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#14 Endgame Part 3 (Sites Gameplay)

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SPA

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@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
 

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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

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We adjust the repair rate to see if it helps a bit to mitigate the high yield defence issue a bit.
 

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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.
 

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We adjust the repair rate to see if it helps a bit to mitigate the high yield defence issue a bit.
Hmm, based on that,what if what about repair for: 400%: 15, 200%: 10, 100%:5? Drain same for all gates but if gate not full hp=it is impossible to take fame from there, and this hp will not change even if the phase is done, that is, if the phase is over, the attackers have done -12-15k hp and in 1 phase they will not be able to restore all hp, which for the defending clan will need to be repaired, it is possible not 1 phase. it would make more sense for attackers to attack 100 or 200% gates in multiple phases if possible
 

..Arcadius..

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The problem in eu1 : clans easy hold buldings even tho this update for attackers and look we got no chance at this rate attack buldings pointless and better Morning afk fame the daily and go offline
I agree, let’s make 1 gate drainable in 30 seconds only so you can finally get some gates!
 

..Arcadius..

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They made this update since then you guys hold buldings easy
I don’t think we hold it “easy” since after all these updates that are in favor of attackers we still manage to hold all and you still got none.

As your friend said: “there are always a lot of defenders on eu-1” which means it isn’t easy, we’re just always prepared. That being said, there are a lot of things which I’ve seen attackers on other servers do that you for some reason decide to ignore. You’re just not using these changes the right way.
 

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If there was no alliance, you would have lost them even in 10 minutes
this is something dumb to say, the alliance still holds all the cards, the alliance still holds all the power. If the alliance decides to keep their Site at 50% or 100%, how would an attacker even be able to take the fame? In other cases of some america servers, the alliance is frequently trading maps. how would the attackers react ?

an alliance still holds the power. all they have to do is either keep trading maps or simply not upgrade their yield to 400%
 

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Invicto greek aces alredey doing it
ok but the question is, what do attackers can do in that situation???

nothing, so attackers is back to 0. again having to drain a tower for 15 minutes and getting killed by the alliance
 

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"but the kos can farm fame"

yes, so can the alliance player, and the alliance player have tower that gives them fame, so in the end, the attackers CAN end up with nothing if the alliance decide
 

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this is something dumb to say, the alliance still holds all the cards, the alliance still holds all the power. If the alliance decides to keep their Site at 50% or 100%, how would an attacker even be able to take the fame? In other cases of some america servers, the alliance is frequently trading maps. how would the attackers react ?

an alliance still holds the power. all they have to do is either keep trading maps or simply not upgrade their yield to 400%
I have written several times and I will write again, individual settings are needed for each server, but I believe that the alliance should lose its invincibility, especially when this alliance exists only to continue to receive afk fame without doing almost anything 5-10k fame for 1 gate it's nothing now per phase, either the attacker must find a way to capture more gates, or capturing a smaller number of gates, but with more fame, I proposed the idea for 100%: 5 repair 200%:10 repair 400%:15 repair (which has already been done, but let it be different for 100% and 200%) and these gates with 100% and 200% should be attacked in several phases, as long as these gates don't have 100% hp, it will be impossible to take fame, that is, gates with more hp will require more repair time, less hp-more repair. I would also suggest 30 drains for 200% and 40 for 100% gates to stacks on high towers took more time
 

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El prombela aquí es que los (kos o Enmigos) quiere portales las ally tienes todo los portales ( en un mapa hay 11 portales por 5 mapas son 53 portales ) quen en si lo mantienes 5 clanes grado que son de una alianza miestas que los enemigos no mantiene ni siquiera un mapa por un día yo en mi caso ya que los desarrolladores quieren acabar con ese Monopolio de las alianzas para que todos los demás tengan portales las solución es muy fácil coloquen limites de portales por clanes un ejemplo : (que un clan grade de 60/60 o mas podra tener un maximo de portales 4 a 5 ) asi ya se estaria acabando uno de los problemasmas que seria los porteles a grandes alianza ya que tendria que hacer en tonces mas de un clan para mantener todo un servidor ya que si son un aliado asi sea de 5 o 7 clanes estarian quedando muchos portale para otros clanes que se quejan por las grandes Alianza y esto ya qui en este punto quisa traiga mas o menos guerra para otras ocasiones

A ver si asi ya dejan de llorar tanto los enemigos y aliados
 

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@Highway , I think it's best to go for a dynamic drain/heal rate, try the idea of "sub clan" the way you are updating this game right now is as if the KOS and the map holders are on equal man power strength.
 

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@Highway , I think it's best to go for a dynamic drain/heal rate, try the idea of "sub clan" the way you are updating this game right now is as if the KOS and the map holders are on equal man power strength.
If those alliance somehow manage to link up at 15+ sub clan alliance just drop the EG3 update there is no hope left to fix those "building is love, fame is life" kinda player to make the server balance
 
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If those alliance somehow manage to link up at 15+ sub clan alliance just drop the EG3 update there is no hope left to fix those "building is love, fame is life" kinda player to make the server balance
less fame for 1 person if will more subclans, so better, more elecs places
 

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I would also like to suggest the idea of jump links, they need to be limited, reload, 1 person every 10 seconds at least or even once every 30 seconds, this helps large alliances a lot and this is clearly a problem, besides, it will also be more difficult for attackers in some cases since we will also not be able to easily transfer a group of people at another gate @Highway
 

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I would also like to suggest the idea of jump links, they need to be limited, reload, 1 person every 10 seconds at least or even once every 30 seconds, this helps large alliances a lot and this is clearly a problem, besides, it will also be more difficult for attackers in some cases since we will also not be able to easily transfer a group of people at another gate @Highway
I think I dont understand this. What is the issue and what would you want to be limited?
 

