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#14 Endgame Part 3 (Sites Gameplay)

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SPA

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What if we increase the repair rate to 15 as a test to see if it helps to make the balance better? Would be around 8 minutes on "excellent yield" when attackers and defenders are in the building area. Before we change the HP to something differently like the mentioned HP based on owned buildings instead of yield.

Ideally 2 buildings on "basic" yield should be similar to defend than 1 on "good yield" as they provide the same rewards. With the tendency that a single building is easier to hold as you dont need to split your defenders around mutliple sites.
remove the difference in hp in different states of profitability, balance it properly
 

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What if we increase the repair rate to 15 as a test to see if it helps to make the balance better? Would be around 8 minutes on "excellent yield" when attackers and defenders are in the building area. Before we change the HP to something differently like the mentioned HP based on owned buildings instead of yield.

Ideally 2 buildings on "basic" yield should be similar to defend than 1 on "good yield" as they provide the same rewards. With the tendency that a single building is easier to hold as you dont need to split your defenders around mutliple sites.
It would be good, given what the attackers do, I would have to fight against the defenders yes or yes and it would lower the issue of the Kamikaze players, In the same way, the defenders always have to be alert if they want to keep the towers. :geek::LOL:
 

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What if we increase the repair rate to 15 as a test to see if it helps to make the balance better?
Disagree, it will not improve the situation for defenders. In fact, the underlying problem will still be present.

The problem is that the Excellent Site can be drained faster than we can reach them. If we cannot reach the Site in time, there's no point in healing.

@Czarna perfectly summarizes the situation.

Vulnerable phase starts, all sites go red. No one can teleport anywhere. You want to defend one of your sites, but you need to reach it first. It takes ~6 minutes to cross the whole map on the fastest Dino as a lvl 55 player (55 Coelophysis with a 55 endurance implant). All excellent sites at the ends of the maps will be lost before you can even reach them (as of the current version: 2 minutes to fully drain an excellent site). You can reach a site with a very good yield, but it might as well fall before you manage to kill all the enemies.
 

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You then are not prepared properly for the attack. Organize your clan before the vulnerable phase starts. To many buildings owned and not enough defenders at the sites.
there are always a lot of defenders on eu-1, the situation here is individual for each server, your is to solve this problem
 

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You then are not prepared properly for the attack. Organize your clan before the vulnerable phase starts. To many buildings owned and not enough defenders at the sites.
(My clan holds 6 Sites in total)

That's coming from a flawed mindset.

What do you mean by prepare? 1 player defending in each Site? Attackers come in groups with Tank classes. By the time I walk to the red gate, 50% of HP is already gone, now if me and my clan mates are trying to kill the multiple enemy tanks before they take the Site, it's impossible.
 

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I mean that you have defenders in place that is required for the defence and a few people that can support when they reach later. The higher the yield the more defenders you need to hold it.

Keep in mind an excellent yield building is worth like 8 buildings. So you basically you have more than just 6 buildings.
 

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@Highway what about this idea (it will partially work against the alliance): The attacker of the gate receives a certain bonus to damage and defense while draining, the alliance players cannot receive this bonus, only the owner of the gate will also receive same bonuses, this means that the alliance players will be less important, then owner of gates in this case, you can also configure drain/repair for this situation, maybe I'm wrong, but this is another idea
 

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I mean that you have defenders in place that is required for the defence and a few people that can support when they reach later. The higher the yield the more defenders you need to hold it.

Keep in mind an excellent yield building is worth like 8 buildings. So you basically you have more than just 6 buildings.
This logic is also a bit flawed, because at the same time it means that the attackers are gaining 8 buildings for one Production phase after the succesful takeover of a single excellent yield site. And while the previous replies mentioned that it is easy for 3 tank players to drain a single excellent yield site, the same can not be said about them draining 8 basic yield sites.

The lack of reaction time combined with the inability to repair a site before the attackers can reach it again after death are a cruel combination for any players attempting to defend their sites.
 

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We adjust the repair rate to see if it helps a bit to mitigate the high yield defence issue a bit.
 

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Imagine this situation: There are 5+ tank attackers in Irwin (400%), Parker and Mason belong to dinoville, the defender clan manages to kill everyone in time but the attackers revive in Parker or Mason and return to Irwin quickly, how should we defend against this?

Note: Attackers do not attack defenders to avoid abilities with extra power.
 

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We adjust the repair rate to see if it helps a bit to mitigate the high yield defence issue a bit.
Hmm, based on that,what if what about repair for: 400%: 15, 200%: 10, 100%:5? Drain same for all gates but if gate not full hp=it is impossible to take fame from there, and this hp will not change even if the phase is done, that is, if the phase is over, the attackers have done -12-15k hp and in 1 phase they will not be able to restore all hp, which for the defending clan will need to be repaired, it is possible not 1 phase. it would make more sense for attackers to attack 100 or 200% gates in multiple phases if possible
 

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The problem in eu1 : clans easy hold buldings even tho this update for attackers and look we got no chance at this rate attack buldings pointless and better Morning afk fame the daily and go offline
I agree, let’s make 1 gate drainable in 30 seconds only so you can finally get some gates!
 

