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#14 Endgame Part 3 (Sites Gameplay)

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- Leyenda -

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Good morning, what happened to the Easter npc? We thought it would sell a 14-day violent damage booster like every year in addition to the achievement booster. :|
 

David Moises

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Con esta actualización solo demuestran que no saben ni un poco sobre su propio juego.
Ahora es mucho más fácil que las grandes alianzas dominen los portales, nada ha cambiado.
La única manera de que realmente haya un cambio es eliminar de alguna manera los clanes y hacer que el camino para ganar fama sea independiente. @Highway
 

xx-predator-xx

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@Highway how about re-adjusting goldfields and mokon woods visibility? for ex you should improve npc's colour to be a lil bit more vibrant either by reducing the dust and light in goldfields and the fog in mokon or by making those npc's more visible. You can also(as game devs) discuss about adding a new dinosaur/s aquatic and/or aerial or land based(baryonix, therizinosaurus, spinosaurus). You could improve Silver Lily's Emporium store by actually adding new clothing pieces-saddles for example and offer a possibility to be purchased with gold coins. A saddle example can be red blue or black designed only for sheriffs(a skull here a gun print there). Also you need to re-adjust the dinos as a whole. It's a game but you cant even think of a brachi being attacked by any dino and lose(size weight etc ) therefore you need to make the brachi more tank and less agile and "force" team playing against it. T-Rex didnt had huge bleed compared with other predator dinos of his size but he had the strenght and the bite(you can add strenght to this dino) Pachy was a non combat dino herbie by design so this needs to be "revorked" a lil bit adding defense points in detriment of strenght. Para also a non combat herbie had some speed advantage and weight so as well defense in detriment of strenght. Coe was agile fast but not a lot of strenght due to its size. Centro built for defense and defense attacking so strenght and mass less speed and agility. Carno was never so bulky was speedy agile moderate strenght and medium-high bleed. Anky medium-high mass tanky and strenght in its hammer tail strike but thats it. You(game devs) need to focus on this as well in a game dino based world where there are games as Beasts of Bermuda, Path of Titans, The Isle and many others where realism is really appreciated by players(the proof is the amount of players playing that games). Dino Storm has a HUGE potential but unfortunately it is missed out. Make it attractive. Make a new trailer video(the last one is from ice age). Bring enough things on the table to make new ppl actually say yes bro i wanna play that game. There are still lots of players who started to play this game a long time ago and they don't have sheriff/rex no matter what "updates" are you creating. Destroy the big alliances make the game more Player Vs Player not Alliances Vs Player.
 

pauline

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yep this update changes noting for smaller clans/players who wants a gate.
If they attack a dv-gate, the alliances will defend those gates as if its from them...small clans/players dont stand a chance
 

Highway

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All our past updates were community driven, so we don't think it's fair to state that the devs/we wouldn't listen to your feedback. We ask you to understand that a few things can only be seen live before we come to conclusions to change something for the better to reach the goal. Especially with this update, such an iterative approach is required.
So, let's get to the next design idea we think will solve a few of the issues you mentioned:

Yield Based Building HP
Buildings will get lower HP the higher their yield level is upgraded to. With that we want to increase the attractiveness for attacks on buildings in a way that small clans and single players can fight for buildings due to the increased risk of losing a building when it is sitting on a high yield level.

Goals:
  • The buildings shall be more attractive for spontaneous attacks to oppose dominant clans, allowing smaller clans to participate
Main Changes:
  • Buildings have different starting HP based on their yield levels for each conflict phase
    • Starting HP decreases with higher yield level (Risk vs Reward)
  • Buildings have an increasing risk that Dinoville will take over the building the longer the same clan is holding it.
    • At the start of the next Conflict Phase random DV owned buildings are released again to again arrive at the number of buildings DV should own based on Townhall activity.
    • The risk will increase based on hold cycles up to a max of 25% chance
    • Risk to lose a building will be applied on a daily basis
    • Remember that "losing a building to DV" does not mean "losing items". These can still be taken out while the building is "Recently claimed".
  • Defender Repair rate will be increased to 1:2 instead of the current 1:4 rate
  • Basic Yield level will be increased from 25% to 50%

1711629365183.png

Let us know what you think of it!
 