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I think I dont understand this. What is the issue and what would you want to be limited?
to make sure that all players cannot use jump link at the same time all together, but separately, another option with open maps this case sounds more interesting, but this is not the easiest
 

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to make sure that all players cannot use jump link at the same time all together, but separately, another option with open maps this case sounds more interesting, but this is not the easiest
Ahhh you wanna add a cool down on the jump link?
 

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to make sure that all players cannot use jump link at the same time all together, but separately, another option with open maps this case sounds more interesting, but this is not the easiest
Just take eu1 at this point, with everything they’ve been giving in favor of attackers even with the 2 minutes draining for an excellent site making it near impossible for defenders to save it, you still want more. This update at some point was getting good but with the more random suggestions there is the weirder and more stressful it gets let alone the complications, people are looking forward to have fun while playing a game not stress over it or whatsoever.
 

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The recent updates gave people hope of defending, only for that hope to be crushed by reality. Draining is still broken, and the Brachi meta persists. The main reason is that gates continue to drain even when a defender is in the circle fighting the attacker.

In servers where defenders outnumber attackers, like 60:1 (EU1 cough cough), defending is very easy. However, in servers where the numbers difference is something like 20:40 or 20:30, it's still impossible to defend, and that's because of one dino and one strategy:

Here is the strategy:

1. Pick Brachi and equip the agility implant.
2. Find a map you like or a clan you want to target.
3. Locate a gate closest to a DV protected gate.
4. Get your entire Brachi clan equipped with agility to spam run at the enemy gate.
5. Ignore all fighting.
6. Once the gate is yours, you can use it to respawn and spam run at an enemy gate closest to yours.
7. Repeat until you own the server or time runs out.

If you don't have Brachi, you can use Para/Anky/Cent with an agility implant.

This strategy is very boring to fight and extremely effective. You'll need a massive numbers advantage to overcome it. You probably think this is a good thing since alliances can't stop it, right? Maybe, but what you have right now is a game where no one will upgrade gates or where people are constantly trading gates, which is also extremely boring.

Collecting low-yield gates feels sad. All that work for 3-6 medals? And we can't even upgrade because we'd 100% lose the gate completely.

Also, upgrading gates should require a rank, either officer or right-hand, because right now anyone can upgrade a gate. This leads to a 'spy' meta where people make alts join enemy clans and upgrade gates to take later with way less work and way more reward. This would hurt new players because no one will allow them to join clans unless they are trusted. New players would be ignored because risking having a spy upgrade a map is scary.

Being AFK draining/healing a gate is also boring. Maybe we can get something to do the AFK drain/heal like planting a flag or something, then an enemy can kill the flag if they want to take over.

So, that's what I think so far. The game feels kinda boring. Gates are starting to feel less important since they are paper and produce little fame. If the dominant clans can't upgrade, the weaker clans sure as ever won't be able to upgrade.

I still suggest having the higher-yield gates be the hardest to takeover. You will get massive rewards for attacking or defending it. Like a small clan would be able to take over a basic gate easily then bunker down and focus on defending it.
 

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Here is the strategy:

1. Pick Brachi and equip the agility implant.
4. Get your entire Brachi clan equipped with agility to spam run at the enemy gate.

If you don't have Brachi, you can use Para/Anky/Cent with an agility implant.
I understand the most things you mentioned but I'm curious about your enemy having a Tank Dino and Agi being a problem. Don't you have any ally clan that has a Pachy and Hammer/SS you can give ep to delay(and damage by SS) the attacker? Cause afaik they will still be paralyzed for 6 sec if they got hit by the Pachy ep EVEN wearing Heat Imp.
 

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For attackers 15heal bad for they good jp good for defend we can try block jp but Still Way to hard
@Highway

In many common cases, Jump Link is back to being an inconvenience again in comparison to an alternate solution (Adjusting the maps to open more pathways)

Enemies just attack us and we cannot use the Jump, meanwhile, the enemy is taking 200% of Sites without a fight. Quite literally blocking the use of Jump Link.

I will encourage the Developers to closely watch any confrontation or battle that occur. That is then that you will have a better idea of what needs to be adjusted.

Simply taking feedback from the forum from the lack of context will always make it difficult to know what needs to be adjusted.
 

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devs are probably tired af of hearing this but maps should be opened. it can give a chance to small and big clans (if they use the better map, correctly). for once we all agree on 1 thing. pls take it into consideration xD
 

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@Highway

In many common cases, Jump Link is back to being an inconvenience again in comparison to an alternate solution (Adjusting the maps to open more pathways)

Enemies just attack us and we cannot use the Jump, meanwhile, the enemy is taking 200% of Sites without a fight. Quite literally blocking the use of Jump Link.

I will encourage the Developers to closely watch any confrontation or battle that occur. That is then that you will have a better idea of what needs to be adjusted.

Simply taking feedback from the forum from the lack of context will always make it difficult to know what needs to be adjusted.
Yes we are looking at the dynamics that are at play during conflict phases. But sometimes we dont see every detail as it is quite complex. So feedback is still important so we dont miss something important. As a few mentioned already is that every server is different and finding an universal solution not an easy task. Lets hope that todays update improves a few things here and there. How does the drain change feels now since yesterday in the rate 20:15?

Still not sure how an clan can block jumplink use while others can use it? Unfortunatly reworking the maps is not an option as the system to update the terrain is not as flexible as many would think.
 
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