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#14 Endgame Part 3 (Sites Gameplay)

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Chaudhary

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I don't get what's the point of making supply charges purchasable by dino dollars players can buy dino dollars with gold coins to buy the supply charges it's not that hard?
 

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with these new systems, both for the city hall, and now for the portals, I keep thinking, sheriff now only has exclusivity on the silver lily with its clothes and skins for sheriffs, and the rex was thrown to everyone, having to take it with 20,000 crowns silver, why don't you think now about putting another dinosaur for sheriff? and some other dinosaur also for governor, the time you are spending to make these types of changes, even with a small team, it would be enough to make at least one new dinosaur, which I think would be much more amazing than these types of changes into something that wouldn't need to be changed.
There should be more dinosaurs indeed I really like this idea of you unlocking a dinosaur for the ranks like director, governor and sheriff should have their own exclusive dinosaurs
 

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I don't get what's the point of making supply charges purchasable by dino dollars players can buy dino dollars with gold coins to buy the supply charges it's not that hard?
are you buying dd with gc, bcs i dont and majority doesnt, prices for dd are overpriced and not adjusted for 55 lvl players since they remain the same from the times max lvl was 25
 

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1. Yes its planned on a follow up update related to the claim.
2. Nice Idea but its not planned for this update.
3. Nope we keep the main fight fully pvp clan based. But for the claim gameplay there are pve elements planned.
4. its at a fixed for healing and attack drain to not quickly overwhealm as attacker or defender plain by numbers. Curently it would take 15 minutes to drain a building but it might be shorter after testing.
when will this test start?
 

Chaudhary

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are you buying dd with gc, bcs i dont and majority doesnt, prices for dd are overpriced and not adjusted for 55 lvl players since they remain the same from the times max lvl was 25
im not saying many people buy dino dollars but im just saying that the one's that got money will surely invest in buying a crap ton of dd just for supply charges
 

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Olá, colegas rangers!

Estamos felizes em ver que a atualização da parte 2 que gira em torno da mecânica da prefeitura foi bem recebida até agora. Agora, após o período eleitoral que terminou na semana passada, a escala de assentos na prefeitura é totalmente baseada nos números reais calculados a partir da atividade do servidor. Os períodos eleitorais anteriores ainda se beneficiaram de uma vantagem inicial na contagem de assentos que demos a todos os servidores quando a atualização foi lançada, evoluiu em um número expandido de assentos que teve um declínio gradual até o período eleitoral atual.

Nesse ínterim, estava trabalhando na Parte 3 do conceito Endgame, que é centrado nos locais do jogo (também conhecido como edificios) para ganhar fama. É a mais complexa de nossas atualizações porque tem um impacto direto na jogabilidade com a qual todos vocês estão familiarizados, mas ainda deve conter soluções e melhorias de acordo com os objetivos que estabelecemos como desenvolvedores. Uma besta complicada, com certeza, que nos levou a algumas iterações em várias ideias e conceitos até que finalmente chegamos a um ponto em que sentimos que podemos compartilhar algo com você. O conceito de design ainda é um rascunho inicial que queremos melhorar com base em seus comentários. Então, vamos dar uma visão geral do que está planejado até agora:

Objetivos principais:
  • Permita que os clãs menores tenham acesso aos itens de fama dos edifícios sem a necessidade de fazer parte de uma grande aliança.
  • Melhore a jogabilidade em torno de edifícios para defensores e atacantes. Um dos principais objetivos é facilitar o sucesso dos invasores.

Resumo do conceito:
Todos os edifícios em todas as zonas terão uma fase de transferência diária sincronizada de 4 horas, onde estarão abertos para aquisições. As aquisições bem-sucedidas passarão automaticamente o prédio para o invasor. Só pode haver uma aquisição bem-sucedida para um determinado edifício durante a fase de transferência de 4 horas, o que significa que, se você for bem-sucedido na aquisição de um edifício, ele estará seguro até a fase de transferência do dia seguinte. Os itens produzidos pelos prédios são entregues automaticamente ao clã que possui o prédio no momento em que a fase de transferência termina.

