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#14 Endgame Part 3 (Sites Gameplay)

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xx-predator-xx

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This update was about to "destroy" the big alliances and their monopol over buildings/maps. Great news. This didn't happened. Nothing changed. Same alliances have the same maps(maybe a few less buildings owned by dinoville). Where because of the lower "server activity" more buildings were taken by dinoville, the big alliances just merged as clans(ex: alliance formed by clan 1 2 3 4 turned into alliance formed by clan 1 and 2 which merged and clan 3 and 4 which merged). With the current game mechanics(the "attack" window and all is actually even harder for the smaller clans or players in general to even dream about having a tp gate or claim. What the big alliances got to do is to get all their 80 milion players to be online at each of their own buildings when the window attack opens. A return the the old ttack system would be in fact and de facto the best approach for this game. Supplies or not(clan dinodollars) but let the attack window open 24 hours every day(as it was before). You can add for more fun bandit mobs to attack buildings owned by clans of defend buildings owned by dinoville. You can ease up a lil bit this game instead of making it way too complicated, after all this is a game where people should enjoy their time spent instead of saying "neah I'll just stop playing all because there is no real actual gain for me from it, no rex, no elections of any kind because I'm not in some big alliance which took monopol over an entire server"
 

Pleiadian

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figure of speach.
If there are no attackers or if the attackers are outnumbered by a ratio of 10:1, the attackers will always fail. You just cannot expect the developers to make a miracle for the very very few.

Yes, they made it possible for smaller clans to be able to hold sites, but again, if we're talking about 10 defender clans against 1 attacker clans, it's delusional to expect anything. You're asking for a miracle if that's the case.
 

Sunshine..

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If there are no attackers or if the attackers are outnumbered by a ratio of 10:1, the attackers will always fail. You just cannot expect the developers to make a miracle for the very very few.

Yes, they made it possible for smaller clans to be able to hold sites, but again, if we're talking about 10 defender clans against 1 attacker clans, it's delusional to expect anything. You're asking for a miracle if that's the case.
but now both sides are dying of boredom
 

Highway

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Who played asia to properly have experienced a conflict phase with defenders? Most of the feedback/asumptions come from servers that did not have a proper conflict phase. So play it first and then provide feedback please so that it is constructive.
 

Suguygyu

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It's a bit boring that the only activity in the game is based on 2 hours of the 24 hours in the day. If anyone works or studies during that time, they will definitely lose the entire game. For me, a solution to this is that each person who participated in having a portal during the vulnerability phase must have a duelist until the next phase of conflict. In this way, the killings by MM of people who are looking for resources after having completed the conflict phase would continue, giving more action to the game and the mechanics would be maintained. People would be more strategic about defending and maintaining a portal as well, taking that risk into account, and not just "I log in, I'm there for 10 minutes, and bye. See you again tomorrow for 10 minutes."
I think making 30 min protected and 1 hour vulnerable phase would be a lot better for getting enjoy from game, even though they might think attacker gets fame of full day by capturing gate. Besides this way defenders will have hard time to protect them all day and attackers will be rewarded according to their effort in a day and not according to single phase
 

Sunshine..

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Who played asia to properly have experienced a conflict phase with defenders? Most of the feedback/asumptions come from servers that did not have a proper conflict phase. So play it first and then provide feedback please so that it is constructive.
but the problem is after the attacks phase.
During the portal protection phase, there is nothing to do
 

Highway

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but the problem is after the attacks phase.
During the portal protection phase, there is nothing to do
From the concurrent users on the servers we can not confirm that users are only online at conflict phases. Right now the conflict phase gives a big CCU boost over the regular online user count.

Still we have something planned to gain fame outside of the conflict phase that should also create PVP fights. (But more later on that after we iterated over the current system)
 

Xx_SqReEZ

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this is a bad update at all com on 2 hrs and then go off 22 hrs gg and then all again every day, the game will die
 

DalekRaptor

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@Alewx @Highway, is it intendeed that we can't respawn using the portals while we are on combat mode? or is it a bug? that make the fast recovery gels useless because we need to wait until we are out of combat for respawn
 

Pleiadian

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@Alewx @Highway, is it intendeed that we can't respawn using the portals while we are on combat mode? or is it a bug? that make the fast recovery gels useless because we need to wait until we are out of combat for respawn
It is intended.

Now the defenders are camping at those gate and spawn killing enemies that are spawning.
 

Pleiadian

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Clan Activity Tracker does not really give any accurate information, because these numbers can be artificially inflated if that player in the clan wish to inflate it. So it's kind of useless in a way.
 

Czarna

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If the majority of sites belong to the players, players will be forced to spawn in a very limited number of locations. This means that the winning team can easily set up a trap for them, and spawn-kill them repeatedly. A small attacking group cannot do anything in that scenario. Depending on the random layout of sites owned by Dinoville and owned by the players, some sites may become significantly harder to defend and attack - it takes a very long time to walk the linear path wihout good placement locations for jump links. Leaving the proximity of that site as long as there are any dead players in the area would be very risky, as the defending player would need to traverse that long path all over again for one player that used a well timed Recovery Kit.

