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#12 Endgame Game Mechanics Discussion

Cobra

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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
Well said @Highway .
However I feel like the third point is kind of useless, boring and predictable gameplay comes from leveling up and questing which is a lot of repetition which isn't affective at this time of the world as many people are too busy.
The game should be made a little more fun to play so that players would have more fun playing rather than grinding for tons of hours.
--The best way to make the game less boring and predictable is to make the game more easier.
--The best way to make the the game easier is to make leveling and upgrading easier and less time-consuming.
Good luck!
 

snnrk

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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
 

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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
armor, shield and def lower dmg by %
 

slejd2001

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Wouldn't that just lead to ppl abandoning the building until the time of an attack has come?
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 chances
 

Maddy Montgomery

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I hope this update will be released next year. Finishing this year to implement a big update in a new year, along with others would be great. So a big bug-free update and everyone's opinion and participation.

Next update that should be implemented is the support system. There are players recovering accounts just saying amount and date of purchase of gold.
 

slejd2001

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I hope this update will be released next year. Finishing this year to implement a big update in a new year, along with others would be great. So a big bug-free update and everyone's opinion and participation.

Next update that should be implemented is the support system. There are players recovering accounts just saying amount and date of purchase of gold.
after endgame, maps will be reworked xd
 

OrionZG

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Dinoville tokens must be accumulated in stacks of 100 or more, because there are many players with little space in inventory / storage for a new mechanic that forces you to collect a lot.
 

Mania

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Dinoville tokens must be accumulated in stacks of 100 or more, because there are many players with little space in inventory / storage for a new mechanic that forces you to collect a lot.
i think it would just be better to make them another form of currency, like the gold coins, dino dollars, and fame. there's no reason it should be taking up inventory space.
 

snnrk

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O dia tá lindo, clima ensolarado, and any upgrade progress?
 

OrionZG

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An interesting idea for dinoville token store:

-Possibility of getting a herd of coelophysis to attack your enemies. Very similar to the concept art below. ;)

-Same the turrets could be another option. or these could come with the new concept of gameplay in wars.

1624070582547.png
 
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OrionZG

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i think it would just be better to make them another form of currency, like the gold coins, dino dollars, and fame. there's no reason it should be taking up inventory space.
As long as they do not add the possibility of acquiring tokens with real money (I hope not :rolleyes:), I will be happy.
 

XxSr.DinoxX

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Developers, do any of you have anything to update us on this topic?

Is something already being implemented? If yes, tell us which one!

What new things are being planned in the meantime?

Yesterday it's been 1 month since @Highway last post on the subject, and so far we haven't received any new information, so please let us know what's going on within the subject and let the feedback flow more often....

I don't want to put pressure on, just anxious to know what has or has not been confirmed to be implemented in the game in the future. 😶
 

Highway

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We are currently still working on a few backend related stuff to improve our internal workflow for the ingame events. The expiring event items was already used for the current dino ball event and helps a lot with data handling and event complexity.

More upcoming changes will also lay the foundation for the planned endgame design outlined here for Dino Storm. For example the achievement score will be separated from the event achievement score so that will allow us to adjust the sheriff monument to use achievement points instead of fame.

That change means the total achievement score can be reached by anyone and not just by players that played all old events etc. It is a better score to measure what a player has achieved in the game and not only focusing on being sheriff.

For the participated events there will be an event logbook to see the history and points a player has for the events.
As well as a better usability to find all related achievements for the current running event.

event_logbook.jpg

It is planned to deploy this after the dino ball event has ended.

Other than that, the planned changes outlined here in this topic are still open for discussion as we haven't had time to work on it yet. But so far the core ideas seem to be the right direction as we could read from your feedback.

Have a nice week :)
 
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We are currently still working on a few backend related stuff to improve our internal workflow for the ingame events. The expiring event items was already used for the current dino ball event and helps a lot with data handling and event complexity.

More upcoming changes will also lay the foundation for the planned endgame design outlined here for Dino Storm. For example the achievement score will be separated from the event achievement score so that will allow us to adjust the sheriff monument to use achievement points instead of fame.

That change means the total achievement score can be reached by anyone and not just by players that played all old events etc. It is a better score to measure what a player has achieved in the game and not only focusing on being sheriff.

For the participated events there will be an event logbook to see the history and points a player has for the events.
As well as a better usability to find all related achievements for the current running event.

View attachment 41871

Its planned to deploy this after the dino ball event has ended.

Other than that, the planned changes outlined here in this topic are still open for discussion as we haven't had time to work on it yet. But so far the core ideas seem to be the right direction as we could read from your feedback.

Have a nice week :)
We were begging for this since years, I feel good now. 🎉
 

OrionZG

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We are currently still working on a few backend related stuff to improve our internal workflow for the ingame events. The expiring event items was already used for the current dino ball event and helps a lot with data handling and event complexity.