View attachment 46326

Mudanças notáveis do conceito:
  • Os pacotes de suprimentos custarão Dólares do Clã em vez de Moedas de Ouro.
  • O rendimento reforçado em um novo nível mínimo assim que um edifício para mantido por um novo proprietário; ele pode então ser atualizado para níveis mais altos usando pacotes de suprimentos. (O rendimento não mudará mais aleatoriamente.)
  • Defender e atacar só é possível dentro de uma fase definida de 4 horas por dia.
  • Não há mais coleta manual de itens de fama de edifícios, em vez disso, os itens são coletados automaticamente uma vez por dia.
  • Construindo mudanças de ataque/defesa
    • Se pelo menos um invasor estiver na área do prédio, isso fará com que o prédio seja drenado a uma taxa fixa.
    • Se um defensor estiver na área de construção, o status da construção será preenchido novamente a uma taxa fixa inferior à taxa de drenagem.
    • No caso de vários clãs participarem do mesmo ataque, o clã com mais “tempo de drenagem” fica com o prédio.
    • Atacar um edifício não requer mais o uso de nenhum item.

Tentamos manter certos elementos como estão nos servidores ativos, mas ajustamos aspectos importantes para mudar a forma como os sites/edifícios serão vistos no futuro. Isso nos trará uma atualização muito mais cedo do que algo que muda completamente o sistema principal.
Planejamos fazer um teste PTR público com um mapa aberto para lutas em torno de edifícios também, para que você possa participar de uma rodada de acesso antecipado e feedback para nos ajudar a moldar a atualização.

Embora as mudanças acima se apliquem a Travel Gates e Claims, também está planejado ter uma jogabilidade adicional e especial para os edifícios Claim como uma atualização de acompanhamento posterior que será diferente da luta em torno de Travel Gates.

Deixe-nos saber o que você pensa sobre este conceito e como você acha que isso mudará a jogabilidade.


View attachment 46327
[/CITAR]


Estou realmente ansioso por esta atualização.


Mas ainda há uma questão sobre a qual ainda estou indeciso e é isso que os líderes do clã decidem quem e quem não consegue os empregos.


Eu ainda acredito que as FAMA tiveram que foram distribuídas automaticamente pela máquina de jogo


Por exemplo, quando você contribui para a captura de um prédio ou mesmo para a defesa do mesmo porque não distribui FAMA automaticamente para as pessoas que ajudaram a fazer tal ação


Precisamos de atenção especial nesta questão


Sou a favor de que se algum jogador ajudou a atingir um determinado objetivo que ele receba prêmios, então não quero que os jogadores decidam se ele receberão ou não


Mas confesso que estou bastante ansioso pela próxima atualização e espero melhorias
 
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Hardwell

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The 4hr site war is too short. You can keep the idea but maybe add more pvp gameplay.

Idea: Push the payload mode

Outside of the 4hr site war duration. There will be a reasonable of nugget or medal in a payload cart which spawns every maybe 3hrs..

Attacker 🦁
Those who don't own any of the claims in the map which spawn the payload will have the ability to push the cart

Objective : To get the nugget and medal just push it from 1 claim to another claim haha simple xD. Tip to win try gather claim holder from other map help to push the cart together!
(info any of the other map holder who goes near the cart automatically pushes the cart so no bullshit alliance hahaha)

Defender 🦏
Those who owns the specific claim which will the payload will spawn and any rest of clan who hold the claims in the same map as the claim holder will have the ability to pull back the cart.

Objective: Defend it man don't let those shitty small clan show you who's the boss.
Tip to win..try to make it best scenario for yourself plead other claim holder in other map to not help with the push cart so that it will just be claim holder(1map) vs non claim holder


Rewards:
I guess same method as the site gameplay. Rewards goes to the clan that pushes the cart the most in %.

The map is built like a track anyway might as utilize it by building a cart and a payload hahaha so there is no need to adjust the map so much in the future if you are planning too :3

Hahaha maybe good idea idk... But it could achieve 2 things. Give smaller clan another chance if they lose the site war and create tensions in the alliance.


I love to see top and big clans struggle 😊😁
 

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Uhm i don't understand the reason for remove the option for buy supplies with gold. Myself and many others only charged gold coins for buy supplies. I see this as a bad move for the game earnings and sustentabilty, due the game have a unique system for be autosustentable. This system is that always there will be players buying gold coins for supplie their maps, drain zones, make conflict and make wars.

