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Feedback Wanted: Site Conflict Adjustments (3.2)

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OrionZG

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These new changes are weighing me down somehow, I'm not saying they are bad at all, but at the rate we are going, this is going to keep dragging on, delaying information/plans for the next dev shack, information that should already be available at this point but isn't.

But anyway, some ideas I have are these:
  • The yield of buildings should be updated automatically.
  • If you are still thinking of adding the “declare war”, at least, we should get rewards for participating according to the “war points” we have made. Perhaps this could motivate the same allies to “attack” each other competitively for fame.
  • Extra drainage per streak: When you are in a certain streak of draining buildings through points, you can receive an effect in which you can drain an extra percentage of the building.
  • Resource expulsion in buildings: when a building is in high performance, it has a possibility to expel resources (medals) automatically to the ground.
  • Bandits attacking buildings: I don't know if this is still being considered but it would be interesting if in the future bandits could attack portals randomly at certain times.

And that's it, I don't have much to feedback about the current system (because some users have already commented on it), and besides, I haven't played enough due to my personal issues.

But well, I hope to see the new PTR soon.



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Hardwell

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Fuck, these new changes are weighing me down somehow, I'm not saying they are bad at all, but at the rate we are going, this is going to keep dragging on, delaying information/plans for the next dev shack, information that should already be available at this point but isn't.

But anyway, some ideas I have are these:
  • The yield of buildings should be updated automatically.
  • If you are still thinking of adding the “declare war”, at least, we should get rewards for participating according to the “war points” we have made. Perhaps this could motivate the same allies to “attack” each other competitively for fame.
  • Extra drainage per streak: When you are in a certain streak of draining buildings through points, you can receive an effect in which you can drain an extra percentage of the building.
  • Resource expulsion in buildings: when a building is in high performance, it has a possibility to expel resources (medals) automatically to the ground.
  • Bandits attacking buildings: I don't know if this is still being considered but it would be interesting if in the future bandits could attack portals randomly at certain times.

And that's it, I don't have much to feedback about the current system (because some users have already commented on it), and besides, I haven't played enough due to my personal issues.

But well, I hope to see the new PTR soon.



View attachment 47654
What would you propose for allies to fight other allies xD
 

OrionZG

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What would you propose for allies to fight other allies xD
here it is

 

Hardwell

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here it is

So your proposed idea is more for allies and other allies to have fun in their server dominance xD. With the 70% and 30% resources rewarded to winners and losers. It's a good idea to spark action in server like eu1 i believe 😁.
 

OrionZG

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So your proposed idea is more for allies and other allies to have fun in their server dominance xD. With the 70% and 30% resources rewarded to winners and losers. It's a good idea to spark action in server like eu1 i believe 😁.
Nah, that's easily fixed by adding limits and requirements: levels, players, clan power, etc.
 

Hardwell

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Nah, that's easily fixed by adding limits and requirements: levels, players, clan power, etc.
Dayum that's a lot of programming to do for them :v
 

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Currently for most conflict fights clan need to rely on another clan to pull of a fight in the maps. Most time when 1 of the allied clan doesn't login for war the remaining alliance doesn't log too. to which always creates a 1 sided war.

I hope the future update aims to:
  • Create a fighting system where clean is more dependent on themselves and not with the allies.
  • KOS could claim at least 2-3 building every time they log as a base, if their other KOS ally log too they could go for 6-8 gates as a bonus, together with good tactic and planning
  • Every phase the KOS could earn something and need not wait for non peak hours to attack just to get 1 gate or sometimes none.
  • Every single phase is worth the defender time and attacker as there is something worth defending and something work attacking.
 

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Ask:
What would be the most likely number of phases for Dv to take a portal, I know it goes by percentage but would you know an approximate? :geek: :unsure:
 

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Ask:
What would be the most likely number of phases for Dv to take a portal, I know it goes by percentage but would you know an approximate? :geek: :unsure:
Hard to tell as RNG chances can take the building early or late. But an average could possibly around ~10-20 phases (2-4 days)

Create a fighting system where clean is more dependent on themselves and not with the allies.
For that we could use the following adjusted of a recently posted idea:

Adrenaline Buff
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to:
    • Reduce incoming damage only in pvp for building attacker vs. defender by factor 4
    • Boost outgoing damage by factor 4 for defender against all pvp targets and for attackers only against the defenders
  • When attacker and defender fighting against each other they should be able to play as usual as the effects negate themselves out. But side clans will get hammered by 4x times more damage they receive and lower damage they apply to their targets by 4x.
  • Note: factor is possibly to strong, but could be easily adjusted
 
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Hardwell

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When attacker and defender fighting against each other they should be able to play as usual as the effects negate themselves out. But side clans will get hammered by 4x times more damage they receive and lower damage they apply to their targets by 4x.
This portion means the "allied clan" can still help the other ally but their impact is not as great as before?
 

