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Feedback Wanted: Site Conflict Adjustments (3.2)

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NazzaFire

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I don't think increasing gate/claim HP would help , because if the attackers are few they are put in difficulty and if they would have less time available to take the tower, then something different could happen
 

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Ok we have the alternative idea ready for the dynamic drain and other elements as a planned update package.
We hope it can improve certain aspects and make it more fair for all clans to claim/defend sites.

We plan to have a public PTR for this as well to test if the machanics work as they should and you will be able to get your hands on it early before it hits the live servers by the end of the month.

Here is a little overview what it will be in the box:

Site Owner based dynamic drain speed
Introduce a variable drain speed for sites depending on how many sites the clan currently owns vs the opponent owned sites. It should make takeovers and defending easier if the owned buildings diverge greatly between involved clans.
  • Drain rate will dynamically change during conflict as site are getting reclaimed
    • Drain rate will increase for the attacker if the clan has less sites than the site owner clan.
    • Drain rate will decrease for the attacker if the clan has more sites than the site owner clan.
  • Repair rate remain at a fixed rate of 20 (32min)
  • Only the highest drain rate is activly shown when multiple clans are attacking a site at the same time
    • Clan/player effort is based on the their own drain rate though
Initial value table for the drain based in the site count difference (Times are without defenders present). It also shows the ratio between drain and repair speed on the right side. (eg. 100% = same duration, 50% = duration doubled)


Site Yield HP increase and dollar upgrade prices
  • Increase base HP of site to 38400
  • Change that yields upgrades increase HP instead of decreasing it by up to 200% HP on max yield
    • Good => 48000 HP
    • Great => 60000 HP
    • Excellent => 76800 HP
  • Introduce static dollar site yield upgrade prices
    • Good => 10000
    • Great => 28000
    • Excellent => 45000
Adrenaline Buffed
  • Getting Attacker or Defender of a site grants an “Adrenaline” buff to the player, that will run for 10 seconds and gets re-applied before it expires automatically as long as the player is an active defender/attacker in the building radius
  • “Adrenaline” Buff gives:
    • “Defender Adrenaline” for defenders
      • 4x incoming damage reduction from all PVP players that don't have the
        “Attacker Adrenaline” buff
    • “Attacker Adrenaline” for attackers
      • 4x incoming damage reduction from all PVP players that don't have the
        “Defender Adrenaline” buff
    • When attacker and defender fighting against each other should be able to play as usual, but side clans will have a debuff with it.

Take your time to thing to read the aspects here carefully and try to think how it will affect your server/clan etc. :geek:
Again it would be great to get your feedback, questions here so this final draft can be fine tuned before it goes live.
1 hour of attack and 4 hours seems long for us players who like pvp ?
 

Alewx

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I don't think increasing gate/claim HP would help , because if the attackers are few they are put in difficulty and if they would have less time available to take the tower, then something different could happen
From the table you can see that as an attacker that has an advantage when attacking someone with more building than they have.

Advantage: you own less buildings than the holding clan.
Disadvantage: you own more buildings than the holding clan.
 

Hardwell

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Adrenaline Buffed
  • Getting Attacker or Defender of a site grants an “Adrenaline” buff to the player, that will run for 10 seconds and gets re-applied before it expires automatically as long as the player is an active defender/attacker in the building radius
  • “Adrenaline” Buff gives:
    • “Defender Adrenaline” for defenders
      • 4x incoming damage reduction from all PVP players that don't have the
        “Attacker Adrenaline” buff
    • “Attacker Adrenaline” for attackers
      • 4x incoming damage reduction from all PVP players that don't have the
        “Defender Adrenaline” buff
    • When attacker and defender fighting against each other should be able to play as usual, but side clans will have a debuff with it.
How will players know who's is defender who is attacker will there be like a icon/badge to indicate that like outlaw with skill and duelist with 2 guns?
 

