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Feedback Wanted: Site Conflict Adjustments (3.2)

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Alewx

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I think this current ptr main purpose is to test implants effectiveness... Not brachio issue.. but ehhh this ptr didn't have gate's special trait... No motivation to log...

Is it possible to bring in the special traits for gate tomorrow or next weekend?
That will propable get decided on monday, based on results on ptr.
 

itzmee

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I didn't expect these changes to solve everything in an instant, it is more like first steps.
But 7 times instant resurrect, is a bit expensive and time intensive, so it prolonged the fight quite a bit.
That really doesn't excite any attacker particularly because defender would use the most damage causing set while attacker is forced to use other dino because of the alliance crying over the forum while attackers cannot have the freedom to use which dino to be used and obviously attackers uses the dino that can consume the damage.
It's actually pretty balanced along with the new EP update.
Doing more about a strategy that attacker can make use of will make it more worst game play for attackers as they are already fighting multiple clans along with the defender.
 

Hardwell

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I hope the ptr testers give more feedback on the manual skill input and stabi and rage implant performance feedback.... don't complain about brachi being op or whatsoever.... so the devs could get feedback on what is meant to be tested and quickly move towards the gate's trait which I look forward :)Screenshot_82.png

cuz Im stuck loading screen....
 

DarkMyth.

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I hope the ptr testers give more feedback on the manual skill input and stabi and rage implant performance feedback.... don't complain about brachi being op or whatsoever.... so the devs could get feedback on what is meant to be tested and quickly move towards the gate's trait which I look forward :)
As much as I've personally tested things everything looks great to be fair, I've also posted a few posts earlier about my opinion on a couple things and that some sites need adjustments because Fear Effect still doesn't stop a drainer from getting stuck in a tight corner
 

itzmee

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IMG_20240607_175138.jpg
Defenders just want this one alone so they can kill 5 brachi vs 1 real defender.
 

Hardwell

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As much as I've personally tested things everything looks great to be fair, I've also posted a few posts earlier about my opinion on a couple things and that some sites need adjustments because Fear Effect still doesn't stop a drainer from getting stuck in a tight corner
hmmm some gates like the one near mm market idk is it sinclair or whut seems to be in open area... maybe for those "stuck in corner" gates could be pushed further out slightly at the center of the trail path in the open spaces...
 

Orochii

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My Suggestion:

Assign attack rate efficiency for each class of dino:

  • Damage Dealers: Efficiency of 100% of the current attack rate.
  • Hit and Run: Efficiency of 90% of the current attack rate.
  • All-Rounders: Efficiency of 85% of the current attack rate.
  • Tanks: Efficiency of 80% of the current attack rate.
In a scenario with 2 clans having the same number of portals, we would have:

  • Damage Dealers: -80
  • Hit and Run: -72
  • All-Rounders: -68
  • Tanks: -64
 

DarkMyth.

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hmmm some gates like the one near mm market idk is it sinclair or whut seems to be in open area... maybe for those "stuck in corner" gates could be pushed further out slightly at the center of the trail path in the open spaces...
I've posted 2 screenshots in the previous page, in GV some sites have like a little house next to them, players are easily able to sit behind one and they'd be stuck there draining, it's not impossible to push them out, but really difficult to find the exact spot where you should battlecry them from
 

Queenie

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Now please stay on topic and give your ideas and thoughts on the ptr
 

DarkMyth.

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My Suggestion:

Assign attack rate efficiency for each class of dino:

  • Damage Dealers: Efficiency of 100% of the current attack rate.
  • Hit and Run: Efficiency of 90% of the current attack rate.
  • All-Rounders: Efficiency of 85% of the current attack rate.
  • Tanks: Efficiency of 80% of the current attack rate.
In a scenario with 2 clans having the same number of portals, we would have:

  • Damage Dealers: -80
  • Hit and Run: -72
  • All-Rounders: -68
  • Tanks: -64
This comes with the idea of dynamic draining depending on dino class no? We've been suggesting it for a few days now, it can really be tested out in PTR
 

itzmee

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What you said is nowhere mentioned. We want brachi to be nerfed so we are actually able to kill it
U would if u were real defender probably ask Tom how many times he was dead when our clan killed him when he used brachi as defender.
 

Queenie

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U would if u were real defender probably ask Tom how many times he was dead when our clan killed him when he used brachi as defender.
Stay on topic, if you want to argue about nonsense then create a special thread
 

Pleiadian

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Hey, can you guys stop already with this eu1 nonsense?