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Suguygyu

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For attackers to gain fame they must win the combat or continue combat inside gate's circle without clear winner. And for that we need multiple vulnerable phase.

In current situation the small group attackers in low populated servers -as the server i am playing- having hard time capturing gates because due to much dv owned gates, we as defenders wait afk in those low numbered gates so they fail.

Even i didnt examine crowded servers, as i understand situation like this:
- Unable to reach gate because of getting spawn-killed due to low number of dv owned gates.

So at the end having more dv owned gates will make defending harder for crowded servers and having less dv owned gates will make defending harder for low populated servers.
 

pauline

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its good to see that dv holds gates but other small clans, small players, single lvl55 players dont have a chance to attack those gates and take them.

i understand that you make it easier to attack gates for small players, that sound ok but the problem is. when a small player wants to attack a gate thats being held by dv. the big clans/players (level 55) will kill that small player before he can attack the gate.

And the same for a single player level 55 . they not have a chance to attack a dv gate because the alliance clans work together to kill those players.
 

S19

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eu1 have no enemies, all clans keep the same tower. What about this server???

In that case, DV hold all tower? Since 1 clan has been holding the tower too long?

The risk will increase based on hold cycles up to a max of 25% chance
and what does 25% chance means here? if we translate that interms of hours/ minute?
 

Alewx

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eu1 have no enemies, all clans keep the same tower. What about this server???

In that case, DV hold all tower? Since 1 clan has been holding the tower too long?
They are not held like the ones based on townhall acitivity, but rather they are claimed once like a regular attack and with next conflict phase the same or another building will be released from DV.

But with a server that is completly not changing anything, they would deserve to get no buildings, as with such a scale of backroom agreement there is no real legitimate demand for much fame.
 

Sunshine..

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All our past updates were community driven, so we don't think it's fair to state that the devs/we wouldn't listen to your feedback. We ask you to understand that a few things can only be seen live before we come to conclusions to change something for the better to reach the goal. Especially with this update, such an iterative approach is required.
well, I agree with that, I don't know how the players allowed the idea of attacks at fixed times to be introduced.
I believe that the root of players' annoyance comes from this fixed time mechanic for attacks.
One of the fun of the game was the freedom to attack whenever you want.
attackers should have a way to gain fame, without needing to have portals, whether by stealing, draining or killing defenders.
 

- T R I G G E R -

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All our past updates were community driven, so we don't think it's fair to state that the devs/we wouldn't listen to your feedback. We ask you to understand that a few things can only be seen live before we come to conclusions to change something for the better to reach the goal. Especially with this update, such an iterative approach is required.
So, let's get to the next design idea we think will solve a few of the issues you mentioned:

Yield Based Building HP (3.1)
Buildings will get lower HP the higher their yield level is upgraded to. With that we want to increase the attractiveness for attacks on buildings in a way that small clans and single players can fight for buildings due to the increased risk of losing a building when it is sitting on a high yield level.

Goals:
  • The buildings shall be more attractive for spontaneous attacks to oppose dominant clans, allowing smaller clans to participate
Main Changes:
  • Buildings have different starting HP based on their yield levels for each conflict phase
    • Starting HP decreases with higher yield level (Risk vs Reward)
  • Buildings have an increasing risk that Dinoville will take over the building the longer the same clan is holding it.
    • At the start of the next Conflict Phase random DV owned buildings are released again to again arrive at the number of buildings DV should own based on Townhall activity.
    • The risk will increase based on hold cycles up to a max of 25% chance
    • Risk to lose a building will be applied on a daily basis
  • Defender Repair rate will be increased to 1:2 instead of the current 1:4 rate
  • Basic Yield level will be increased from 25% to 50%

View attachment 47368

Let us know what you think of it!
You guys just shot every small clan in the foot an said cope with it.

💀
 

DarkMyth.

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They are not held like the ones based on townhall acitivity, but rather they are claimed once like a regular attack and with next conflict phase the same or another building will be released from DV.

But with a server that is completly not changing anything, they would deserve to get no buildings, as with such a scale of backroom agreement there is no real legitimate demand for much fame.
Is it really EU1's problem if the enemies aren't coming online or even trying to attack?
1711632267154.png
 

DarkMyth.

