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The state of PvP is p2w broken & others

Danny99s

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1. Endurance desync.
-This occurs often in between players that have high discrepancy between they endurance attribute value (full q10 set vs. anyone; q5 set vs. players with no endurance bonus).
- Dino Storm server tick rate and client's update rate is probably low. The client with higher endurance attribute is suspiciously coded to have priority over others, this resulting in extreme desync and basically p2w privileges.
->Let's take 2 client players, both with the same gear dino+gun: client 1 with full q10 endu set and client 2 with any endu set at q5 or lower. Client 1 can use use ability and then leave the range of client 2's ability range. For client 2, his game client, shows that he could never click the ability. ->Viceversa also occurs: Player client 2 is shown that his ability is available, clicks it but nothing happens because the server is not taking into account data from his client, but his opponet's with higher endu stat.
-Most likely the company won't invest in better servers. A bandaind solution is to alter the speed-endurance formula; reduce speed and add to it upper limit that can be handled by the server or make is non linear, to ease off/plateau at some point.
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2. Attacker/defender buff abuse.
-This mechanic has become "higher ground" type of thing. First come to get it (players with higher endurance) can prevent others from taking it via crowd control. This mechanic can be abused and used to harass 3rd party clans or even defender clan if they are not near their own portal due the fact that the buff lasts even after leaving the circle. This should be changed: when leaving the portal circle, the attacker and defender buff should immediately disappear. This way, the attackers who want to drain will still benefit against 3rd party clans coming to help the defender clan, while not allowing a few players from attacking clan to go to the nearest portal where defenders regroup and prevent them from coming in time to their site. The 30s timer problem will be solved if the suggested change is implemented.


3. Other improvements.
-Add decimal separator to the numbers in Achievement tabs, as well as search feature.
-Change the way applying items to players is done: -search feature for clan list
-click the player card first-> Apply items option -> clan inventory opens and on the left side shows to whom items are applied. I find it funny that clan inventory has search feature but not the player list. This way there won't be needed to load clan list every time.
-There is a loading bug where when opening Player Profile the tab is blank instead of showing Ranger tab (clother, dino, player). Needed to click some of the sub tabs (Ranger, Dino, Weapons) for this bug to disappear.
-In front of Kearny there is some kind of small bag that has hitbox and prevents movement. Remove it the way you removed hitbox from the small mound in front of Aubrey
 
Last edited:

NazzaFire

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It doesn't always happen the same way, the buff is also used after the tower circle to allow fighting even at long range, everyone can benefit from the buff, but if the buff has to be removed then it would be better to make the conflicts 1 clan vs 1 clan, since the alliance always helps the ally but this could also be abused for example an ally attacks an allied tower to prevent a real enemy from attacking
 

DarkMyth.

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It doesn't always happen the same way, the buff is also used after the tower circle to allow fighting even at long range.
You just stated the problem in a very short sentence. Speaking of ranged fights, how is it actually a range fight outside the circle if the attacker (already took the buff) and the defender who's coming to take the buff will be dead before even reaching the circle?

1747782500247.png


 

NazzaFire

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You just stated the problem in a very short sentence. Speaking of ranged fights, how is it actually a range fight outside the circle if the attacker (already took the buff) and the defender who's coming to take the buff will be dead before even reaching the circle?

View attachment 49922


We can't talk about a single situation, there are various situations including a defender should draining another tower to get the buff, or there is also the situation that the allies join the fight and the attackers are no longer in the advantage, there are various situations that change this way, also by the number of enemies and allies, however the buff doesn't last that long from one tower to another, so when it reaches Watkins the buff should disappear
 

DarkMyth.

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We can't talk about a single situation, there are various situations including a defender should draining another tower to get the buff, or there is also the situation that the allies join the fight and the attackers are no longer in the advantage, there are various situations that change this way, also by the number of enemies and allies, however the buff doesn't last that long from one tower to another, so when it reaches Watkins the buff should disappear
Abuse goes both ways whether it was a defender or an attacker abusing the buff on other players
 

NazzaFire

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Abuse goes both ways whether it was a defender or an attacker abusing the buff on other players
Then they should make sure to make a system , which only 1 clan can attack another clan , without allies or any other clans to join that conflict
 

Xx EL LOBO xX

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_THE REVOLUTION_
Then they should make sure to make a system , which only 1 clan can attack another clan , without allies or any other clans to join that conflict
I agree. A lot of players with rex just roar you out of the area or paralyze you, and when you reach the area to defend its too late because the health difference is too high. I think the clan who is draining should no longer need buff but is be inmune to any attack from other clans besides the clan who is holding the gate, and in this way we stop giving unfair advantage to whoever has the buff first
 

Danny99s

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-Extra power bar should not fill from attacking friends while having attacker/defender buff.
-Another problem is that EP no longer depletes outside combat, allowing the attacker to crowd control the incoming defender while being invulnerable. Huge skewed advantage. To fix this i think that the EP bar should deplete outside combat ONLY for players that have attacker/defender buff. This way won't interfere with the mob hunting (PvE) aspects of the game, which i totaly agree to keep in the game.
 

NazzaFire

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It's funny that players from alliance complain in forum only when they have problems defending, if you have problems, you can even be in that particular tower before the enemies arrive xD , P.s. not all servers are like eu1
 
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