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Hard to tell as RNG chances can take the building early or late. But an average could possibly around ~10-20 phases (2-4 days)



For that we could use the following adjusted of a recently posted idea:

Adrenaline Buff
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to:
    • Reduce incoming damage only in pvp for building attacker vs. defender by factor 4
    • Boost outgoing damage for all pvp combat (not just for attacker vs. defender) by factor 4
  • When attacker and defender fighting against each other they should be able to play as usual as the effects negate themselves out. But side clans will get hammered by 4x times more damage they receive and lower damage they apply to their targets by 4x.
  • Note: factor is possibly to strong, but could be easily adjusted
The truth is that the idea is so good that it seems strange to me that this no longer approves, it could balance things a little, of course we have to make adjustments so that the players do not abuse this, but it is a very good idea.

The Dino kamikaze problem also returned, that is, players tanking towards a tower, this had been corrected since the life was raised to 10 to 15 to repair the portal, but it returned to the same thing again, another point The thing is that no one improves anything for that same detail since only repairing 5 is not even half of what the attackers do
 

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The Dino kamikaze problem also returned, that is, players tanking towards a tower, this had been corrected since the life was raised to 10 to 15 to repair the portal, but it returned to the same thing again, another point The thing is that no one improves anything for that same detail since only repairing 5 is not even half of what the attackers do
This should not be possible as the "travel sick" buff is now way longer than before the update. It should be possible to take down the tank in the time before the buff times out to avoid drain/repair.
 

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This should not be possible as the "travel sick" buff is now way longer than before the update. It should be possible to take down the tank in the time before the buff times out to avoid drain/repair.
An example of Lancaster to Sully is 40 seconds. The attackers only have to go in groups of 3 over and over again to Lancaster until they achieve what they have done and given that a defense heals 5 it will not make much difference in this

Another point which is not that if you change the dino the effect stays on the other dino, that is, it would not apply to the current one.

An example would be they defeat my centor when I revive, place Brachy, the effect will stay in the centro and will not apply to the Brachy, thus jumping for 40 seconds. :geek:
 

Highway

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An example would be they defeat my centor when I revive, place Brachy, the effect will stay in the centro and will not apply to the Brachy, thus jumping for 40 seconds. :geek:
Ohh yes thats an expoit that needs to be adressed. The buff musst be applied to the ranger. Will be fixed on the next update
 

Hardwell

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  • Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
In the past you said something about war list is it an in game function or some kind of list we create by ourselves to tell the other member who is kos and who is not
 

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Hard to tell as RNG chances can take the building early or late. But an average could possibly around ~10-20 phases (2-4 days)



For that we could use the following adjusted of a recently posted idea:

Adrenaline Buff
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to:
    • Reduce incoming damage only in pvp for building attacker vs. defender by factor 4
    • Boost outgoing damage for all pvp combat (not just for attacker vs. defender) by factor 4
  • When attacker and defender fighting against each other they should be able to play as usual as the effects negate themselves out. But side clans will get hammered by 4x times more damage they receive and lower damage they apply to their targets by 4x.
  • Note: factor is possibly to strong, but could be easily adjusted
I will add that the alliance clans can attack (but not really attack, but take buffs) the gate, so you need to make a condition that while the attackers are alive on the gates, other clans cannot attack this gate, in general, the task is to make sure that the alliance clans cannot get this buff too
 

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I will add that the alliance clans can attack (but not really attack, but take buffs) the gate, so you need to make a condition that while the attackers are alive on the gates, other clans cannot attack this gate, in general, the task is to make sure that the alliance clans cannot get this buff too
Ahh yes thats true and should not be possible. Its was not fully outlined in the idea. The attacker should only do 4x damage towards the defender while the defender is allowed to have the damage buff to all pvp targets. Just updated the idea above.
 