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Whos fault is it to introduce KOS lists per server to get rid of any opposition?
Do you know what KOS means or are you just saying it because someone mentioned it here on the forums?

Just like in every server there's allied clans, who stops the enemies from building their own alliance and starting a war? But if they're not even trying then obviously EU1 isn't going to see any incoming threat.
 

Rockspider19

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I think it would be much better to restore the game to its old self but make supply charges cost dino dollars or clan dollars.
also fix the daily log in rewards, loging in 7 days+ in a row only to get 2500 dd or 1 firecracker is not worth it.
 

Alewx

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Do you know what KOS means or are you just saying it because someone mentioned it here on the forums?

Just like in every server there's allied clans, who stops the enemies from building their own alliance and starting a war? But if they're not even trying then obviously EU1 isn't going to see any incoming threat.
What war shall happen when any opposition was already abused out of the game by beeing killed on sight? i mean the ppl that just introduced that just got what they wanted, a motionless server.
 

- T R I G G E R -

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Whos fault is it to introduce KOS lists per server to get rid of any opposition?
KOS has been here since the game opened. Its part of the game. These updates have just made people stop logging.

Do you guys actually log multiple hours and watch fights?
 

S19

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Whos fault is it to introduce KOS lists per server to get rid of any opposition?
what is your problem as a developer with kos list?

we're in a pvp game, so there shouldn't be enemies?

as i have said before, you keep breaking the game for 99% of the player for that 1% of ''kos'' player who dont even give you a penny, makes 0 sense
 

DarkMyth.

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What war shall happen when any opposition was already abused out of the game by beeing killed on sight? i mean the ppl that just introduced that just got what they wanted, a motionless server.
That's how you designed YOUR game, the point was to make wars, the winner holds and the loser doesn't hold, however the side who loses can always prepare and call their members to attack their enemies as well, nobody holds anyone from attacking, and yes enemies are killed on sight obviously because we're enemies? At this point you might as well turn your game upside down and make it a PvE game instead PvP since it doesn't matter anymore
 

yewhuiyuan

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Do you know what KOS means or are you just saying it because someone mentioned it here on the forums?

Just like in every server there's allied clans, who stops the enemies from building their own alliance and starting a war? But if they're not even trying then obviously EU1 isn't going to see any incoming threat.
XD you guys made it that way hahaha gg eu 1 officially a e-dating simulator game kekeke
 

Pleiadian

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re attractive for spontaneous attacks to oppose dominant clans, allowing smaller clans to participate
Main Changes:
  • Buildings have different starting HP based on their yield levels for each conflict phase
    • Starting HP decreases with higher yield level (Risk vs Reward)
  • Buildings have an increasing risk that Dinoville will take over the building the longer the same clan is holding it.
    • At the start of the next Conflict Phase random DV owned buildings are released again to again arrive at the number of buildings DV should own based on Townhall activity.
    • The risk will increase based on hold cycles up to a max of 25% chance
    • Risk to lose a building will be applied on a daily basis
  • Defender Repair rate will be increased to 1:2 instead of the current 1:4 rate
  • Basic Yield level will be increased from 25% to 50%

View attachment 47368
Let us know what you think of it!
I am spending some time trying to see how it will work in practice.

Attack time for a Site with Excellent yield is 1.8 minutes. That doesn't offer me time to move to my destinated Site that's getting attacked considering the fact that travel with Sites held by clans are still restricted.
 

Pleiadian

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What war shall happen when any opposition was already abused out of the game by being killed on sight? i mean the ppl that just introduced that just got what they wanted, a motionless server.
If the players want to attack back, they can. However, with the fact that attacks were useless in the past, most of the enemies dropped out of the war or quit altogether.

And from reading your statements, it seems like you do not want players on the enemy list. Because that's literally what KOS means. To be on the Kill On Sight list.

A reminder that this game has been advertised as PvP to all of the current community. You sold them the idea that PvP was possible in this game. Revenue is mostly made from wars. If there's no enemy, there's no war. No war, and no revenue for the game.

So all in all, you shouldn't think it's a bad thing to have a KOS list in this game.
 

poppin

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What war shall happen when any opposition was already abused out of the game by beeing killed on sight? i mean the ppl that just introduced that just got what they wanted, a motionless server.
perhaps you're on the kos list since you don't like it that much?
 
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