More upcoming changes will also lay the foundation for the planned endgame design outlined here for Dino Storm. For example the achievement score will be separated from the event achievement score so that will allow us to adjust the sheriff monument to use achievement points instead of fame.

That change means the total achievement score can be reached by anyone and not just by players that played all old events etc. It is a better score to measure what a player has achieved in the game and not only focusing on being sheriff.

For the participated events there will be an event logbook to see the history and points a player has for the events.
As well as a better usability to find all related achievements for the current running event.

View attachment 41871

It is planned to deploy this after the dino ball event has ended.

Other than that, the planned changes outlined here in this topic are still open for discussion as we haven't had time to work on it yet. But so far the core ideas seem to be the right direction as we could read from your feedback.

Have a nice week :)
I like.

A question, what about 3 players who had the same achievement points (not events) at sheriff time, what would differentiate them?.

Will there be similar changes to the windows of shops, warehouses, etc.?
I mean, better visualization, search usability etc.
 
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User000

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We are currently still working on a few backend related stuff to improve our internal workflow for the ingame events. The expiring event items was already used for the current dino ball event and helps a lot with data handling and event complexity.

More upcoming changes will also lay the foundation for the planned endgame design outlined here for Dino Storm. For example the achievement score will be separated from the event achievement score so that will allow us to adjust the sheriff monument to use achievement points instead of fame.

That change means the total achievement score can be reached by anyone and not just by players that played all old events etc. It is a better score to measure what a player has achieved in the game and not only focusing on being sheriff.

For the participated events there will be an event logbook to see the history and points a player has for the events.
As well as a better usability to find all related achievements for the current running event.

View attachment 41871

It is planned to deploy this after the dino ball event has ended.

Other than that, the planned changes outlined here in this topic are still open for discussion as we haven't had time to work on it yet. But so far the core ideas seem to be the right direction as we could read from your feedback.

Have a nice week :)
I suggest creating global ranking, because currently there are players who play on more than 1 server. Add all achievement points for an account to rank in a global leaderboard. This can instigate players to level up on other servers, staying connected longer.
 

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We are currently still working on a few backend related stuff to improve our internal workflow for the ingame events. The expiring event items was already used for the current dino ball event and helps a lot with data handling and event complexity.

More upcoming changes will also lay the foundation for the planned endgame design outlined here for Dino Storm. For example the achievement score will be separated from the event achievement score so that will allow us to adjust the sheriff monument to use achievement points instead of fame.

That change means the total achievement score can be reached by anyone and not just by players that played all old events etc. It is a better score to measure what a player has achieved in the game and not only focusing on being sheriff.

For the participated events there will be an event logbook to see the history and points a player has for the events.
As well as a better usability to find all related achievements for the current running event.

View attachment 41871

It is planned to deploy this after the dino ball event has ended.

Other than that, the planned changes outlined here in this topic are still open for discussion as we haven't had time to work on it yet. But so far the core ideas seem to be the right direction as we could read from your feedback.

Have a nice week :)
I like the golden firework thingamabob :V
 

Highway

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A question, what about 3 players who had the same achievement points (not events) at sheriff time, what would differentiate them?.
Good point. In case they have exactly the same achievement points the event points could be used to determin the final position. In addition we will certainly add more achievements so that it will be less likely that players have the same achievement points. Will note that in the design doc.
 

Ulutin

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Good point. In case they have exactly the same achievement points the event points could be used to determin the final position. In addition we will certainly add more achievements so that it will be less likely that players have the same achievement points. Will note that in the design doc.
Own at least 100 different skins.
Own 10 camps at the same time.
Donate 100000 DD to your clan.
Obtain 100 clan boosters from group quests.
Craft a black/white/blue etc. set using Tri-Forge.
...
 

Funkeria

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Own at least 100 different skins.
Own 10 camps at the same time.
Donate 100000 DD to your clan.
Obtain 100 clan boosters from group quests.
Craft a black/white/blue etc. set using Tri-Forge.
...
Love itttt
 

-DEADPOOL-

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[QUOTE = "OrionZG, publicación: 60464, miembro: 24417"]
Una idea interesante para la tienda de fichas de Dinoville:

-Posibilidad de conseguir una manada de celofisis para atacar a tus enemigos. Muy similar al arte conceptual a continuación.;)

-Las mismas torretas podrían ser otra opción. o estos podrían venir con el nuevo concepto de juego en las guerras.