Alewx

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How will players know who's is defender who is attacker will there be like a icon/badge to indicate that like outlaw with skill and duelist with 2 guns?
There is a visualization above each player that is having the buff; defenders have it in green, and attackers in red/orange, and as it is a buff it is listed in the buffs that are currently active.
 

SPA

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Ok we have the alternative idea ready for the dynamic drain and other elements as a planned update package.
We hope it can improve certain aspects and make it more fair for all clans to claim/defend sites.

We plan to have a public PTR for this as well to test if the machanics work as they should and you will be able to get your hands on it early before it hits the live servers by the end of the month.

Here is a little overview what it will be in the box:

Site Owner based dynamic drain speed
Introduce a variable drain speed for sites depending on how many sites the clan currently owns vs the opponent owned sites. It should make takeovers and defending easier if the owned buildings diverge greatly between involved clans.
  • Drain rate will dynamically change during conflict as site are getting reclaimed
    • Drain rate will increase for the attacker if the clan has less sites than the site owner clan.
    • Drain rate will decrease for the attacker if the clan has more sites than the site owner clan.
  • Repair rate remain at a fixed rate of 20 (32min)
  • Only the highest drain rate is activly shown when multiple clans are attacking a site at the same time
    • Clan/player effort is based on the their own drain rate though
Initial value table for the drain based in the site count difference (Times are without defenders present). It also shows the ratio between drain and repair speed on the right side. (eg. 100% = same duration, 50% = duration doubled)


Site Yield HP increase and dollar upgrade prices
  • Increase base HP of site to 38400
  • Change that yields upgrades increase HP instead of decreasing it by up to 200% HP on max yield
    • Good => 48000 HP
    • Great => 60000 HP
    • Excellent => 76800 HP
  • Introduce static dollar site yield upgrade prices (clan dollars)
    • Good => 10000
    • Great => 28000
    • Excellent => 45000
Adrenaline Buffed
  • Getting Attacker or Defender of a site grants an “Adrenaline” buff to the player, that will run for 10 seconds and gets re-applied before it expires automatically as long as the player is an active defender/attacker in the building radius
  • “Adrenaline” Buff gives:
    • “Defender Adrenaline” for defenders
      • 4x incoming damage reduction from all PVP players that don't have the
        “Attacker Adrenaline” buff
    • “Attacker Adrenaline” for attackers
      • 4x incoming damage reduction from all PVP players that don't have the
        “Defender Adrenaline” buff
    • When attacker and defender fighting against each other should be able to play as usual, but side clans will have a debuff with it.
View attachment 47717
Take your time to thing to read the aspects here carefully and try to think how it will affect your server/clan etc. :geek:
Again it would be great to get your feedback, questions here so this final draft can be fine tuned before it goes live.
again, wouldn't adrenaline rush be used the same way by allied clans? I think 1 clan should attack and get a buff, if 1 clan attacked, then in this case 2 or more clans cannot join?
 

SPA

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@Highway my bad, I understand that "attacking adrenaline" will take the same damage against "defender adrenaline" but another clan will not be able to help the defender because he will not work because this same clan will receive the same "attacking adrenaline"?
 

Highway

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@Highway my bad, I understand that "attacking adrenaline" will take the same damage against "defender adrenaline" but another clan will not be able to help the defender because he will not work because this same clan will receive the same "attacking adrenaline"?
Yes site owners/defenders can not get an ally clan to join in to get the "site defence adrenaline". Only the owner can get it. They an only support in direct combat to other attackers but will do 4x less damage and have a lesser impact by this.

On the other hand mutliple attacking clans can get their "site attacker adrnaline" as it is valid mechanic that more clans fight to overtake a single building. Surely they can team up but if they fight each other both sides get 4x less damage.

