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#14 Endgame Part 3 (Sites Gameplay)

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NazzaFire

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I have the idea to extend the drain rate for the attackers , for example -100 Hp , even if tower is 2400 ( Higher drain rate always for the higher fame/medals)
 

Highway

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Declare War
  • Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
  • Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
  • Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
  • Effects of clan in war can be extended if needed with other elements



This is really just a draft and might help to find better alternatives
 

Czarna

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There is no way for smaller clan like us to defend the buildings from 100 players. Instead we focus on exchanging buildings so we lose the one we already have but get the other one by this it makes balance.

Balance how? Defenders have lot many PPL to help while attackers are less.
Next go for peace talks and clans which are having good power always deserves camps to hold. Why not give them back and go to peace. Defenders don't want to give the camps back that's the only point I can see here.
But maybe there could be a way? The update is still a work in progress, the Devs are actively listening to the feedback. If players like you provide enough feedback about not being able to defend a couple sites that they took, things may change.

But instead you are asking for ways to make draining sites easier and quicker. I don't find that to be particularly fun. I would much rather see many battles for the sites with players engaged in combat everywhere than sites being lost quickly, often without a single proper battle. I feel much better each time my clan wins a site after a long battle than at times when I'm taking sites without any response from the defender. For me it's not about the result, it's about having as much fun combat as possible.

I don't think any big alliances would seriously complain if they felt like they deserved a loss (either because they played badly or the attacker was well prepared and strong). The massive wave of complaints came at the time when draining an excellent yield site took 2 minutes, while the drain rate was -20 and repair rate only +5. How was it supposed to be fun to defend at such a huge disadvantage?
 

NazzaFire

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Declare War
  • Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
  • Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
  • Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
  • Effects of clan in war can be extended if needed with other elements



This is really just a draft and might help to find better alternatives
Nice ideas
 

Luka Patajac

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
when you say building radius you refer to that circle around building right?
 

NazzaFire

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Declare War
  • Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
  • Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
  • Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
  • Effects of clan in war can be extended if needed with other elements



This is really just a draft and might help to find better alternatives
I would also suggest a drain speed buff for all the attackers , according to the "adrenaline buff"
 

Czarna

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Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Interesting idea, but due to the increased cooldown of skills used with the Extra power, often times it is more beneficial to use skills without it. In some cases it might not be as much of a buff as you are expecting. But it could be helpful against players that aren't fighting back (if the Extra power bar got filled automatically without being attacked with this effect).
 

Hardwell

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I would also suggest a drain speed buff for all the attackers , according to the "adrenaline buff"
Drain speed according to classes.

Dmg (carno,rex) = fastest drain speed
Speed(peachy,ceo) = fast drain speed
Hybrid(centro,para) = slow drain speed
Tank(brachi, anky) = slowest drain speed
 

Hardwell

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Declare War
  • Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
  • Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
  • Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
  • Effects of clan in war can be extended if needed with other elements



This is really just a draft and might help to find better alternatives
Ngl, i think this idea was is too.... Idk man... Was it cause of yesterday eu 1 people storming the forum chat that's why all these "buffs" are created
 

Luka Patajac

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Declare War
  • Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
  • Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
  • Having a clear war list should make it better to handle side clans to think before they attack their ally of the to explit the system
  • Effects of clan in war can be extended if needed with other elements
And how would that "mark" be seen by clan whose building was attacked other than seeing their building become red?
 

Pleiadian

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A 400% gate would take less than a minute to drain, that's physically impossible to defend EVEN if you had literal BOTS running on this game like it's some tf2 cheater match.
@Alewx

If said scenario is true, then defenders will not upgrade their site anymore.

Now attackers will complain of being outnumbered while trying to get a Basic site. Then what's next?

I literally keep bringing up this point at every constant post and you Devs keep missing it for some reason.

If you make it easier for attackers to drain, you will have defenders complaining that a Site are getting drained too quickly without being able to react or defend against Tank class, which is a fair point. Sites are being taken without a fight.