Also the 4 hours thing for attack is a bad choice. First you took away from us the possibility for constant war on 2016 due the change of only respawn with dinodollars, now you also want to limit the time that we can drain.

There are good ideas such as kill the autoclickers, but i'm worried those changes will gonna affect negatively the game or even cloose it due a big decreses on the earnigs (such as no more money from supplies and less money from the rest of pvp items due the 4 hours limit for drain)
 

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Uhm i don't understand the reason for remove the option for buy supplies with gold. Myself and many others only charged gold coins for buy supplies. I see this as a bad move for the game earnings and sustentabilty, due the game have a unique system for be autosustentable. This system is that always there will be players buying gold coins for supplie their maps, drain zones, make conflict and make wars.
If they make that change, it's for a reason, otherwise they wouldn't have done it. There are many ways to finance the game, and they know it.
 

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This transfer time reminds me of the WORLD BOSS in MMORPG, they would only become available for 1 hour at a certain time and the whole server fight the world boss. I would still wake up at 4 am in the morning just to participate. Although we did have like 3 WORLD BOSS which were split through out the day at 5 pm, 10 pm and 4 am.
 

- Cause -

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so far i feel positive
 

DalekRaptor

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If they make that change, it's for a reason, otherwise they wouldn't have done it. There are many ways to finance the game, and they know it.
i'm not sure about that. My doubts are because on the past many updates just caused a big amount of the player base leave. Yeah the balance update and town hall update taked into account players feedback. But reading this first 5 pages from this thread makes me afair that this will not be the case, or that they didn't saw the consequencies on the earnings or on limitating the player base.

Also this
2. We removed the gold option as it was already causing several problems and was exploited.
Unless there is a bug i don't know why they considered this as an exploit. Is the pay to win part? in that case one also could argue that players are exploting recovery kits and power gels for example and all the problems caused by account black market and third party software
 

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@Highway I think someone already asked this but, what happens if after take over period no clan has taken the portals? will dinoville have it?

Also I think there should be at least 2 times in the day takeovers can happen OR let it be unpredictable
 

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i'm not sure about that. My doubts are because on the past many updates just caused a big amount of the player base leave. Yeah the balance update and town hall update taked into account players feedback. But reading this first 5 pages from this thread makes me afair that this will not be the case, or that they didn't saw the consequencies on the earnings or on limitating the player base.

Also this

Unless there is a bug i don't know why they considered this as an exploit. Is the pay to win part? in that case one also could argue that players are exploting recovery kits and power gels for example and all the problems caused by account black market and third party software
for the second part probably because people in my country and others were finding accounts in cheaper regions(such as brazil) and able to load coins for cheaper
 

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for the second part probably because people in my country and others were finding accounts in cheaper regions(such as brazil) and able to load coins for cheaper
This
 

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for the second part probably because people in my country and others were finding accounts in cheaper regions(such as brazil) and able to load coins for cheaper
but the same applies to recovery kits, boosters, power gels, and basically all things with gold
 

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they were losing money and didnt like that :v
but in the end is less money but still money. On contrast to no money at all from supplies if they keep this early draft XD. And the account black market problem still will make them earn less money. Doesn't solve anything
 

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but in the end is less money but still money. On contrast to no money at all from supplies if they keep this early draft XD. And the account black market problem still will make them earn less money. Doesn't solve anything
*shrugs* really doesn't make a difference to me. just explaining their logic though idk what the solution is
 

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*shrugs* really doesn't make a difference to me. just explaining their logic though idk what the solution is
Nub , their main goal is not to get money , because they already get enough ds players are crazy , they just want new players to STAY on the game , to MAINTAIN the game in the years coming ! , The game is definitly not welcoming new players thats why THEY CHANGE THINGS
 

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Nub , their main goal is not to get money , because they already get enough ds players are crazy , they just want new players to STAY on the game , to MAINTAIN the game in the years coming ! , The game is definitly not welcoming new players thats why THEY CHANGE THINGS
1. you have to be a plum fool if you think people dont want money or rather more money. tf
2. what is enough? doesnt matter people arent staying
3. square up
 