I think it gets clearer on the PTR how it works
 

- Leyenda -

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Question: Does the adrenaline boost apply to all attackers, i.e. 2 or more attacking clans? Or the first clan to drain it? :unsure: because there are times when 3 clans attack a tower at the same time because this means that the allied clans can also rely on this, they only have to attack the allied towers to finish off the attackers then leave this circle
 
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Hardwell

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Wait in this chart clan that hold little gate will they still be able to retain their high healing rate? Seems like when you hold 3 or 4 gates your healing power only reaches 36% max
 

Luka Patajac

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Question: Does the adrenaline boost apply to all attackers, i.e. 2 or more attacking clans? Or the first clan to drain it? :unsure: because there are times when 3 clans attack a tower at the same time because this means that the allied clans can also rely on this, they only have to attack the allied towers to finish off the attackers then leave this circle
I believe any clan/player that attacks can gain the "attacker" buff but only holder of building that is attacked can get "defender" buff
 

Luka Patajac

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So from this chart the more buildings holder has their healing rate is slower if both drainer and attacker are in circle?
 

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The effect of adrenaline will be nullified in a battle between Defenders and Attackers? Because if it's not countered, I, the attacker, just need to place a tank dinosaur and not counterattack, just stay alive with the -4x damage bonus.
 

Hardwell

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Healing rate is set to a fixed value and will not change (check changelog)
The right table shows the relation to the drain rate from the left table
So repair for basic and repair for excellent is still 20?
 

- Leyenda -

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Healing rate is set to a fixed value and will not change (check changelog)
The right table shows the relation to the drain rate from the left table
I think some of us don't understand the weight table. What would be the maximum value that can be drained?
 

Alewx

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I think some of us don't understand the weight table. What would be the maximum value that can be drained?
The very left table is the drain values that are possible in relation to how your amount of buildings is compared to your targets clan.

The table in he middle is the time it takes to drain a building at the yield based on the table left of it; there is no change in drain by yield, but times change due to the increased HP.

The table on the very right shows how fast your drain compared to how long it takes to repair a building from 0 to full HP.
 

Alewx

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View attachment 47719

Wait in this chart clan that hold little gate will they still be able to retain their high healing rate? Seems like when you hold 3 or 4 gates your healing power only reaches 36% max
For easiest understanding start at the very top; when you as an attacker have a drain of 40 because you own 13 buildings more than your targetd clan, your times will be 16 minutes at basic building, 20 minutes at good and so on, while the time to attack the building at basic is 50% of the time it takes to repair it. while at an excellent building repair and drain are equal hence the 100%.
 

Luka Patajac

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Ok so while healing rate will not change time to heal building will change based on amount of builds holder of builds has?
 

Hardwell

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The table on the very right shows how fast your drain compared to how long it takes to repair a building from 0 to full HP.
:v you said time but you used % to depict time e.e how are we supposed to read the chart with that unit, shouldn't it be in mins
 

Alewx

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Ok so while healing rate will not change time to heal building will change based on amount of builds holder of builds has?
No, the repairrate is fixed, so it will always take the same time no matter how many buildings there are, but the time will obviously be different because the HP will change when upgrading, so an excellent building always takes double the time to repair than a basic one.
 

Luka Patajac

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So amount of time taken to heal building will change based on yield(because higher yield mans more HP)?
 

Hardwell

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No, the repairrate is fixed, so it will always take the same time no matter how many buildings there are, but the time will obviously be different because the HP will change when upgrading, so an excellent building always takes double the time to repair than a basic one.
Good that it's no longer a punishment to upgrade yield, however I feel that there is no factor motivating people to heal their gates. Presuming most clan are about to be less reliant on ally, clan need some sort of good healing power to sustain in conflict phase.

Could we have when gate is orange/triangle shape (invulnerable) status we get bonus heal of 25 before the attackers come and red it which then heal 20 again.
 

Alewx

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Could we have when gate is orange/triangle shape (invulnerable) status we get bonus heal of 25 before the attackers come and red it which then heal 20 again.
Before a building gets attacked, there is no need to repair it?
 
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