This will lead to the Site holders to not upgrade their Sites to yields that are drained too fast.

Now you will have attackers complaining that they are unable to take Sites because there are too much defenders and Sites are taking too long to be drained.

In the end, constantly changing the drain and repair rate will lead to an endless loop of complaints from both sides, with goals unmet.

I don't like your proposed idea either. Because we are reaching a point where you do not know what to implement to satisfy both sides and you are taking ideas hastily that doesn't make sense to the gameplay.

I am personally losing track of all these ideas that are being thrown around, they are at the same time difficult to keep up with while playing.
 

Anonymous69

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yeah 24 seconds to drain 1 gate, let's just make it -500 at this point
Matter of a fact, all I see in here is some bunch of people spending their entire day in here trying to convince devlopers about giving an actual advantage to the attackers and forgetting the defenders side.
I don't think they realize they'll end up in the defenders side if they ever achieve to take any portals and then all their yap here will be against them, watch them begging to turn things the way they were then
 

..Arcadius..

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Back to starting point again. These changes don't really improve the gameplay or add a fun aspect to it.
 

Hardwell

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Aite here comes the eu1 stampede to distract the devs again....
 

Highway

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Interesting idea, but due to the increased cooldown of skills used with the Extra power, often times it is more beneficial to use skills without it. In some cases it might not be as much of a buff as you are expecting. But it could be helpful against players that aren't fighting back (if the Extra power bar got filled automatically without being attacked with this effect).
Ahh valid point that the longer cooldown on max power skills can be an issue. Generally the idea with the buff is to make both, the attacker and defender stronger when they fight each other and all bystanders will be easier targets.
Possibly there is a better buff effect for that than the max power. It was choosen so far as the skills with max power usually contain buffs for crowd controll like the stun, paralize etc.

And how would that "mark" be seen by clan whose building was attacked other than seeing their building become red?
There could be an icon in the clan profile window that shows with how many clans the clan is at war with and the tooltip shows which clans and how long until the wartimer ends for the particular clan.

If said scenario is true, then defenders will not upgrade their site anymore.
Its planned to remove the yield based HP and make it static if we introduce a new dynamic drain/repair
 

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@Highway @Alewx I've a serious request to you guys with all respect, you are applying all this changes and updates based on only feedbacks here while actually ignoring many other players, you think you're taking your game any further with this changes but you're actually killing it, instead of taking a bunch of people here with multi forum accounts supporting their own ideas, and calling them ''the majority'', serious, why don't you consider what the actual majority thinks ? that's not fair at all as you can see here these are bored people who are considered as attackers trying to gain something out of this forum but all i see here is you cooperating with them and their multi forum accounts which is totally unfair, review your updates and changes and don't make it any worse because the current gameplay is actually not good at all
 

Sunshine..

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@Alewx

If said scenario is true, then defenders will not upgrade their site anymore.

Now attackers will complain of being outnumbered while trying to get a Basic site. Then what's next?

I literally keep bringing up this point at every constant post and you Devs keep missing it for some reason.




I don't like your proposed idea either. Because we are reaching a point where you do not know what to implement to satisfy both sides and you are taking ideas hastily that doesn't make sense to the gameplay.

I am personally losing track of all these ideas that are being thrown around, they are at the same time difficult to keep up with while playing.
since there are specific times for attacks and defenses, developers are forced to fill the game with "buffs" and "nerfs" to try to balance the fight.

It just shows how having a fixed time for attacks was a terrible idea, which you yourselves supported.
 

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There is already . Invulnerable effect, travel sick status now adrenaline effect...... It's just too many...... I feel that it's changing alot of things and making things super complicated and messy....

Y'all just gotta throw in few more adjustment and it's more or less done....

I don't see the need for more mechanic to change how conflict in ds work....
 

itzmee

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But maybe there could be a way? The update is still a work in progress, the Devs are actively listening to the feedback. If players like you provide enough feedback about not being able to defend a couple sites that they took, things may change.

