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#14 Endgame Part 3 (Sites Gameplay)

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itzmee

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@Highway please bring back the 5hp repair speed and this makes atleast somewhat hopes for attackers to get the camps. I said and I'll say again there are 100+ members waiting in the maps for us to attack. If the defenders aren't able to defend doesn't it means they hold way too many buildings than they need to? Attavkers can stop attack when bigger clans share their map with smaller clans. Please make it attacker biased as it's win-win for both and both parties has something to lose.
 

itzmee

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I see some sense in this idea.

This could be used as a way to diversify the Dinosaur used for drain. Attackers would not just rely on the Tank class high Health Point itself.

Whatever the implementation is, attackers should be fighting for a Site. Not simply walking in the circle and immediately obtaining it.
So why Ally use celo to run faster cos ally reach quicker , it makes no point for attackers as well. Can we say that? Nope. Everyone has the freedom to use which ever dino they want.
 

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A semi randomized factor that would influence drain and/or repair speeds fluctuating over time changing in a not so predictable way.
How would this work any example?
 

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Whatever the implementation is, attackers should be fighting for a Site. Not simply walking in the circle and immediately obtaining it.
Then what about this? - when both attackers and defenders are present in the circle, both the drain and repair speed slows down (for example: normally 20/10, lowered 5/3).
  • Attackers need to defeat all the defenders in order to continue draining the site rapidly. They can also try to keep them at bay by blocking nearby sites and jump links.
  • Defenders get more reaction time as long as any of them were present near the site before the attack. If their numbers are lower than the attacker's, they can try to stall the draining as much as possible until the phase will end (maybe that way small clans would have a higher chance to keep a site they managed to take from a larger clan).
Problems:
  • defending clans could leave multi-accs at each of their sites to automatically slow down attackers
  • shorter attack phases would provide less windows for attack. Not sure how finalised are the current Vulnerable phases and their lengths.

The fact that multiple Brachiosaurus users can take sites without much effort, just by repeatedly walking into the circle is a huge design flaw. A small attacking can benefit from taking a site this way, but they won't be able to defend it during the next phase, when they get the same treatment from new attackers.
 

itzmee

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@Highway can we have a fair fight in case if attackers and defenders benefits has to be neutral?

Better way to do it is let's say I attack a clan called found then only the found players can attack me back and other other players. So this way it forces the clan members to protect their buildings than go protect other buildings.

There are certain loopholes in it but can be corrected. Like all active players from other clans join found when we attack found buildings. To prevent this clan can only accept players before attack phase and then have them ready. This can be better and fair attack than bully smaller clans.
 

itzmee

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@Highway can we have a fair fight in case if attackers and defenders benefits has to be neutral?

Better way to do it is let's say I attack a clan called found then only the found players can attack me back and other other players. So this way it forces the clan members to protect their buildings than go protect other buildings.

There are certain loopholes in it but can be corrected. Like all active players from other clans join found when we attack found buildings. To prevent this clan can only accept players before attack phase and then have them ready. This can be better and fair attack than bully smaller clans.
Other clan players can't attack me back*.
 

itzmee

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Then what about this? - when both attackers and defenders are present in the circle, both the drain and repair speed slows down (for example: normally 20/10, lowered 5/3).
  • Attackers need to defeat all the defenders in order to continue draining the site rapidly. They can also try to keep them at bay by blocking nearby sites and jump links.
  • Defenders get more reaction time as long as any of them were present near the site before the attack. If their numbers are lower than the attacker's, they can try to stall the draining as much as possible until the phase will end (maybe that way small clans would have a higher chance to keep a site they managed to take from a larger clan).
Problems:
  • defending clans could leave multi-accs at each of their sites to automatically slow down attackers
  • shorter attack phases would provide less windows for attack. Not sure how finalised are the current Vulnerable phases and their lengths.

The fact that multiple Brachiosaurus users can take sites without much effort, just by repeatedly walking into the circle is a huge design flaw. A small attacking can benefit from taking a site this way, but they won't be able to defend it during the next phase, when they get the same treatment from new attackers.
Why you focusing on brachi? Because it takes some time to die when attacked by 10 players? Can I ask u to use less damage weapon so I can last more longer? No right obviously u will use the gun which makes most damage same way! Don't say there isn't much efforts , maybe it looks less efforts because u hold way too many buildings than u shld be holding.
 

