sides.

But one thing I believe to be true is that the game needs changes in this regard. The nostalgia that keeps us going won’t last forever.

A few days ago, I was thinking, even the old skins that used to be released through codes for us have become extremely rare. Why? Because they simply never did anything like that again.

It’s a random topic, but I also believe I’m not the only one who misses those little rewards:

1750727899160.png
1750727923457.png
1750727963837.png

There are many things I wish would be improved, such as a revamp of the daily bonuses we receive (no more fireworks, please), updates to the clothing/skin/title/saddle shops in Dinoville, bringing back random commemorative skin codes, accepting new ideas for gels to improve drop rates for players who are already level 55, among many other things that could be gradually implemented.
 

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the idea of having some sort of 'inulnerability' against other players while draining was not bad initially in my opinion, because it forces to only the holder defend the gate, but the way it was applied in game and other changes related to fame has backfired inmensely, because no one who gave feedback in that time saw how it would affect the game, or atleast very few did. And i would dare to say every single change made from the devs is being exploited, from the tank build to the election system xd

'old dinostorm':
1 (sometimes) more wars
2 two clan alliances fighting
3 killing in maujack
4 rex was more exclusive, sheriff was worth something

'new dinostorm':
1 no wars
2 Stable kos alliance is not sustainable
3 try to kill someone and they can just drain the gate next to them and kill you
4 Everyone has rex, sheriff is not necessary at all

the game has already gone throught many changes and updates regarding all these aspects to find the system that makes the game more fun. Its not bad to have a 'testing phase' again but its definitely bad to try to ignore the problems that make the game currently not fun as before. Im pretty sure if changes are made many people will come back/enjoy the game again.
I get your perspective, and there’s definitely a nostalgic charm to how things used to be. More chaotic wars, high-stakes fights, and stronger exclusivity around gear and titles. But we also can’t forget the downsides: imbalance and limited access that pushed many players away over time

That said, I agree, the current system isn’t truly “balanced” either. While it aims for structure and accessibility, the adrenaline buff system seriously disrupts competitive PvP. Giving attackers and defenders a huge edge just for standing near a site, and then letting that buff last even after leaving the circle for half a minute, creates fights that aren’t about skill, but about who the system favors in the moment

So I don’t think anyone’s ignoring the issues, we’re just trying not to throw out the progress with the problems. The game needs tweaks, no doubt. Removing or reworking the current buff mechanics would already go a long way toward making site fights feel fair and skill-based again. The buffs need to be reworked or removed, because skill should decide a fight, not a timer or zone proximity

In the end, I think most of us want the same thing: PvP that’s fun, fair, and worth logging in for
 

L o n a

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  • It takes two players to deal damage to one player attacking a portal that doesn’t belong to their clan — but if more than one clan is attacking your map, only your clan gets the defender buff, while both attacking clans take your portals freely, since your allies don’t get the defender buff.
When Clan A controls the gates in the Maujak Mountains (where most of the fighting happens aside from draining), and Clans B and C want to battle, the moment either B or C takes the buff from Clan A’s gates, it’s usually better to just head in the opposite direction, because they’ll be healing more than you can deal in damage, and the PvP aspect becomes completely boring.
 

Luka Patajac

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The old Dino Storm I'm referring to can be summed up by the points I listed under "before" in one of my comments above:
View attachment 50138


Do you remember before the first update that introduced the attack/defense phases and the adrenaline effect (attacker/defender buff)?

I'm talking about when the maps were contested by clans and the fights were intense, with many people online, and no one knew what the outcome would be in the end. For example:


These videos are good examples. I consider that to be a proper war.

Now compare it to today. On your servers, is there as much competition as back then? It wasn’t that long ago—these videos are from two years ago. But after the updates that were supposedly meant to help smaller clans, in the server I play on, it seems to have had the opposite effect. Even more alliances were formed. The few enemies left now hunt with protection or sometimes group up in twos or threes with tank dinos (Centro, Brachi, Anky) at a portal, and losing it becomes inevitable. However, in the later phases, my clan is usually able to take it back without much difficulty.

I believe reverting everything to how it used to be would be too radical, and I see it as something impossible to happen, especially since the devs usually don't take part in these discussions. Still, I wish there were a way to bring back the past, the way the game used to be. At the same time, there are people like you who enjoy what the game has become. I don’t judge that. After all, as I said, opinions are something personal.

If we went back to how things were before, I agree it would again become difficult for smaller clans. But isn't it still difficult nowadays? That issue hasn't really been solved. Today, it's just slightly easier for them to capture one or two portals during low-activity hours on the server.

This other video shows what wars look like under the current system:

To me, that is far from being a real war, for several reasons, among them how long it takes to eliminate a player due to the buff and how unfair the system is for defenders.

Some people might say, "But if you can't defend the map, you don't deserve to lead it." But is it really fair or easy to defend a map from two attacking clans who both have the attacker buff, while only my clan has the defender buff? Our allies try to help, but they need to squeeze more people into the portal just to cancel out the attacker buffs from the two enemy clans.
Fair but i don't see people coming back and how things were before cannot be same again not if people that were there before being nowhere near this game anymore.

Ps. yes i don't want fireworks in daily they are waste of space fr.
 
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