But instead you are asking for ways to make draining sites easier and quicker. I don't find that to be particularly fun. I would much rather see many battles for the sites with players engaged in combat everywhere than sites being lost quickly, often without a single proper battle. I feel much better each time my clan wins a site after a long battle than at times when I'm taking sites without any response from the defender. For me it's not about the result, it's about having as much fun combat as possible.

I don't think any big alliances would seriously complain if they felt like they deserved a loss (either because they played badly or the attacker was well prepared and strong). The massive wave of complaints came at the time when draining an excellent yield site took 2 minutes, while the drain rate was -20 and repair rate only +5. How was it supposed to be fun to defend at such a huge disadvantage?

If drain quick isn't a solution to stop bully and get peace then let's keep it this way. Fair fight. Let's say we attack FOUND camps then only the members of found can attack us back. And other clan members cannot attack us. Which makes clearly a clan vs clan rather than 5 clans vs 1 clan. As u said quick drain isn't fun. Clans with no camp is too not a fun. Stop being biased. Ally in eu1 has the advantage of number of players. Make use of it. Plan how to keep members where instead of complaining that we use brachi. U cannot have whole eu1 and say it's not fair if we succeed in taking buildings. Same attacker benefits comes to u when u become attacker. When defending becomes difficult every player has the opportunity to make a clan and be leader which isn't clearly now.
 

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@Highway our(attacker) main problem is the number of players supporting each other in order to break down the attacking clan is way too much , any clan that goes against ally literally goes down , recent times in eu1 two clans were part of ally shadow reapers and saviors, now ally decided to take back their camps for what so ever reason, they tried to fight for 2 days and now the clan is dead. Earlier both the clan had full members and now they hardly have 20 members who aren't even active. Same they want to do to fekete who is fighting for it rights to getthe buildings. If ally wants to hold the entire eu1 then no point for us to attack as they want to make it so called fair when they hold the full server literally.

I request you to check how many times we tried to attack and how many times we failed. Check the success and failed attempts then u would know how difficult it is to fight 100 people.

When we attack a camp the owner clan isn't on time but other clan comes n kills us and in what way this is fair. We using brachi as anyone else can.

Stopping is use brachi is such childish complaint ally can ever do. They can too use brachi when draininh the camps which we take. They are saying we take buildings without fight. What about the ally? They take back our camps literally without any fight too. It goes both ways.
 

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all these ideas are sort of making me think that for anything in this game to be fixed, it will have to be reworked completely from the ground up. there's just too much disconnect between the mechanics that are already in the game and the culture that's been the focus for a decade, and the mechanics and game culture the devs are trying to foster now. everything they suggest just feels way too complicated. and it seems to me that nobody is really all that happy with what's been implemented so far. i realize i probably sound crazy or otherwise stupid but it just seems like nobody is happy with the game where it is right now. a big thing i've seen is opening up maps, and supposedly the game engine doesn't support changing the maps? that seems... like a massive oversight. i dunno. this is a 10 year old game and i feel like no matter what nothing's going to work. the attackers don't have a chance or if they do then the defenders don't like the cost.
 

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@Highway our(attacker) main problem is the number of players supporting each other in order to break down the attacking clan is way too much , any clan that goes against ally literally goes down , recent times in eu1 two clans were part of ally shadow reapers and saviors, now ally decided to take back their camps for what so ever reason, they tried to fight for 2 days and now the clan is dead. Earlier both the clan had full members and now they hardly have 20 members who aren't even active. Same they want to do to fekete who is fighting for it rights to getthe buildings. If ally wants to hold the entire eu1 then no point for us to attack as they want to make it so called fair when they hold the full server literally.

I request you to check how many times we tried to attack and how many times we failed. Check the success and failed attempts then u would know how difficult it is to fight 100 people.

When we attack a camp the owner clan isn't on time but other clan comes n kills us and in what way this is fair. We using brachi as anyone else can.