If the majority of sites belong to Dinoville, then being unable to travel to vulnerable sites isnt as detrimental to the players.

I believe it is better to keep the site travel and rescue mechanics as they are on the live server. Players should be able to travel and spawn at vulnerable sites, but not at attacked sites.
I would like to reiterate my previous statement. This is exactly how things played out from my perspective. While the fights on Asia1 server were quite short, it felt engaging to participate. We had enough Travel Gates to choose from and spawn to continue attacking. Meanwhile this Conflict Phase on Europe1 feels very dull. Compared to the amount of defending clans, there weren't enough attacking players and the attackers gave up quickly because of getting spawn-killed (at least that's the status currently).
 

Pleiadian

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Meanwhile this Conflict Phase on Europe1 feels very dull. Compared to the amount of defending clans, there weren't enough attacking players and the attackers gave up quickly because of getting spawn-killed (at least that's the status currently).
My quote below sums up the overall Eu1 server.

If there are no attackers or if the attackers are outnumbered by a ratio of 10:1, the attackers will always fail. You just cannot expect the developers to make a miracle for the very very few.
This server has cheated the system. There's just no enemy for them.
 

Suguygyu

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Well for eu3 we just sit down with our enemy clan(but we made peace) and completed some attacking and defending point achievements together..
 

Alewx

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I would like to reiterate my previous statement. This is exactly how things played out from my perspective. While the fights on Asia1 server were quite short, it felt engaging to participate. We had enough Travel Gates to choose from and spawn to continue attacking. Meanwhile this Conflict Phase on Europe1 feels very dull. Compared to the amount of defending clans, there weren't enough attacking players and the attackers gave up quickly because of getting spawn-killed (at least that's the status currently).
You didn't see EU2, basicly nothing happend at all.
 

Ulutin

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A server data merge is currently not possible due to the technical complexity it involves.
You can't just CTRL + A, CTRL + C, CTRL + V all users from eu4 + eu3 + eu2 into a new one!? :cry:
 

OrionZG

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Any pve elements in future during protected phase.

Some PVE fight that can drop high quality clothing and silver crowns?
Some sort of bandit raid on buildings is already planned, but I don't know to what extent it is still fully considered at this point, I assume the next devshack will make up for that point of inactivity in the protection phases with PVE content. I don't know
 

_APOTHEOSIS_

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perhaps reduce the amount of resources the portal provides the longer it is in possession

(I used Google Translate, I hope you understand)
 

xx-predator-xx

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Who played asia to properly have experienced a conflict phase with defenders? Most of the feedback/asumptions come from servers that did not have a proper conflict phase. So play it first and then provide feedback please so that it is constructive.
been there. checked.
 

NazzaFire

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Tf did you expect, there's 5 kos total, others got peace and elections, and they made ally combats out of boredom😭😂😂
Basically if there's a problem with someone they kick him out of the clan and let the alliance kill him/she like they don't recognize him/she anymore :ROFLMAO:
 

-l-Lucho-l-

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Esta actualización se implementó para * Permitir que los clanes más pequeños puedan acceder a los elementos de fama de los edificios sin la necesidad de ser parte de una gran alianza*, ese objetivo no se logró, en mi servidor Am1 la gran alianza sigue y seguirá, en un juego PvP los jugadores van hacer alianza para logar sus objetivos (ganar cargos), más fácil, sin esfuerzo. No ayudaste al clan pequeño, ayudaste a la gran alianza, ahora pueden defender más fácil y sin esfuerzo

Esta actualización no ayudo a los clanes mas pequeños, beneficio a la gran alianza, ahora hay 5 – 6 jugadores esperando en los únicos portales que tenemos para revivir (Cody, everet,wyatt, holloway y synclar), no podemos plantear estrategia cuando solo podemos revivir en 1 portal por mapa.

Solo tenemos 2h de *guerra *, pierde todo el sentido, la guerra es desgaste, ataques sorpresas, atacar al enemigo en el momento menos esperado. Ahora la gran alianza conecta 2h y destruyen al clan pequeño. No beneficiaste al clan pequeño lo perjudicaste

Además, quitaste el duelista 12h, el clan pequeño no podrá matar en MM para desgastar los recursos de los enemigos, ahora ellos pegan protec o irán off sin preocuparse en defender sus zonas pq están protegidas

Esta actualización no cumplió con las expectativas, estoy muy decepcionado

No se mucho ingles, me ayudo con traductor, espero logren comprender. Gracias por su tiempo