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1. you have to be a plum fool if you think people dont want money or rather more money. tf
2. what is enough? doesnt matter people arent staying
3. square up
1 This update doesnt seems like it will bring them any more money :v , it will bring way less ,
2 The update is weird af and have no sense but whatever i already have rex
3 i'm happy to see u
4 I think the endgame part 3 will be like the 2 , everyone will cry about it , then later adapt to it ,i'm just ''disappointed'' we are going away from the original DS, each update getting the game closer to its end (from my feelings , might not be true) i like the new aspect ds try to get , but IS IT REALLY MADE for DS?? Good questions
5 I think the right problems are not focused , and they are focusing on the details , there definitly should be a REMAKE OF THE QUESTS for new players ,and having sometimes Side Quests , and At some hour , spawns of a Boss or something , or outlaws killing people at certain map , and people have to help each other to kill them ect
 

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1 This update doesnt seems like it will bring them any more money :v , it will bring way less ,
2 The update is weird af and have no sense but whatever i already have rex
3 i'm happy to see u
4 I think the endgame part 3 will be like the 2 , everyone will cry about it , then later adapt to it ,i'm just ''disappointed'' we are going away from the original DS, each update getting the game closer to its end (from my feelings , might not be true) i like the new aspect ds try to get , but IS IT REALLY MADE for DS?? Good questions
5 I think the right problems are not focused , and they are focusing on the details , there definitly should be a REMAKE OF THE QUESTS for new players ,and having sometimes Side Quests , and At some hour , spawns of a Boss or something , or outlaws killing people at certain map , and people have to help each other to kill them ect
1. probably but not my problem. again its their logic
2. im still processing everything
3. hum >->
4. i dont expect much anymore🤷‍♀️
 

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im not saying many people buy dino dollars but im just saying that the one's that got money will surely invest in buying a crap ton of dd just for supply charges
yea they would, but it would be very expensive
 

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many people from other servers play in eu1
What I mean is that they prefer to main Eu1, compared to another server. That is my observation. Even if my people are having a war in Am5 or Asia, if gates in Eu1 start to red, we drop everything for Eu1.
 

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Will zones have 4 hours to drain? That is, even if it reaches 0% it can be taken by the enemy who managed to have more time draining it, but can the defender go and drain that zone, to resume it in the 4 hours time yet? that is, to recover lost zones?
Or if he lost, no one else could try to catch the enemy?

During the war period, the zones that the defenders manage to defeat the enemies, can they be in non-attacked status (Green)? If yes, then what if a new clan drains the zone in that period, those who drained before but couldn't stay in the building to leave 0%, will they still have the time they drained intact? or would they have to go back to being in the zone so that it could count again that the clan has been draining that zone for a certain time, and managed to rip off a percentage of the place?

Would the zone automatically return to 100% when healed, or would it only return to 100% when the claim period ends?
 

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I have been taking notice of the recent ideas that have been suggested by Devs since the Endgame Mechanic topic started being discussed and one thing that is standing out is the fact that you're trying to turn the game from PvP base to PvE base.

You are trying to shift the gameplay massively. In this move, you will have a large loss of player base. That's a totally new concept you are pushing forward— to the old players who are still expecting that the old gameplay makes a comeback. From players' opinions on the forum, most of them want fun wars like in the past. The suggested draft does not move in the direction that the community desire.


I think the part of Supply Charge still needs a comment. It's a good move, I really like it. But will it not affect the revenue of the game? Supply Charge makes the game a subscription model type of business. It is the most bought item in the game while in war or not in war. I assume that those points are already considered for the upcoming changes.

A building should involve players only. Be it a Claim or a Travel Gate. Not bandit or random mobs. I will not wake up at 4 am to defend against some random bandits, but I will happily do so against other players.


The 4 hour time frame should help an attack as the defender must protect all of their buildings at the same time splitting their defenders around the buildings during that time. Leaving an building unprotected give the attacker advantage to claim the building. You can freely choose over 50 buildings you want to attack for an opening.
That is a severe miscalculation IMO unless I am missing some information.

Here's a given scenario.