Stopping is use brachi is such childish complaint ally can ever do. They can too use brachi when draininh the camps which we take. They are saying we take buildings without fight. What about the ally? They take back our camps literally without any fight too. It goes both ways.
As an ex shadow reaper, they gave up eu1 and not the game. My friends mostly play am5 now.💀 Over the years the ally has fortified like crazy.
 

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If said scenario is true, then defenders will not upgrade their site anymore.
If the gate would be drained at a -45 rate, which takes a second it would be -45/second and if a 400% gate has 2400 HP then 2400 - 45 * 53.33(...) = ~0, meaning a gate would take 53 seconds to drain to 0 at such rates. So yeah, you wouldn't even get to run to the gate and it'd already be down.

..However do note you'd have to kill people in order to stop the drain as well, that up there is just running itself.
 

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As an ex shadow reaper, they gave up eu1 and not the game. My friends mostly play am5 now.💀 Over the years the ally has fortified like crazy.
Thanks for the reply and letting us know the fact that u left the server because ally decided to take back the camps u owned @Highway here yet another proof of the bully ally doing vs what they are trying to show on the forum. We fekete clan ready for peace of they give back what was ours? Can they? Nope. They want to control whole server. In that case there should be disadvantage and more advantage for attackers.
 

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Thanks for the reply and letting us know the fact that u left the server because ally decided to take back the camps u owned @Highway here yet another proof of the bully ally doing vs what they are trying to show on the forum. We fekete clan ready for peace of they give back what was ours? Can they? Nope. They want to control whole server. In that case there should be disadvantage and more advantage for attackers.
My guy, stop turning it onto ally, stop trying to turn everyone onto your side lol, gettin desperate fr
 

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our(attacker) main problem

When we attack a camp the owner clan isn't on time but other clan comes n kills us and in what way this is fair. We using brachi as anyone else can.

Stopping is use brachi is such childish complaint ally can ever do. They can too use brachi when draininh the camps which we take. They are saying we take buildings without fight. What about the ally? They take back our camps literally without any fight too. It goes both ways.
I feel like a lot of the disagreement is coming from a different use of words. You associate the word "attacker" with your clan specifically, while I use it for any clan that is currently draining a site. Once you begin to drain a site, you become the attacker. If you managed to take that site, during the next Vulnerable phase you may choose to be a defender and protect it, while the ally would be an attacker in that case.

The fact that your clan can not defend against an army of AFK brachi is equally unfair, no one is denying that. Brachi's huge health pool is an asset because as long as a player is alive in the circle, he can keep draining it. But after you take your site from the big ally, I believe it would be ideal if you had some chance of successfully defending it. I have been asking for ways of accomplishing that in many of my previous replies. Why do you think the things I'm saying are biased? - I'm genuinely curious.
 

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My guy, stop turning it onto ally, stop trying to turn everyone onto your side lol, gettin desperate fr
Who is desperate??
Fekete cannot take camps = ally say every update is attacker biased yet failed.

Fekete take buildings = ally not able to reach to buildings and they use brachi?? Who is desperate? Stop crying on forum just because we get 3 camps and fight it.
 

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I feel like a lot of the disagreement is coming from a different use of words. You associate the word "attacker" with your clan specifically, while I use it for any clan that is currently draining a site. Once you begin to drain a site, you become the attacker. If you managed to take that site, during the next Vulnerable phase you may choose to be a defender and protect it, while the ally would be an attacker in that case.

The fact that your clan can not defend against an army of AFK brachi is equally unfair, no one is denying that. Brachi's huge health pool is an asset because as long as a player is alive in the circle, he can keep draining it. But after you take your site from the big ally, I believe it would be ideal if you had some chance of successfully defending it. I have been asking for ways of accomplishing that in many of my previous replies. Why do you think the things I'm saying are biased? - I'm genuinely curious.
Yeah see, that's the thing honestly. I don't think they realize that if they just nerf ally insanely much everything else will be impacted as well. So even if ally goes down and someone eles takes over well, they're more screwed than the ally was. Uuunllesss devs for weird reason decide to revert the update the moment other people take over!
 
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