This update was implemented to * Allow smaller clans to access the elements of fame of buildings without the need to be part of a great alliance*, that goal was not achieved, in my server Am1 the great alliance continues and will continue, in a PvP game players will make an alliance to achieve their goals (win charges), easier, effortless. You didn’t help the little clan, you helped the great alliance, now they can defend easier and effortlessly
This update did not help the smaller clans, benefit the great alliance, now there are 5 - 6 players waiting on the only portals we have to revive (Cody, everet,wyatt, holloway and synclar), we cannot pose strategy when we can only revive in 1 portal per map.
We only have 2h of *war *, loses all sense, war is wear and tear, surprise attacks, attacking the enemy at the least expected time. Now the great alliance connects 2h and destroy the small clan. You did not benefit the small clan
In addition, you removed the duelist 12h, the small clan will not be able to kill in MM to wear down the resources of enemies, now they stick protec or go off without worrying about defending their areas pq are protected
This update did not meet expectations, I am very disappointed
 
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no america 3 meu clan e meus all ja fala em para de joga este nova att favoreceu para os clan que ja controlava lutamos em mk contra muitos fomos atacca ccv ir mm em todos portai incluindo brancos tinha emtre quatro a dez conta parada ^^^!!
 

Santi Venegas

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It must be said, people did not like the update, none of the sides that dispute the maps liked the update, it was good that to a certain extent it reactivated the war, you achieved that objective in a certain way and that must be recognized , but with all due respect, you guys can't hide your hunger for players' money. Seriously, a million dino dollars to get fame per building? It is unthinkable. What I would do, first of all I would listen once and for all to what the community says, you never listen to what the players say, and if you are starting to do so now, it is most likely too late. But still that would be the first, the second would be to increase the number of moments to attack the buildings, at least 6 per day, and the third would be to eliminate the need for continuity in the protection of the buildings, that is, whoever wins the building pays a few dinodollars to claim fame and now, the building becomes available again without taking into account the previous owner at all, and for anyone to win the space again, that would almost completely eliminate the domination of the great clans, at the same time make it impossible for them to cover the entire buildings 24 hours a day, and lastly, it would lower the price of claiming fame. A million dollars in total per building until reaching 400% performance is a complete and blatant theft. I hope you understand that you yourselves are going to bury the game in oblivion again. You had done some things and the game was rising but now you are burying it again. You have to make the game simpler, it is very complex, if you want money from the game, the players are willing to spend money on the game always and when the game is fun and light, it is no longer fun and it is no longer light, you have to make it easier to climb the last 10 levels, from 45 to 55 is too long, tedious, and costly in effort expended. In addition, now with all the dynamics of the maps, the game has become very complicated for many players who are discouraged from continuing to play. Simplify it, there are too many things when it comes to attacking and too many things to level up. LISTEN TO THE COMMUNITY. THIS GAME HAS BEEN KEPT ALIVE BY THE PLAYERS, NOT BY YOU. YOU OWE IT TO THE PLAYERS, FIX THE ERRORS TAKING INTO ACCOUNT THE OPINIONS OF THE PLAYERS.
 

Pleiadian

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Attackers draining 20 HP while defenders repairing 5 HP is an important change that allows the small clans to come up with strategies to steal items from Sites. We can give more advantage to attackers by increasing the HP they decrease from the site— This alone solves the main problem that you have stated, I quoted it below.

Allow smaller clans to be able to get access to buildings’ fame items without the need to be part of a large alliance.
But the few other changes that you have introduced have negatively affected the gameplay.

  1. Limiting the travel from Sites that the clan holds.
  2. Condensing the Conflict duration to 2 hours only every 24 hours.

1. Limiting travel from Sites brought a high drawback. @Czarna has explained in detail.

I would like to reiterate my previous statement. This is exactly how things played out from my perspective. While the fights on Asia1 server were quite short, it felt engaging to participate. We had enough Travel Gates to choose from and spawn to continue attacking. Meanwhile this Conflict Phase on Europe1 feels very dull. Compared to the amount of defending clans, there weren't enough attacking players and the attackers gave up quickly because of getting spawn-killed (at least that's the status currently).

2. Needless to say, the game has got quite boring. If you are thinking about making bandits attack Sites, then forget it. This will result in a monotonous fight where in the long term, you will see the player base abandoning the game altogether simply because there's nothing new happening.

When I say something new, it needs to be unique every day. PvP is something unique everyday, because the players does not use the same tactics everyday, not the same attacks, not the same place. It's always unexpected, that it brings a sense of originality to the gameplay.

I am going to propose that you remove the idea of 2 hours conflict phase. As a consequence, the gameplay will not be stale for 22 hours. At every hour, you will see attackers in the game trying to capture a site and its items. And you will see defenders online defending their site.

Yes, it does mean that certain aspect of the update will have to be reviewed. However, it's better to have a clear understanding of what the community wants, so that you move forward with it instead of having to waste effort into creating something that everyone would reject.
 
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