What's new

#14 Endgame Part 3 (Sites Gameplay)

Status
Not open for further replies.

Galaxy

Well-known member
Joined
Sep 26, 2020
Messages
280
Reaction score
437
Server
America_5
Main Char
Galax
Clan
No clan
@Highway @Narokath

Tank class walking into the circle and taking the Site in less than 1.5 minutes need to be addressed.

It's not even defendable.
If they remove the ability to nullify the effect of Rex's cry, it would be enough to prevent tanks from entering the circle
 

Pleiadian

Well-known member
Joined
Jun 30, 2020
Messages
971
Reaction score
1,678
Server
America_1
Main Char
Rembrandt.
Clan
-
If they remove the ability to nullify the effect of Rex's cry, it would be enough to prevent tanks from entering the circle
Did you take notice at how many seconds it take to kill a Tank?

If there's a group of enemies with Tank Dino on an excellent gate, they just sit there and take the building.

Tank class takes too much time to kill, there's no battle when attacker are using Tank. They just go, sit at the circle, the alliance is coming and shooting, by the time the Tank attackers are dead, they already took the Site.
 

Highway

Splitscreen Studios
Joined
Feb 28, 2012
Messages
1,413
Reaction score
4,116
Thats for the very detailed feedback @Czarna. Helps to understand what helps and what issues remain. I think some tactics with the new drain speeds need to evolve a bit.

What we already did is to improve a few aspects mentioned here that should improve a few elemements already:
https://forum.dinostorm.com/threads/game-update-april-16-2024.24046/ (Updates Tomorrow)


Tank class walking into the circle and taking the Site in less than 1.5 minutes need to be addressed.

It's not even defendable.
A site on excellent yield takes 2 minutes to drain fully and 4 minutes when there is a defender present. Is it not possible as defender to keep the tank away from reaching the gate?
 

..Arcadius..

Active member
Joined
Jan 12, 2017
Messages
120
Reaction score
165
Server
Europe_1
Main Char
..Arcadius..
Clan
F O U N D
Is it not possible as defender to keep the tank away from reaching the gate?
90% of the time, defenders don't notice there are enemies unless the gate is already red (since attackers usually wait for duelist/outlaw status to wear off and then tp directly to the gate they'll drain). By then, it's already too late.
 

Highway

Splitscreen Studios
Joined
Feb 28, 2012
Messages
1,413
Reaction score
4,116
90% of the time, defenders don't notice there are enemies unless the gate is already red (since attackers usually wait for duelist/outlaw status to wear off and then tp directly to the gate they'll drain). By then, it's already too late.
Hmm guess then its a problem that the clan owns to many buildings to properly defend them if not every building has a defender present? But if there are defenders present is it possible to defend it against tanks?
 

Pleiadian

Well-known member
Joined
Jun 30, 2020
Messages
971
Reaction score
1,678
Server
America_1
Main Char
Rembrandt.
Clan
-
But if there are defenders present is it possible to defend it against tanks?
No.

Because tank classes are very resistant in 1v1. Especially against the runner class. Now in a case, where there are multiple tank attackers, it's not even possible to kill them before they take the Site.
 

- Leyenda -

Active member
Joined
Jan 14, 2024
Messages
152
Reaction score
141
Server
America_5
Main Char
- Leyenda -
Clan
-GLadiadores-
Thats for the very detailed feedback @Czarna. Helps to understand what helps and what issues remain. I think some tactics with the new drain speeds need to evolve a bit.

What we already did is to improve a few aspects mentioned here that should improve a few elemements already:
https://forum.dinostorm.com/threads/game-update-april-16-2024.24046/ (Updates Tomorrow)




A site on excellent yield takes 2 minutes to drain fully and 4 minutes when there is a defender present. Is it not possible as defender to keep the tank away from reaching the gate?
Not when the attackers go in groups of 3 to the same portal as waves with dino tanks, the number of defenders does not matter since they take 5Min in total to take a portal. This also happens with the 200% portals, the players do not attack the defenders. The defenders just desperately go to the portal and since the defenders do not have extra power, it takes too long to kill 3 tanks.
 

..Arcadius..

Active member
Joined
Jan 12, 2017
Messages
120
Reaction score
165
Server
Europe_1
Main Char
..Arcadius..
Clan
F O U N D

- Leyenda -

Active member
Joined
Jan 14, 2024
Messages
152
Reaction score
141
Server
America_5
Main Char
- Leyenda -
Clan
-GLadiadores-
The large alliances no longer improve the portals due to the issue of tanks, this means that the small clans do not drain because making that play the only thing they do is lose large amounts of dino dollars for 3/8 medals, making everything meaningless.
 