Many players from many servers already requested a Branchio fix. And the solution is undergoing.

Keep your Eu1 argument out of the feedback flow.

@Faye
 

Queenie

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To the ptr atm
It seems fine. The fact that the stability was nerfed makes it more fun to fight tbh.
The fleeing is somewhat working just needs some fixing.
The reflecting tech and implant does activate more often which is nice.
If I get more thoughts or ideas then I will write here
 

Hardwell

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I've posted 2 screenshots in the previous page, in GV some sites have like a little house next to them, players are easily able to sit behind one and they'd be stuck there draining, it's not impossible to push them out, but really difficult to find the exact spot where you should battlecry them from
xD I think old maps have some gates in open area and only like a thin piece of hill at the back of the gate... so any battlecry form any direction was able to do the job... well I think this is very good opportunity for devs to revamp the map slightly as
a) it can bring back some nostalgic moments during old ds times :3
b) it can fix the brachi or whatever dino being stuck at a house or hill etc .
 

Alewx

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My Suggestion:

Assign attack rate efficiency for each class of dino:

  • Damage Dealers: Efficiency of 100% of the current attack rate.
  • Hit and Run: Efficiency of 90% of the current attack rate.
  • All-Rounders: Efficiency of 85% of the current attack rate.
  • Tanks: Efficiency of 80% of the current attack rate.
In a scenario with 2 clans having the same number of portals, we would have:

  • Damage Dealers: -80
  • Hit and Run: -72
  • All-Rounders: -68
  • Tanks: -64
Damage Dealers -355
Hit & Run -319
Allrounder -301
Tank -284

When you attack a building of aclan taht has more than 6 buildings more than your own.

Next to that I also had the idea of a increased repairrate based on amount of defenders but not linear but rather deminishing return, so you increase the total repairrate with each defender but with each one it increases less.
 

DarkMyth.

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Damage Dealers -355
Hit & Run -319
Allrounder -301
Tank -284

When you attack a building of aclan taht has more than 6 buildings more than your own.

Next to that I also had the idea of a increased repairrate based on amount of defenders but not linear but rather deminishing return, so you increase the total repairrate with each defender but with each one it increases less.
This doesn't look SO bad, but we'd need to test it out, also we need to see a table of the dynamic draining depend on sites held etc.
And for tanks isn't -284 still considered high?
 

Hardwell

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Damage Dealers -355
Hit & Run -319
Allrounder -301
Tank -284

When you attack a building of aclan taht has more than 6 buildings more than your own.

Next to that I also had the idea of a increased repairrate based on amount of defenders but not linear but rather deminishing return, so you increase the total repairrate with each defender but with each one it increases less.
soooo attacker have the dynamic rate as their power and defender have no. of people as their power?
 

Alewx

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This doesn't look SO bad, but we'd need to test it out, also we need to see a table of the dynamic draining depend on sites held etc.
And for tanks isn't -284 still considered high?
Could still be high yes, that is a bit subjective.

soooo attacker have the dynamic rate as their power and defender have no. of people as their power?
That would be the idea yes.
 

Pleiadian

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so you increase the total repairrate with each defender but with each one it increases less.
This makes sense, this is what we should have been testing at the moment.

You've been throwing around some very good proposals lately, I think that through each of those ideas combined, the problem will be eventually solved.

It does start to make sense now.
 

DarkMyth.

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Would love to test these ideas this weekend if possible
 

Alewx

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This makes sense, this is what we should have been testing at the moment.

You've been throwing around some very good proposals lately, I think that through each of those ideas combined, the problem will be eventually solved.

It does start to make sense now.
Sadly that is not ready for the PTR and i can only provide a formula for it but not the implementaiton.
 

Isabella16

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They could place fences that do not allow access to the areas behind the doors, like in Scott, Miller or Hoskins, that would solve the problem of them entering the places only to drain. @Alewx
 

Luka Patajac

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They could place fences that do not allow access to the areas behind the doors, like in Scott, Miller or Hoskins, that would solve the problem of them entering the places only to drain. @Alewx
I feel chances of that becoming glitched tbh.
 

DarkMyth.

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My concept calculation would still favor attackers that have nothing ;)
Idea would simply bring more balance and buy more time for a defender, yet motivate combat, I like the ideas you've been dropping recently might as well start working on it for the next PTR if not this one
 
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