shadowzombie
New member
- Joined
- May 16, 2021
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- America_4
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- shadowzombie
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i think dinostrom need change everything about this game if play for year u cant win trex or clan got they pick who get it
I think the problem consists more in the lack of opportunities to satisfy everyone. That's the core of the issue at least.i think dinostrom need change everything about this game if play for year u cant win trex or clan got they pick who get it
äh no plan that i know about so far about that, but quite a valid point.@Highway @Alewx @Gruni how it will be with election duration when update comes? like if some player will be in sheriff elections or any other with most fame and update comes in, will that player be in that election on first place or all election duration will reset and all players will be kicked from their elections which they joined before update or how it will be?
So I was thinking about consolidating this prospective through some estimates.And in 28 days, If Town Hall with all its election offices generate enough tokens that in number are enough to purchase Tyrannosaurus Rex with (at least) double or say triple that current number. Then maybe losing elections could be normalized, or at least the struggle that players face wouldn't be as severe.
i think this reward concept is nice, i had similar ideaSo I was thinking about consolidating this prospective through some estimates.
Assume that tokens received from offices are as the following:
- Let's say that to purchase Tyrannosaurus Rex, you need to gain tokens earned by at least winning every office once.
- You can still get re-elected.
- You can join any office at any stage without climbing the ladder office by office.
- Ranger: 5 Token
- (2 Days)
- 20 Available office
- Chief Ranger: 10 Token
- (3 Days)
- 12 Available office
- Speaker 20 Token
- (4 Days)
- 8 Available office
- Director: 40 Token
- (5 Days)
- 4 Available office
- Board member: 80 Token
- (6 Days)
- 5 Available office
- Constable: 160 Token
- (7 Days)
- 3 Available office
- Councillor: 320 Token
- (8 Days)
- 2 Available office
- Governor: 640 Token
- (9 Days)
- 1 Available office
- Assistant Deputy: 1,280 Token
- (10 Days)
- 5 Available office
- Deputy: 2,560 Token
- (11 Days)
- 3 Available office
- Marshall: 5,120 Token
- (12 Days)
- 2 Available office
- Sheriff: 10,240 Token
- (14 Days)
- 1 Available office
Tokens required to purchase Tyrannosaurus Rex = Tokens earned by at least winning every office once = 5 + 10 + 20 + 40 + 80 + 160 + 320 + 640 + 1,280 + 2,560 + 5,120 + 10,240 = 20,475 Token
these calculations seem to be logic, though for me your calculation dont look really real, but i calculated in other way how much sheriffs could be there per 28 days and it got somewhere 4.5, so i guess your 4.61 number is correctSo according to the estimation you need 20,475 tokens for 1 player to purchase Tyrannosaurus Rex, so how many players can purchase Tyrannosaurus Rex in 28 days?
Average value of tokens generated by all offices each 28 days =
10240*(28/14)*1 + 5120*(28/12)*2 + 2560*(28/11)*3 + 1280*(28/10)*5 + 640*(28/9)*1 + 320*(28/8)*2 + 160*(28/7)*3 + 80*(28/6)*5 + 40*(28/5)*4 + 20*(28/4)*8 + 10*(28/3)*12 + 5*(28/2)*20 =
20,480 + 23,893.33 + 19,549.09 + 17,920 + 1,991.11 + 2,240 + 1,920 + 1,866.67 + 896 + 1,120 + 1,120 + 1,400 =
94,396.2 Tokens.
Average number of players unlocking Tyrannosaurus Rex every 28 days = 94,396.2/20,475 = 4.61 Players.
- That's something between double & triple the current number of players winning every 28 days (2 players).
- That's in case all players use tokens earned to purchase Tyrannosaurus Rex eventually.
- Means players who use Tokens on anything else will lower the average number of Tyrannosaurs Rex new owners.
- Means players who win office, then quit the game will lower the average number of Tyrannosaurus Rex new owners.
- That's an average value, means 1 player might win this month, maybe 4 in the next month, maybe 3 in the one that follows, depends on how Tokens are distributed between players.
- Tokens earned by every office according to my estimations are double the lower office.
- Making it more than double means less players will be able to purchase Tyrannosaurus Rex.
- Making it less than double means more players will be able to purchase Tyrannosaurs Rex.
- Both of the cases of course in condition that Tyrannosaurus Rex token value is equal to the cumulative number of tokens earned by every office once.