Czarna

Well-known member
Joined
Jun 7, 2016
Messages
233
Reaction score
427
Server
Europe_4
Main Char
Czarna
Clan
- Eternal -
A site on excellent yield takes 2 minutes to drain fully and 4 minutes when there is a defender present. Is it not possible as defender to keep the tank away from reaching the gate?
The problem isn't trying to keep the tank players away from the site for 4 continuous minutes, but rather trying to keep them from being present near the site for 4 minutes total (a bit more considering that in the time tank players are walking towards the site, it can be healed without being drained) during the period of 1-2 hours. They can keep coming back to the same site for the whole duration of the Vulnerable phase without fighting back, trying to suvive as long as possible. The invulnerable period with increased endurance also helps them reach the site faster while preserving their HP.
 

- Leyenda -

Active member
Joined
Jan 14, 2024
Messages
152
Reaction score
141
Server
America_5
Main Char
- Leyenda -
Clan
-GLadiadores-
Yesterday a test was done among several players on the server, there were 3 defenders With Tyrannosaurus Rex (The strongest dino) I can't tell you if the players had damage enhancers but they were level 55 players. I, being a 50 player with a tank dino, managed to take a tower that was at 400% the defenders couldn't do anything I was only defeated 3 times losing only 2K dino dollars where is the logic in that?
 

will-o'-theSe-mi

New member
Joined
Oct 20, 2020
Messages
8
Reaction score
1
Server
Asia_1
Main Char
Standin.Semi
Clan
Team Pepeja
The new conflict schedule will remain for now. This is also what the majority of players wanted
I hope this changes soon, atleast in Asia, cause ever since the 5 VP came attackers exponentially decreased so no more big clash, even in longer VP (Where they used to get 7-14 towers). Plus defenders are now KINDA back on watching the map 24/7. So I kinda see it as lose-lose, atleast on asia.

Also just throwing an idea, maybe adding an item that increase a players draining/healing rate would suffice these peoples concerns?
 

Pleiadian

Well-known member
Joined
Jun 30, 2020
Messages
971
Reaction score
1,678
Server
America_1
Main Char
Rembrandt.
Clan
-
maybe adding an item that increase a players draining/healing rate would suffice these peoples concerns?
Defenders (alliance) will most definitely abuse that feature.

And also, I don't think we should go towards overcomplicating everything. Too much overengineering when things can be simple.
 

will-o'-theSe-mi

New member
Joined
Oct 20, 2020
Messages
8
Reaction score
1
Server
Asia_1
Main Char
Standin.Semi
Clan
Team Pepeja
Defenders (alliance) will most definitely abuse that feature.

And also, I don't think we should go towards overcomplicating everything. Too much overengineering when things can be simple.
Fair, but for dead servers I believe the draining rate buff is kinda decent.
 

Highway

Splitscreen Studios
Joined
Feb 28, 2012
Messages
1,413
Reaction score
4,116
What if we increase the repair rate to 15 as a test to see if it helps to make the balance better? Would be around 8 minutes on "excellent yield" when attackers and defenders are in the building area. Before we change the HP to something differently like the mentioned HP based on owned buildings instead of yield.

Ideally 2 buildings on "basic" yield should be similar to defend than 1 on "good yield" as they provide the same rewards. With the tendency that a single building is easier to hold as you dont need to split your defenders around mutliple sites.
 

SPA

Well-known member
Joined
Mar 17, 2021
Messages
369
Reaction score
259
Server
Europe_1
Main Char
@I1 E 4 E H 9l T 0 P
Clan
CHILL_ZONE
What if we increase the repair rate to 15 as a test to see if it helps to make the balance better? Would be around 8 minutes on "excellent yield" when attackers and defenders are in the building area. Before we change the HP to something differently like the mentioned HP based on owned buildings instead of yield.

Ideally 2 buildings on "basic" yield should be similar to defend than 1 on "good yield" as they provide the same rewards. With the tendency that a single building is easier to hold as you dont need to split your defenders around mutliple sites.
remove the difference in hp in different states of profitability, balance it properly
 

- Leyenda -

Active member
Joined
Jan 14, 2024
Messages
152
Reaction score
141
Server
America_5
Main Char
- Leyenda -
Clan
-GLadiadores-
What if we increase the repair rate to 15 as a test to see if it helps to make the balance better? Would be around 8 minutes on "excellent yield" when attackers and defenders are in the building area. Before we change the HP to something differently like the mentioned HP based on owned buildings instead of yield.