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Ahh yes thats true and should not be possible. Its was not fully outlined in the idea. The attacker should only do 4x damage towards the defender while the defender is allowed to have the damage buff to all pvp targets. Just updated the idea above.
there is also a nuance for the defender, until he reaches the circle for the buff, then he will die from the attacking player in the circle in a couple of seconds. Idea great, but need to think about it carefully
 

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there is also a nuance for the defender, until he reaches the circle for the buff, then he will die from the attacking player in the circle in a couple of seconds. Idea great, but need to think about it carefully
Maybe defender gets the buff within 10 feet from the radius of the tower but attacker only get buff within 5 feet from the tower
 

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Maybe defender gets the buff within 10 feet from the radius of the tower but attacker only get buff within 5 feet from the tower
Probably, as in distance more then pm skill, but also attacker can go out for 5 sec from circle and use pm skill -250k hp as minimum and 500k if crit, the defender can also take huge damage before approaching the area where he will receive a buff
 

Hardwell

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Probably, as in distance more then pm skill, but also attacker can go out for 5 sec from circle and use pm skill -250k hp as minimum and 500k if crit, the defender can also take huge damage before approaching the area where he will receive a buff
Maybe the devs will use a special icon to enable the buff for all these fighters.
As of now there is outlaw (skull icon) and duelist (dual gun icon).

Maybe categorize the duelist into sub category 1 for attacker, 1 for side clan 1 for defender. Then put the buff effect on them accordingly that last for 5 mins when they go into combat.
 

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Clan drain & repair speed depend on the number of sites that a clan is holding.
  • The more sites a clan is holding, the slower their drain speed and repair speed.
  • The less sites a clan is holding, the faster their drain speed and repair speed.
This idea should be in the game today. It's the only feature that makes sense, breaking down the influence of the bigger clans.

Why delay it?
 

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  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to:
    • Reduce incoming damage only in pvp for building attacker vs. defender by factor 4
    • Boost outgoing damage by factor 4 for defender against all pvp targets and for attackers only against the defenders
  • When attacker and defender fighting against each other they should be able to play as usual as the effects negate themselves out. But side clans will get hammered by 4x times more damage they receive and lower damage they apply to their targets by 4x.
And this would be a very good addition, bringing the hammer down to big alliances.

It would promote more gameplay of the clan itself. Each clan for his own.

I should also add, that opening PTR again to test out these features is a huge waste. The outcome from the PTR does not reflect the same outcome on the live server. We've seen that conclusion many times now.
 

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Hard to tell as RNG chances can take the building early or late. But an average could possibly around ~10-20 phases (2-4 days)



For that we could use the following adjusted of a recently posted idea:

Adrenaline Buff
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to:
    • Reduce incoming damage only in pvp for building attacker vs. defender by factor 4
    • Boost outgoing damage by factor 4 for defender against all pvp targets and for attackers only against the defenders
  • When attacker and defender fighting against each other they should be able to play as usual as the effects negate themselves out. But side clans will get hammered by 4x times more damage they receive and lower damage they apply to their targets by 4x.
  • Note: factor is possibly to strong, but could be easily adjusted
cant it be abused? the third clan can choose to attack their own ally build temporarily to exploit the status effect?
 

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cant it be abused? the third clan can choose to attack their own ally build temporarily to exploit the status effect?
Yes, that's a possibility.

If 2 allied clans hit their gates, the attacker clans will be in a disadvantage. They will be the ones that will get hammered by 4x damage

  • When attackers and defenders fighting against each other they should be able to play as usual as the effects negate themselves. But side clans will get hammered by 4x times more damage they receive and lower damage they apply to their targets by 4x.
 

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no conviene tener mapa te da mas fama minar que tener mapa, encima drenan y bajan un 20 y solo podes recuperar un 5, no es para nada equitativo, el juego esta favoreciendo a una parte
 

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The repair rate must correspond to the municipal activity of each server, servers with few active players have great difficulty maintaining attackers' portals.

I also suggest that the yield increases automatically when the portal is successfully defended or taken, as clans do not increase the yield of their portals to avoid giving fame to their KOS.
 

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Can the spawn for ores be increased again? it's true that now you get the x2 but now it almost seems like they don't exist because they are few and the spawn has decreased
 

-I- S N O W -I-

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Can the spawn for ores be increased again? it's true that now you get the x2 but now it almost seems like they don't exist because they are few and the spawn has decreased
Just open u'r eyes, ez
 
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