In a nutshell, you can easily control how hard it will be for players to obtain Tyrannosaurus, and I hope that you make it fair as mentioned in my quote, so that it doesn't become as frustrating to lose an election office as it is now.
Summation of tokens earned by office multiplied by how often it is repeated in 28 days per office multiplied by how many offices there are.... Not sure what went wrong therethese calculations seem to be logic, though for me your calculation dont look really real,
I double checked. The accurate value is exactly 4.611834585 or approximately 4.61. Double check your calculations, minor calculation mistakes could happen.but i calculated in other way how much sheriffs could be there per 28 days and it got somewhere 4.5, so i guess your 4.61 number is correct
- That's an average value, means 1 player might win this month, maybe 4 in the next month, maybe 3 in the one that follows, depends on how Tokens are distributed between players.
Totally agreed, and the shop should include items that are tempting enough to distract players from making Tyrannosaurus Rex their sole priority. All while still keeping it an accessible option for those who still want to get Tyrannosaurus Rex anyway.View attachment 41674
The idea here is to avoid rex overpopulation in the short term. I think it depends more on the theme of the token shop and the items they will be selling. You will be responsible if you want to get the rex or not (either by spending tokens, fighting, etc.).
Apparently, if an alliance agrees on obtaining the rex, they could reach the frequency of 4.6, however now the clans should be more responsible and organized in spreading fame; otherwise, the rex frequency might be low or null (I think statistically in clan wars, the percentage of acquiring the rex could decrease minimally).
I don't see this an a bad thing honestly, more rex's given out means more people get the chance to enjoy. As stated it is giving everyone an opportunity to get rex. (although it would be a very long time without an alliance or controlling buildings) Big clans will give their fame to players for higher tier elections, the bottom ones will be open to nearly everyone.Average number of players unlocking Tyrannosaurus Rex every 28 days = 94,396.2/20,475 = 4.61 Players.
- That's something between double & triple the current number of players winning every 28 days (2 players).
- That's in case all players use tokens earned to purchase Tyrannosaurus Rex eventually.
- Means players who use Tokens on anything else will lower the average number of Tyrannosaurs Rex new owners.
- Means players who win office, then quit the game will lower the average number of Tyrannosaurus Rex new owners.
- That's an average value, means 1 player might win this month, maybe 4 in the next month, maybe 3 in the one that follows, depends on how Tokens are distributed between players.
- Tokens earned by every office according to my estimations are double the lower office.
- Making it more than double means less players will be able to purchase Tyrannosaurus Rex.
- Making it less than double means more players will be able to purchase Tyrannosaurs Rex.
- Both of the cases of course in condition that Tyrannosaurus Rex token value is equal to the cumulative number of tokens earned by every office once.
you would devalue the rexI don't see this an a bad thing honestly, more rex's given out means more people get the chance to enjoy. As stated it is giving everyone an opportunity to get rex. (although it would be a very long time without an alliance or controlling buildings) Big clans will give their fame to players for higher tier elections, the bottom ones will be open to nearly everyone.
Self control will be essential for obtaining rex if you don't own buildings.
With high value of Dino dollars and minimum fame required to join a high election office which is essential to obtain a Tyrannosaurus Rex, it will be more expensive than ever before, considering also that players will be forced to lose time after time until they finally receive that opportunity.you would devalue the rex
dude you already asked and dev answered you ;dcan anyone tell me when the next big update is coming?
We have not a time estimate for this yet as the concept is not finished to be able to plan the effort it needs to get finished. For this concept we wanted to involve the community earlier as usual to keep the feedback flowing but that also means it takes more time from the annoucment until the final live release.
How much does it cost? 1M dollars?With high value of Dino dollars and minimum fame required to join a high election office which is essential to obtain a Tyrannosaurus Rex, it will be more expensive than ever before, considering also that players will be forced to lose time after time until they finally receive that opportunity.
@toxicdeathxZZ only stated that it's not a bad thing if everyone have an opportunity. If you think that Tyrannosaurus Rex would be devaluated just by the mere existence in the hands of other players then that's a selfish way to look at it.
Not to mention that it is not entirely true, because not all tokens earned is going to be invested in Tyrannosaurus Rex and we must always have that in consideration, so that it doesn't even become less than before like @OrionZG pointed out.
You can't walk through a map in our server without seeing multiple people with rex, at the point in the game's lifespan rex isnt "rare".you would devalue the rex
This is what Highway said by far:How much does it cost? 1M dollars?