Czarna

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Why you focusing on brachi? Because it takes some time to die when attacked by 10 players? Can I ask u to use less damage weapon so I can last more longer? No right obviously u will use the gun which makes most damage same way! Don't say there isn't much efforts , maybe it looks less efforts because u hold way too many buildings than u shld be holding.
Defender doesn't necessarily mean a clan that holds multiple sites. A clan with 1 site is still a defending clan during the Vulnerable phase if they choose to try and fight for their site. Even if you own only that 1 site, you would still have difficulty in defending it against attacking brachis that don't fight back if they chose to attack your site repeatedly.

Do you really only want to take a few sites for one Vulnerable phase and then give them back during the next phase without trying to defend at all?
 

itzmee

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Defender doesn't necessarily mean a clan that holds multiple sites. A clan with 1 site is still a defending clan during the Vulnerable phase if they choose to try and fight for their site. Even if you own only that 1 site, you would still have difficulty in defending it against attacking brachis that don't fight back if they chose to attack your site repeatedly.

Do you really only want to take a few sites for one Vulnerable phase and then give them back during the next phase without trying to defend at all?
Yes it takes little extra seconds to get killed and that's the whole point there. We are way too less numbered compared to the number of defenders. Lots of times the owner of the clan doesn't come on time but their Ally come which is disadvantage to us but can't be done anything to it by us. Same way using any dino and gun is upto the players choice. It's way to childish to keep complaining on using a dino just because it takes little extra time to get killed. On the contrary can I ask defenders to use dino with lowest hp so we can kill easy?
 

itzmee

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Yes it takes little extra seconds to get killed and that's the whole point there. We are way too less numbered compared to the number of defenders. Lots of times the owner of the clan doesn't come on time but their Ally come which is disadvantage to us but can't be done anything to it by us. Same way using any dino and gun is upto the players choice. It's way to childish to keep complaining on using a dino just because it takes little extra time to get killed. On the contrary can I ask defenders to use dino with lowest hp so we can kill easy?
Defender doesn't necessarily mean a clan that holds multiple sites. A clan with 1 site is still a defending clan during the Vulnerable phase if they choose to try and fight for their site. Even if you own only that 1 site, you would still have difficulty in defending it against attacking brachis that don't fight back if they chose to attack your site repeatedly.

Do you really only want to take a few sites for one Vulnerable phase and then give them back during the next phase without trying to defend at all?
There is no way for smaller clan like us to defend the buildings from 100 players. Instead we focus on exchanging buildings so we lose the one we already have but get the other one by this it makes balance.

Balance how? Defenders have lot many PPL to help while attackers are less.
Next go for peace talks and clans which are having good power always deserves camps to hold. Why not give them back and go to peace. Defenders don't want to give the camps back that's the only point I can see here.
 

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How would this work any example?
It would be a semi randomized factor that would change every x minutes and fluctate between a max and a min value to be multiplied to the regular drianing rate. but it would be a bit smoothed out and not completly be erradic.
That is at least the way i would plan it out.
 

Luka Patajac

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It would be a semi randomized factor that would change every x minutes and fluctate between a max and a min value to be multiplied to the regular drianing rate. but it would be a bit smoothed out and not completly be erradic.
That is at least the way i would plan it out.
would it be randomized per each conflict phase?
 

Hardwell

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It would be a semi randomized factor that would change every x minutes and fluctate between a max and a min value to be multiplied to the regular drianing rate. but it would be a bit smoothed out and not completly be erradic.
That is at least the way i would plan it out.
Ohh Soo like high map holding clan would get like 7-15 drain rate/7-9 heal rate randomizing in numbers,

Medium map holding clan will get 9-17 drain rate/10-12 heal rate randomizing numbers?

Low map holder idk maybe 11-20 drain rate / 13 - 15 heal rate randomizing numbers / rate??
 

Alewx

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Ohh Soo like high map holding clan would get like 7-15 drain rate/7-9 heal rate randomizing in numbers,

Medium map holding clan will get 9-17 drain rate/10-12 heal rate randomizing numbers?

Low map holder idk maybe 11-20 drain rate / 13 - 15 heal rate randomizing numbers / rate??
not really, lets say we want to quarter and quadruple things as maximum and minim values.