Ideally 2 buildings on "basic" yield should be similar to defend than 1 on "good yield" as they provide the same rewards. With the tendency that a single building is easier to hold as you dont need to split your defenders around mutliple sites.
It would be good, given what the attackers do, I would have to fight against the defenders yes or yes and it would lower the issue of the Kamikaze players, In the same way, the defenders always have to be alert if they want to keep the towers. :geek::LOL:
 

Pleiadian

Well-known member
Joined
Jun 30, 2020
Messages
971
Reaction score
1,678
Server
America_1
Main Char
Rembrandt.
Clan
-
What if we increase the repair rate to 15 as a test to see if it helps to make the balance better?
Disagree, it will not improve the situation for defenders. In fact, the underlying problem will still be present.

The problem is that the Excellent Site can be drained faster than we can reach them. If we cannot reach the Site in time, there's no point in healing.

@Czarna perfectly summarizes the situation.

Vulnerable phase starts, all sites go red. No one can teleport anywhere. You want to defend one of your sites, but you need to reach it first. It takes ~6 minutes to cross the whole map on the fastest Dino as a lvl 55 player (55 Coelophysis with a 55 endurance implant). All excellent sites at the ends of the maps will be lost before you can even reach them (as of the current version: 2 minutes to fully drain an excellent site). You can reach a site with a very good yield, but it might as well fall before you manage to kill all the enemies.
 

SPA

Well-known member
Joined
Mar 17, 2021
Messages
369
Reaction score
259
Server
Europe_1
Main Char
@I1 E 4 E H 9l T 0 P
Clan
CHILL_ZONE
You then are not prepared properly for the attack. Organize your clan before the vulnerable phase starts. To many buildings owned and not enough defenders at the sites.
there are always a lot of defenders on eu-1, the situation here is individual for each server, your is to solve this problem
 

Pleiadian

Well-known member
Joined
Jun 30, 2020
Messages
971
Reaction score
1,678
Server
America_1
Main Char
Rembrandt.
Clan
-
You then are not prepared properly for the attack. Organize your clan before the vulnerable phase starts. To many buildings owned and not enough defenders at the sites.
(My clan holds 6 Sites in total)

That's coming from a flawed mindset.

What do you mean by prepare? 1 player defending in each Site? Attackers come in groups with Tank classes. By the time I walk to the red gate, 50% of HP is already gone, now if me and my clan mates are trying to kill the multiple enemy tanks before they take the Site, it's impossible.
 

Highway

Splitscreen Studios
Joined
Feb 28, 2012
Messages
1,413
Reaction score
4,116
I mean that you have defenders in place that is required for the defence and a few people that can support when they reach later. The higher the yield the more defenders you need to hold it.

Keep in mind an excellent yield building is worth like 8 buildings. So you basically you have more than just 6 buildings.
 

SPA

Well-known member
Joined
Mar 17, 2021
Messages
369
Reaction score
259
Server
Europe_1
Main Char
@I1 E 4 E H 9l T 0 P
Clan
CHILL_ZONE
@Highway what about this idea (it will partially work against the alliance): The attacker of the gate receives a certain bonus to damage and defense while draining, the alliance players cannot receive this bonus, only the owner of the gate will also receive same bonuses, this means that the alliance players will be less important, then owner of gates in this case, you can also configure drain/repair for this situation, maybe I'm wrong, but this is another idea
 

Czarna

Well-known member
Joined
Jun 7, 2016
Messages
233
Reaction score
427
Server
Europe_4
Main Char
Czarna
Clan
- Eternal -
I mean that you have defenders in place that is required for the defence and a few people that can support when they reach later. The higher the yield the more defenders you need to hold it.

Keep in mind an excellent yield building is worth like 8 buildings. So you basically you have more than just 6 buildings.
This logic is also a bit flawed, because at the same time it means that the attackers are gaining 8 buildings for one Production phase after the succesful takeover of a single excellent yield site. And while the previous replies mentioned that it is easy for 3 tank players to drain a single excellent yield site, the same can not be said about them draining 8 basic yield sites.

The lack of reaction time combined with the inability to repair a site before the attackers can reach it again after death are a cruel combination for any players attempting to defend their sites.
 

Highway

Splitscreen Studios
Joined
Feb 28, 2012
Messages
1,413
Reaction score
4,116
We adjust the repair rate to see if it helps a bit to mitigate the high yield defence issue a bit.
 

Orochii

Member
Joined
Oct 6, 2020
Messages
35
Reaction score
84
Server
America_3
Main Char
Reich Angel
Clan
AngelsNight
Imagine this situation: There are 5+ tank attackers in Irwin (400%), Parker and Mason belong to dinoville, the defender clan manages to kill everyone in time but the attackers revive in Parker or Mason and return to Irwin quickly, how should we defend against this?

Note: Attackers do not attack defenders to avoid abilities with extra power.
 
Status
Not open for further replies.
Top