Looking through the feedback some points have been noted in the design concept. I might have missed some consens in feedback though. Let me know when that is the case.
Here are a few points changed:
- Players loosing an election will not loose 75% of their invested fame anymore. Instead this will be lowered or even removed completly to support the "step by step closer to the goal" idea even more.
- Appling for an office will cost a lot more dino dollars to accomedate for the reduced fame when loosing an office.
- The dollar price will depend on the ranger level.
- PVP protection price will be changed from fame to dino dollars (by ranger level)
Agree that those choke points are not ideal. We are even toying around to allow every user to directly apply for any office without the need to win the lower office. The needed dollars and min fame requirement for each office might already be enough that players will start lower than directly at the sheriff position.
yea its possible, but now it will be way harder. you will be able to steal fame and try block them, by stealing enemies have less fame and you have more. depending what lvl mobs will spawn during pve attacks it may be hard to defend several maps, so it will require more attention what may make holding many maps of towers harder.this is pointless they will find a way to control this they always do if not now when it happens then at least a month after if your going to do this make it where its not controllable and fair
@Highway @Alewx @GruniTENGO EN MI PODER, UNA IDEA QUE SOLUCIONARA COMPLETAMENTE EL COMBATE PVP
(Agradeceria que la comunidad traduciera esto a otros idiomas)View attachment 41746
Como jugadores, todos sabemos que a veces hacerle "click" a un enemigo para poder atacarlo, no es suficiente. Ni siquiera con la opción de acción rápida mezclando las teclas ("CTRL" + "CLICK DERECHO") para atacar, esto a veces se debe a varios factores:
1- El enemigo se mueve muy rápido (en caso del coelophisis o implante de resistencia)
2- En las guerras hay MUCHAS PERSONAS amontonadas y puedes equivocarte y apuntar a un aliado o un enemigo que no quieres atacar.
3- La "hitbox" del enemigo es MUY PEQUEÑA (Me refiero al área para hacerle "click" a un enemigo)
Esto sucede por ejemplo con el coelophisis o dinosaurios pequeños, tienen "Hitbox" pequeñas por lo tanto es MAS DIFÍCIL de hacerle "click" a diferencia de un Rex o Brachiosaurus (Este problema se INCREMENTA INCREÍBLEMENTE CON DINOSAURIOS CON ALTA RESISTENCIA)
4- LAG
5- Jugadores sin "Mouse"
---> Estos problemas causan ventajas injustas en las peleas, ya que no puedes apuntar a un enemigo por su velocidad o porque esta entre una masa de gente, el enemigo te atacara primero y no podrás ganarle, porque empezaras a atacarlo 10 segundos después que el iniciara, solamente porque tu "Click" no fue lo suficientemente agudo para atraparlo.
S O L U C I Ó N:
View attachment 41747
He visto la interés de los desarolladores en implementar nuevas actualizaciones al juego, un ejemplo de ello, ademas del "rework" de habilidades, el MODO ESPECTADOR (Apretar "ALT" + "SUPR") que permite el uso de una cámara libre tanto para la creatividad de vídeos y para curiosos en explorar los mapas.
-----> IMPLEMENTAR TECLA PARA MARCAR OBJETIVOS <------
Esta idea la he visto en varios videojuegos, les mostrare un ejemplo desde el videojuego "World Of Warcraft" (Lamentablemente el vídeo solo esta en ingles)
VER DEL SEGUNDO 34 hasta 1 minuto y 16 segundos (0:34 - 1:16 )
La implementación de esta tecla (En el caso de este juego mostrado es apretando "TAB")
Cambiaría COMPLETAMENTE las batallas, siendo mas justas al poder elegir al enemigo correcto sin los problemas antes mencionados.
Han agregado el "MODO ESPECTADOR" agradecería enormemente que esta idea se pueda implementar para crear batallas mas justas entre todos
GRACIAS!
Make an PTR server, so we can test out this updateWe are thankful for all the incoming feedback, as it is both important and valuable for Dino Storm development. The suggestions you’ve sent us so far have shown us that our plans for adjusting the game’s maps would not really affect the root of the issues at hand, and therefore not have the effects desired by the community.