So that would meaning a building has every 5 minutes a change in the drain, so over time it would look like:
00 Minutes-20HP
05 Minutes-30HP
10 Minutes-40HP
15 Minutes-45HP
20 Minutes-37HP
25 Minutes-32HP
30 Minutes-25HP
35 Minutes-10HP
40 Minutes-05HP
45 Minutes-10HP
But that is just an example of how i imagine it.
 

Hardwell

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not really, lets say we want to quarter and quadruple things as maximum and minim values.

So that would meaning a building has every 5 minutes a change in the drain, so over time it would look like:
00 Minutes-20HP
05 Minutes-30HP
10 Minutes-40HP
15 Minutes-45HP
20 Minutes-37HP
25 Minutes-32HP
30 Minutes-25HP
35 Minutes-10HP
40 Minutes-05HP
45 Minutes-10HP
But that is just an example of how i imagine it.
And healing is fixed?
 

Hardwell

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Hmm in that particular case, not planned out so far :D
ig it should remain constant becuase if its randomized if defeat the purpose of the previous random drain power chart
 

itzmee

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Hmm in that particular case, not planned out so far :D
Bigger clans don't want to attack back just because they know smaller clans don't have the power to withstand the number of players they have. So they just want to keep defending the camps and make it difficult to take it in which we are back to square 1. Making it easy to drain will always bring peace as both attackers and defenders have something to lose while making it easy for defenders makes no better in the game as bigger clans have nothing to lose. Bigger clans in the sense other clans help the each other in order to make the attacker clan leave the game. More than the fun and enjoyment in the game , in eu1 ally has personal grudge on attacker clan(fekete) not to give the camps. That's their only moto.
 

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The above chart on random drain rate is alright ig... It can help prevent map trading due to its unpredictability.

I'm guessing a constant heal rate that changes depend on how many gate the clan hold is fine too.. but if during conflict phase when the current map holder start losing their gates and dropping to 1-2 gates they could go drain their allies gate if they are greedy or just lose and accept the lost of their previous gates... This would somewhat create a free for all battle?
 

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not really, lets say we want to quarter and quadruple things as maximum and minim values.

So that would meaning a building has every 5 minutes a change in the drain, so over time it would look like:
00 Minutes-20HP
05 Minutes-30HP
10 Minutes-40HP
15 Minutes-45HP
20 Minutes-37HP
25 Minutes-32HP
30 Minutes-25HP
35 Minutes-10HP
40 Minutes-05HP
45 Minutes-10HP
But that is just an example of how i imagine it.
00 mins , -20 hp , how much hp the tower have?
 

Alewx

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Would be also randomic even for 2,400 hp , 4.800 like -50 or -100 hp drain rate?
It would be smoothed randomness no matter the yield and hp of the building.

It could lead to situation where the building gets drained and in on the last few HP the drainrate gets so low that the defenders can turn the tide and save the building over time. but that is really just imagination.
 

Hardwell

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If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.

The low heal rate is already the risk for their big clan and big rewards in the tower.....

Using manual DD to upgrade yield will be better so if allies wanna trade they will think about the DD they invested in the building before blindly trading with no penalty.....


Idea: HP armor
Upgrading yield also increases armor hp on the tower.

Basic: no armor
Good: +700 armor (vanish after 15 mins)
Very good: +1000 armor (vanish after 30 mins) ---> 1 HR CONFLICT , x2 of duration for 2 hrs conflict
Excellent: +1300 armor (vanish after 45 mins)

With these hopefully people will upgrade their yield... and not see upgrading yield as that punishing......
 

Alewx

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If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.

The low heal rate is already the risk for their big clan and big rewards in the tower.....

Using manual DD to upgrade yield will be better so if allies wanna trade they will think about the DD they invested in the building before blindly trading with no penalty.....


Idea: HP armor
Upgrading yield also increases armor hp on the tower.

Basic: no armor
Good: +700 armor (vanish after 15 mins)
Very good: +1000 armor (vanish after 30 mins) ---> 1 HR CONFLICT , x2 of duration for 2 hrs conflict
Excellent: +1300 armor (vanish after 45 mins)

With these hopefully people will upgrade their yield... and not see upgrading yield as that punishing......
Is your armor pure HP extension?
 

Highway

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If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.
The bulding HP would be a constant value regardless of the yield if we introduce a dynamic drain rate/repair rate based on the owned buildings of the clan. Its already an effort get the building to a higher yield by defending a building (sure only when you have attackers).
 
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