Sunshine..
Well-known member
- Joined
- Nov 30, 2021
- Messages
- 235
- Reaction score
- 378
- Server
- America_2
- Main Char
- ..Nuclear..
- Clan
- No Clan
The main reason for wars is portal disputes, how are they two different things?I find it funny how a lot of people are mixing war with only fighting over a buildings.
If you guys say that after 10 min everyone goes offline then what kind of war is that XDDD
War happens when u try to destroy your enemies not only when there's conflict phase, you try to make them Wear protection all time, steal their hunt, basically u try to do everything just to make the game worse for them and maybe even kick them from the server. Also it usually last for around 1 year or even longer.
Pls stop mixing this two things, that's annoying tbh.
Everything you said is a fight for ego and toxicity (upsetting rivals to the point of abandoning the server), something very different from competitiveness. It's you who's confusing things.
Those who think it's normal for disputes over portals to last such a short time are those who are exchanging portals between allies or those who are managing to take portals without any effort.
This comment perfectly summarizes the situation, which many insist on denyingGlad that your server has gotten more active now, but I'm left wondering how much that fact has to do with the update. For the past few years it became normal for 1 small server to take the spotlight, while others become stagnant in the meantime. Something happens outside of the game that influences all players to move to that server, act out their war there and then move on to the next, leaving that server empty again. It would be great if your server escaped that cycle due to the update and stayed active for a long time, but the small servers that I play on are all entering deep into the stagnant phase again.
For me personally it just feels like there are less and less things to do in the game. When a server is doing site swaps, you have to join the game right before each phase starts (as a site owner - to swap quickly, as an attacker - to have any chance to drain a single site before the swap is finished). I rarely get attacked by other players until there are only a few sites left on the map. All sites often become recently claimed in less than 20 minutes.
Years ago I used to love defending sites - I would immediately stop whatever I was doing in the game and run up to any site that became red, no matter who it belonged to, or how many enemies there were. Now it feels counter-productive to do anything besides sitting in the map with your sites for the whole phase (as a defender) or just straight up swapping sites with an ally to get the phase over with quicker and get back to doing anything else (farm dds, ores etc).
As an attacker I used to have a lot of fun even when I was losing, now I'm barely getting any enjoyment, even when I'm "winning" a couple sites during the Vulnerable phase. But it doesn't even feel like winning, most of the time no one is there to stop me - and if anyone does show up, they can't kill me (Adrenaline buff for attackers, the defender is busy draining other sites), so the person with the higher drain rate wins regardless of the fight. My enemies can literally follow me around sometimes and block from taking any sites thanks to their high drain rate and there is nothing I can do about it when I'm in that situation. Likewise, it feels pointless to go after any red sites as a small attacking group, as we can't be sure who's drain rate will be higher before we get there and if we would even be able to kill any enemies before the site is fully drained.
Many players left the game after they lost the hope of ever holding sites again, so it's good that we are thinking of ways to award attackers for their struggle. But I just feel like we are moving in a direction that removes a lot of the game's charm and fun. The rewards are useful and important, but they aren't the fun part.