Although there are many different facets and perspectives to your feedback, most of you wrote about attacking and controlling sites in order to earn fame and ultimately be elected Sheriff in the town hall, which also provides access to the precious tyrannosaurus rex. However, the most obvious aspects in gameplay are not always the ones at the root of the problem, which is why we attempt to dig deeper and gain additional analytical data—from the game, testers and GMs alike. This way, we want to reach the core of the issue. Going from the observations we have made so far, we are not convinced that revising the game’s maps alone would improve gameplay enough to be satisfactory.
In the last few days we had been intensively discussing a number of design iterations and concepts—but the further we went and discussed possible solutions, the more it became obvious that we would actually need to think about changing the main gameplay path for unlocking T-Rex. We already had ideas for changing the endgame mechanics and concepts on our to-do list, and now we needed to figure out whether we will have to tackle these ideas before or after any potential map adjustments are made.
We condensed the list of issues and points that need to be addressed down to:
- Server-spanning alliances misusing their influence, deciding who gets and doesn’t get the T-Rex
- Stalling endgame as soon as T-Rex has been unlocked
- Rather boring and predictable gameplay around sites (Travel Gates, Claims)
Let us know what you think, or if we are missing important key points!
Edit: Link to Early concept
i think nothing is done yet, all what devs presented were just concepts. devs wanted to get feedback first to do right things right away, not change them several times. ptr for sure should be made to test this update.Make an PTR server, so we can test out this update
Well said @Highway .We are thankful for all the incoming feedback, as it is both important and valuable for Dino Storm development. The suggestions you’ve sent us so far have shown us that our plans for adjusting the game’s maps would not really affect the root of the issues at hand, and therefore not have the effects desired by the community.
Although there are many different facets and perspectives to your feedback, most of you wrote about attacking and controlling sites in order to earn fame and ultimately be elected Sheriff in the town hall, which also provides access to the precious tyrannosaurus rex. However, the most obvious aspects in gameplay are not always the ones at the root of the problem, which is why we attempt to dig deeper and gain additional analytical data—from the game, testers and GMs alike. This way, we want to reach the core of the issue. Going from the observations we have made so far, we are not convinced that revising the game’s maps alone would improve gameplay enough to be satisfactory.
In the last few days we had been intensively discussing a number of design iterations and concepts—but the further we went and discussed possible solutions, the more it became obvious that we would actually need to think about changing the main gameplay path for unlocking T-Rex. We already had ideas for changing the endgame mechanics and concepts on our to-do list, and now we needed to figure out whether we will have to tackle these ideas before or after any potential map adjustments are made.
We condensed the list of issues and points that need to be addressed down to:
- Server-spanning alliances misusing their influence, deciding who gets and doesn’t get the T-Rex
- Stalling endgame as soon as T-Rex has been unlocked
- Rather boring and predictable gameplay around sites (Travel Gates, Claims)
Let us know what you think, or if we are missing important key points!
Edit: Link to Early concept
armor, shield and def lower dmg by %I made a post on the portuguese forum a few months ago and I don't know if it was evaluated, maybe here I can get a quicker feedback. The post in question is about the way in which game attributes (hit points, strength, agility, etc) are displayed.
We currently have several types of attributes in the game but none of them are clear enough about the power it delivers. How so? Well, it's not possible to know how much damage an armor implant reduces just by looking at its value, just as you can't tell what the critical chance a precision technology offers, nor the dodge chance of an agility implant. What I mean is that it's very difficult to measure attributes, it's difficult to know which is better and which is worse without being forced to equip and test in practice (and that doesn't always work, I've tried and failed several times) and what I suggest is to transform them from raw values to something that is easy to see and understand.
For example:
-Vitality show how much real life it adds.
-Force show actual damage dealt to a target of the same level.
-Damage the same way.
-Accuracy show values in %, the same way as shown in the vulnerable effect description.
-Armor, shield and dino defense show the amount of damage they reduce, either as a % or a fixed value.
And follow the same logic for all attributes. I don't know if the current system makes it easier to balance or if it was just forgotten by no one ever touching the subject but this is something that has bothered me for a long time, I think it deserves a modernization. :v
Would it be fine if for an PVE attack chance would be even higher at time when there are most online players (during the day and the evening) and lower at time when the least players are online (nights and mornings) either from the whole server or clan which is holding certain towers or just based on server time? In this way i think it still will stay random as you want, but at same time players would be aware too when their towers could be attacked with certain chancesWouldn't that just lead to ppl abandoning the building until the time of an attack has come?