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#14 Endgame Part 3 (Sites Gameplay)

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Suguygyu

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they had formed alliances in ptr you cant stop it.
Yep but you were able to use opportunity according to situation.

For example i was ally with kingsman in the morning draining eu1 alliance clan's gates and also was ally with eu1 alliance draining kingman clan's gates in night ;)
 

Hardwell

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In any game winners should be limited and minority, while the losers are majority. So that things don't get to stagnant and comfortable.

with the creation of sub-clan , hopefully there will be lager base of "minority", hence keep the server active and chaotic 😃
 

Pleiadian

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The recent adjustment for the rate of drain and repair has been mostly biased towards the attackers.

Impossible for defenders to react that fast to a site that is in Excellent yield. Now if the enemies are using Tank class, and there are multiple of them at a site, it's a sure loss for the defenders.

The overall Health Points should be decreased for Basic yield. Because attackers are not motivated to drain a Site for so long only to obtain such a small reward.

This will force the defenders to keep their site at 100% or 200% because of their high HP.

High HP gives a lot of time to react and defend for defenders.
 
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Hardwell

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The defenders are way too many could you add back the previous mechanic where the first person to attack will end up holding the gate when it's fully drained.

Defender A heals gate till it become orange and the ally defender B continue the drain cause of huge number they could do that... end up they somewhat create a map trade
 

Suguygyu

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Impossible for defenders to react that fast to a site that is in Excellent yield. Now if the enemies are using Tank class, and there are multiple of them at a site, it's a sure loss for the defenders.
For first try of attackers they have high chance to succeed if defenders werent already waiting front of the gate but also if they fail they might get spawn-killed in dv gates for rest of vulnerable phase so ofc attack comes with risk.

Its too hard to find balance when dealing with diffirent servers but i hope after drain/repair speed update according to number of holded gates comes, things may differ.

For last i feel like we are giving too much headache to devs more than enough :|
 

Highway

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The defenders are way too many could you add back the previous mechanic where the first person to attack will end up holding the gate when it's fully drained.

Defender A heals gate till it become orange and the ally defender B continue the drain cause of huge number they could do that... end up they somewhat create a map trade
Noticed that. I think it this could be improved to increase the conflict time out from 3 minutes to around 5-10 minutes.
 

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I had a cool idea, in the game you need to make a dynamic drain / repair multiplier, let's say the clan has 10 gates and the multiplier reaches x5 (as an example +0.5 or more to the damage multiplier for every + gates belonging to the clan), then smaller clans will be able to equalize the number of gates possible
 

Hardwell

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I was thinking when it's orange color make the gate heal at 12 instead of 10 :v
Equally when the gate is still red without drainer inside the circle it should drain at 15 automatically.
 

SPA

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I had a cool idea, in the game you need to make a dynamic drain / repair multiplier, let's say the clan has 10 gates and the multiplier reaches x5 (as an example +0.5 or more to the damage multiplier for every + gates belonging to the clan), then smaller clans will be able to equalize the number of gates possible
judging from this, it will not make sense to be a big clan, it will make sense to have more clans, in order to have less multiplayer, this means that you want to have more fame, then your clan is more vulnerable, if you want to have less fame but stable, then a smaller clan
 

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after the update, people are simply afraid of change and do not want to actively fight for glory, only afk, killing less with one hand
 

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But only for clans that own multiple and high yield at the same time I guess?
Yes, that would be true.

Now this will push the clans with a lot of holdings to simply keep their Site at 200%
 

ThiagoXDestruidor

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Make sure that clans that have buildings where their players cannot place protection, when we are killing enemies so they can lose Dino Dollars, they just place protection and we have nothing to do because we cannot even attack the portals
 

Hardwell

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For yield it should be randomize like the past, every new conflict phase the yield will randomize and be anonymous.
During conflict phase, when the first attacker hit attack button, only that certain player can see the portal information about the yield quality and its HP bar and from there the attacker can tell it's team mate which gate is the excellent yield and prioritize it.

The rest of the people will only see (% of the building health), the defender will also have a hard time organzing themselves for defence.
 

Galaxy

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defenders keep exchanging "excellent" portals with each other.

and always leave the portals at the lowest possible quality during attack times where attackers have the greatest chance of taking the portals (1am, 7am).
 

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trying to keep track of all these updates and what's changed is starting to get exhausting lmao. this is really way more complicated than it needs to be... the issue with gameplay isn't really even the sites themselves exactly, it's the alliances dominating everything. there should be updates to address that better... the site updates don't really do anything.
 

will-o'-theSe-mi

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@Highway the 20:00 - 22:00 vulnerable phase just ended here in Asia and it says the next phase is within 3 hrs. I thought the 5-phase thing is only tested within this weekend. Will it revert the previous(or new) vp time at 12 midnight?
 

Highway

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@Highway the 20:00 - 22:00 vulnerable phase just ended here in Asia and it says the next phase is within 3 hrs. I thought the 5-phase thing is only tested within this weekend. Will it revert the previous(or new) vp time at 12 midnight?
The new conflict schedule will remain for now. This is also what the majority of players wanted
 

- Leyenda -

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Kamikaze attackers are back who place a dino tank and die again and again until a tower is emptied. What's the point of defending if the players use that method given that it drains faster? Others who play from Dino Ville to Insley's Portal over and over again, how do you solve that?
 

pablo.millo

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pagorque no hacen una encuesta con todos los jugadores? y van ver que no es lo que la mayoria quieren
 

poppin

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If you go back on page 1 of this thread, you will see that multiple conflicts phase is the only feature that was the most requested. By everyone.
You do realize that not everybody that plays the game is active on forum right?

Poll about number of conflict phases should be done and devs should implement results in game based off of it

Taking replies on forum thread and saying that's a majority sound like a complete BS to me
 

- Leyenda -

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There is a major flaw in this latest Update and it is that having portals with 200% and 400% is indefensible since the attacking team only has to run and resist (say Parasauros and Brachys Tanks) long enough until the portal is completely emptied (Kamikazes). The number of defenders does not matter. , We looked at the case where 3 players took a 400% tower by simply running into the portal and were +10 Defenders. Something similar also happened with a 200% portal, if the attackers only have to go and die, what would be the point of defending? (Be careful, the number of portals does not matter), the defenders have been nerfed so much that now it makes no sense to improve the towers. :| :geek: What solution are you planning to do for them?
 
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