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They made this update since then you guys hold buldings easy
I don’t think we hold it “easy” since after all these updates that are in favor of attackers we still manage to hold all and you still got none.

As your friend said: “there are always a lot of defenders on eu-1” which means it isn’t easy, we’re just always prepared. That being said, there are a lot of things which I’ve seen attackers on other servers do that you for some reason decide to ignore. You’re just not using these changes the right way.
 

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If there was no alliance, you would have lost them even in 10 minutes
this is something dumb to say, the alliance still holds all the cards, the alliance still holds all the power. If the alliance decides to keep their Site at 50% or 100%, how would an attacker even be able to take the fame? In other cases of some america servers, the alliance is frequently trading maps. how would the attackers react ?

an alliance still holds the power. all they have to do is either keep trading maps or simply not upgrade their yield to 400%
 

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Invicto greek aces alredey doing it
ok but the question is, what do attackers can do in that situation???

nothing, so attackers is back to 0. again having to drain a tower for 15 minutes and getting killed by the alliance
 

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"but the kos can farm fame"

yes, so can the alliance player, and the alliance player have tower that gives them fame, so in the end, the attackers CAN end up with nothing if the alliance decide
 

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this is something dumb to say, the alliance still holds all the cards, the alliance still holds all the power. If the alliance decides to keep their Site at 50% or 100%, how would an attacker even be able to take the fame? In other cases of some america servers, the alliance is frequently trading maps. how would the attackers react ?

an alliance still holds the power. all they have to do is either keep trading maps or simply not upgrade their yield to 400%
I have written several times and I will write again, individual settings are needed for each server, but I believe that the alliance should lose its invincibility, especially when this alliance exists only to continue to receive afk fame without doing almost anything 5-10k fame for 1 gate it's nothing now per phase, either the attacker must find a way to capture more gates, or capturing a smaller number of gates, but with more fame, I proposed the idea for 100%: 5 repair 200%:10 repair 400%:15 repair (which has already been done, but let it be different for 100% and 200%) and these gates with 100% and 200% should be attacked in several phases, as long as these gates don't have 100% hp, it will be impossible to take fame, that is, gates with more hp will require more repair time, less hp-more repair. I would also suggest 30 drains for 200% and 40 for 100% gates to stacks on high towers took more time
 

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El prombela aquí es que los (kos o Enmigos) quiere portales las ally tienes todo los portales ( en un mapa hay 11 portales por 5 mapas son 53 portales ) quen en si lo mantienes 5 clanes grado que son de una alianza miestas que los enemigos no mantiene ni siquiera un mapa por un día yo en mi caso ya que los desarrolladores quieren acabar con ese Monopolio de las alianzas para que todos los demás tengan portales las solución es muy fácil coloquen limites de portales por clanes un ejemplo : (que un clan grade de 60/60 o mas podra tener un maximo de portales 4 a 5 ) asi ya se estaria acabando uno de los problemasmas que seria los porteles a grandes alianza ya que tendria que hacer en tonces mas de un clan para mantener todo un servidor ya que si son un aliado asi sea de 5 o 7 clanes estarian quedando muchos portale para otros clanes que se quejan por las grandes Alianza y esto ya qui en este punto quisa traiga mas o menos guerra para otras ocasiones

A ver si asi ya dejan de llorar tanto los enemigos y aliados
 

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@Highway , I think it's best to go for a dynamic drain/heal rate, try the idea of "sub clan" the way you are updating this game right now is as if the KOS and the map holders are on equal man power strength.
 

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@Highway , I think it's best to go for a dynamic drain/heal rate, try the idea of "sub clan" the way you are updating this game right now is as if the KOS and the map holders are on equal man power strength.
If those alliance somehow manage to link up at 15+ sub clan alliance just drop the EG3 update there is no hope left to fix those "building is love, fame is life" kinda player to make the server balance
 
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If those alliance somehow manage to link up at 15+ sub clan alliance just drop the EG3 update there is no hope left to fix those "building is love, fame is life" kinda player to make the server balance
less fame for 1 person if will more subclans, so better, more elecs places
 

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I would also like to suggest the idea of jump links, they need to be limited, reload, 1 person every 10 seconds at least or even once every 30 seconds, this helps large alliances a lot and this is clearly a problem, besides, it will also be more difficult for attackers in some cases since we will also not be able to easily transfer a group of people at another gate @Highway
 

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I would also like to suggest the idea of jump links, they need to be limited, reload, 1 person every 10 seconds at least or even once every 30 seconds, this helps large alliances a lot and this is clearly a problem, besides, it will also be more difficult for attackers in some cases since we will also not be able to easily transfer a group of people at another gate @Highway
I think I dont understand this. What is the issue and what would you want to be limited?
 

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I think I dont understand this. What is the issue and what would you want to be limited?
to make sure that all players cannot use jump link at the same time all together, but separately, another option with open maps this case sounds more interesting, but this is not the easiest
 

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to make sure that all players cannot use jump link at the same time all together, but separately, another option with open maps this case sounds more interesting, but this is not the easiest
Ahhh you wanna add a cool down on the jump link?
 
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