[ATTACH = full] 41855 [/ ATTACH]
[/ CITA] Esta idea me suena bien, sería un mejor juego en todo sentido, Tambien he pensado en que deberían abrir otra ranura de impla / tech que nadie pudiera ver solo tu, lo que sería un '' Truco bajo la manga '' , Lo que hiciera interesante una war a que uno pueda ver todos sus implas y tech y saber como destruir al oponente. Ahora que los servidores (todos) No están muy activos estaría bien pensar en una migración de servidores a otro Como ejemplo, Tengo una cuenta en Eu 1, (No se si el servidor este despoblado), Con los miembros de ese servidor sería más interesante una war en otro servidor, Sería así: Migración de un servidor a america 1 (Ejemplo), Sería más interesante la batalla de pelear y dominar los mapas desde mi punto de vista, Tambien me gusta la idea de poder conseguir Celofisis para atacar una zona o jugadores de esta forma es más entretenido, y ¿Cómo se conseguirían los celofisis? Facil, Deberías pagarles un cierto monto de DinoDolares según sus habilidades, con esto me refiero cuanto puede resistir, dañar y su arma, tal cual como si fuera otro jugador, tambien incluido con implas y techs, solo que eso otro monto de DinoDolares, Es una buena idea ... Edit: No se como citarlo por eso tuvo esta forma jsjs.
 

Patrick.PTK

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Can you translate this table into Portuguese?
"Items to shape the game world for all players" Can you give me an example?
Vai nesse intagram aqui (dinostorm.ds.oficial), o cara vai postar um vídeo explicando essa tabela TRADUZIDA.
 

OrionZG

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View attachment 41518

Game Buildings
The building gameplay is left out for now as the concept here is quite complex and still needs more time to get worked out properly. But what we want here is to offer a diverse gameplay around buildings that is less static that the current one. That needs the clans to be more active to get their rewards etc. and with it give more room for smaller clans to get their piece of the cake. But quite possible that this will be a seperate update.
Do you plan to improve the usability and / or functionality of the buildings?, I mean, is there a possibility to add new variants of "supply change" that can benefit or harm the building?.

Some may enter the token store... For example:

1624685107424.png

"Supply Change" (Disable): The building cannot be recovered fro a specified time. The bearers of the building either.

"Supply Change" (Intact): The building cannot be attacked for a specified time.

"Supply Change" (UP Items): Increase Fame / Gold production for a specified time.

"Supply Change" (Down): Increases the percentage of down when the building is attacked, does not have a set time (supply change 2.0 but faster).

"Supply Change" (Reduction): Reduces the percentage down of a building when attacked for a specified time.

"Supply Change" (Steal): Ability to steal items from the building without having to drain it 100%.

"Supply Change" (Healing): The building heals without the need for players for a specified time.

Other more interesting variants:


Chip "virus": The building descends and is completely useless, therefore, they cannot use other supply changes. There could be another similar device that protects the building.

1624687394520.png

Detonator: Once in place, nothing can be done for the building. The building is will destroyed and has a 50% chance to cast items it produced. Construction or repair items are needed for the building to return.

1624687918178.png1624688292718.png

After writing this, I think that supply changes commons (blue) should be achieved more easily, and also that maps will need new paths, to make it more interesting.
 
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Funkeria

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Do you plan to improve the usability and / or functionality of the buildings?, I mean, is there a possibility to add new variants of "supply change" that can benefit or harm the building?.

Some may enter the token store... For example:

View attachment 41908

"Supply Change" (Disable): The building cannot be recovered fro a specified time. The bearers of the building either.

"Supply Change" (Intact): The building cannot be attacked for a specified time.

"Supply Change" (UP Items): Increase Fame / Gold production for a specified time.

"Supply Change" (Down): Increases the percentage of down when the building is attacked, does not have a set time (supply change 2.0 but faster).

"Supply Change" (Reduction): Reduces the percentage down of a building when attacked for a specified time.

"Supply Change" (Steal): Ability to steal items from the building without having to drain it 100%.

"Supply Change" (Healing): The building heals without the need for players for a specified time.

Other more interesting variants:


Chip "virus": The building descends and is completely useless, therefore, they cannot use other supply changes. There could be another similar device that protects the building.

View attachment 41909

Detonator: Once in place, nothing can be done for the building. The building is will destroyed and has a 50% chance to cast items it produced. Construction or repair items are needed for the building to return.

View attachment 41910View attachment 41911

After writing this, I think that supply changes commons (blue) should be achieved more easily, and also that maps will need new paths, to make it more interesting.
i want
 

slejd2001

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"Supply Change" (Intact): The building cannot be attacked for a specified time.
this would be abused, since clan owning could use these supplies all time and not even let anyone at anytime to attack it

Detonator: Once in place, nothing can be done for the building. The building is will destroyed and has a 50% chance to cast items it produced. Construction or repair items are needed for the building to return.

View attachment 41910View attachment 41911
there has to be 100% chance to get items, beside it, its nice thing

also that maps will need new paths, to make it more interesting.
it will be a thing after endgame update xd

the rest things are awesome, it would bring more action around towers
 

OrionZG

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What will happen to the other stores in DinoVille, will they leave? or will they continue? I say this because it was mentioned that there would be clothing and fur sets in the token store. Players will prefer the token store than normal Dinoville stores (for its little variety and high costs in gold).

Honestly, the other stores have potential if they update properly.

Slot machine will return?
 
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