It is always assumed that it will be Alliance against small clans. Let's pit 50 players for the alliance (understated number) and 20 players for the one clan (overstated number)

The attacks will happen at peak time, the clan will have a 4-hour attack window to take the towers.

There will always be 50 people to cover all 50 buildings. But not for the small clans. If the small clans concentrate their number in 1 specific building, the alliance will just follow up, and obliterate the clans.

In the end, resulting a harder battle to take over the tower. At best, the clans (attackers) will take only 1-2 towers. While the alliance will still control most of the buildings, whoever controls the building, control the Town Hall.
 

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If the only requirement to take over a camp would switch to staying near a camp site the longest, I believe we should increase the level requirement needed to drain. Already in the current system Goldfields can get swarmed by an army of lower lvl players (or in fact one player, using all of them to his advantage). But in the new system, that would become the optimal play. Both for the defender to protect his gate and have a lookout for danger and for the attacker to leave many low level accounts to drain AFK and disrupt the defender's forces. Since draining camps would be effectively free, nothing would realistically stop players from doing it. If the low level accounts get banned they can just make more and lvl them up within a day. At the same time, leaving out the genuine low lvl players from the action for an extended period of time isnt ideal either. Definately this change would lead to a lot more chaos and gate exchanges but at what cost.

And additionaly it makes recovery kits a lot more important since they can easily extend the amount of time spent defending/attacking. Instead of the kit + autoclicker supplying technique, we might see a new technique develop. Heat and especially stability implants (or at least attributes) would become a must inculde, even more so than now, to avoid losing attack time from rex battlecry or getting stunned/paralyzed just outside of the zone.
 

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If the only requirement to take over a camp would switch to staying near a camp site the longest, I believe we should increase the level requirement needed to drain. Already in the current system Goldfields can get swarmed by an army of lower lvl players (or in fact one player, using all of them to his advantage). But in the new system, that would become the optimal play. Both for the defender to protect his gate and have a lookout for danger and for the attacker to leave many low level accounts to drain AFK and disrupt the defender's forces. Since draining camps would be effectively free, nothing would realistically stop players from doing it. If the low level accounts get banned they can just make more and lvl them up within a day. At the same time, leaving out the genuine low lvl players from the action for an extended period of time isnt ideal either. Definately this change would lead to a lot more chaos and gate exchanges but at what cost.

And additionaly it makes recovery kits a lot more important since they can easily extend the amount of time spent defending/attacking. Instead of the kit + autoclicker supplying technique, we might see a new technique develop. Heat and especially stability implants (or at least attributes) would become a must inculde, even more so than now, to avoid losing attack time from rex battlecry or getting stunned/paralyzed just outside of the zone.
Your view is pretty one-sided because you are talking from a dead server point of view, if they increase the level for draining gates (not practical), the active servers low level players and new gamers wouldn't enjoy their game and wouldn't get an early taste of wars and gold fields map has always been the starting map naturally meant for small level players since the dawn of this game, period. (5-14) it will be unfair for them in thriving servers and would just add more burden to new comers and it would cause a major disruption in the game because every map is meant for particular levels by default.(already the quests and rewards need a tweak/fix) and reaching max 55 is already exhausting, thanks for reading.
 
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Your view is pretty one-sided because you are talking from a dead server point of view, if they increase the level for draining gates (not practical), the active servers low level players and new gamers wouldn't enjoy their game and wouldn't get an early taste of wars and gold fields map has always been the starting map naturally meant for small level players since the dawn of this game, period. (5-14) it will be unfair for them in thriving servers and would just add more burden to new comers and it would cause a major disruption in the game because every map is meant for particular levels by default.(already the quests and rewards need a tweak/fix) and reaching max 55 is already exhausting, thanks for reading.
I'm speaking from almost 10 years of experience of playing this game, not only on the Europe-4 server which you consider dead. And I did in fact mention that keeping new players from accessing major parts of the gameplay isn't ideal either in the previous post. You should know very well how easy it is to make multiple low level accounts and use them for an attack.
But it can't be ignored that this new proposed mechanic is easily exploited on lower level maps. Without more depth put into it, the exploits will become more rewarded than they are now.
 
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