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#14 Endgame Part 3 (Sites Gameplay)

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-Kiwi-

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@Highway for example after a gate has been taken during the attack phase,just like normal the clan who took it keeps the fame but what if after that the gate could still be taken again and the last clan to hold the gates before the attack phase is over gets some sort of a bonus? it could reward both sides of defenders and attackers and incentivize people to stay active during the conflict phase till the end unlike this system where if the gates that are being fought for ,already had a takeover all what is remaining is for players to either kill for fun or just log off and wait for the next attack phase
 

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Customization of more elements on tower:


Improving Yields
: Increasing quantity of fame (Increases the stack of each fame per slot)
Uses elite medal

Improving Quality:
Increasing quality of fame (More chance of getting elite medals instead of standard medals)
Uses DD


One of the ideas back then could be revisited :
  • Item to contract pay Outlaw headhunters to protect an area from outlaws on a map

As a drainer, I used gold-obesessed bandits to act as bodyguard after mining the ore, and evading to let the bandits reset, when draining claims site. So I had an idea on how this could be implemented on the portals.

Item to contract pay:

Using Gold rock, gold ore, gold tinsel to convert them to item/ticket.

maybe 75 gold ore, 75 gold rock and 100 gold tinsel needed to convert to 1 ticket / ticket will be available at clan excellence store.

In the portal there will be an option for Tier 1 (1 bandit/1 ticket), Tier 2 (2 bandit/2 ticket) or Tier 3 (3 bandit/3 ticket) guarding.

Bandits will spawn every 10 mins to protect that portal...

The bandit guarding will only last for 1 phase, the bandit will also engage anyone who is near the portal just like the one near the ore. This will be like a double-edge sword. However..... cause the bandit will attack anyone near the site even to the one who paid the ticket for its protection.

This idea could aim to :
- Combat multi-acc draining/healing as they need to look out for bandits
- Add in PVP/PVE experience during wars.
- Make the portal more customizable and able to modify to the clan preference.
 

Suguygyu

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Customization of more elements on tower:

Improving Yields: Increasing quantity of fame (Increases the stack of each fame per slot)
Uses elite medal

Improving Quality: Increasing quality of fame (More chance of getting elite medals instead of standard medals)
Uses DD


One of the ideas back then could be revisited :
  • Item to contract pay Outlaw headhunters to protect an area from outlaws on a map

As a drainer, I used gold-obesessed bandits to act as bodyguard after mining the ore, and evading to let the bandits reset, when draining claims site. So I had an idea on how this could be implemented on the portals.

Item to contract pay:

Using Gold rock, gold ore, gold tinsel to convert them to item/ticket.

maybe 75 gold ore, 75 gold rock and 100 gold tinsel needed to convert to 1 ticket / ticket will be available at clan excellence store.

In the portal there will be an option for Tier 1 (1 bandit/1 ticket), Tier 2 (2 bandit/2 ticket) or Tier 3 (3 bandit/3 ticket) guarding.

Bandits will spawn every 10 mins to protect that portal...

The bandit guarding will only last for 1 phase, the bandit will also engage anyone who is near the portal just like the one near the ore. This will be like a double-edge sword. However..... cause the bandit will attack anyone near the site even to the one who paid the ticket for its protection.

This idea could aim to :
- Combat multi-acc draining/healing as they need to look out for bandits
- Add in PVP/PVE experience during wars.
- Make the portal more customizable and able to modify to the clan preference.
Even without payment, bandits that spawn near gold rocks useful for making attacker/defender loose time. I spawned like 4 bandits in kirk yesterday and neither defenders or attackers didnt want to get close to that claim, only bad side is they are there only for 5 min.

I cant imagine how big army could be made if alpha not attacking player bug would still exist...
 

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P
Even without payment, bandits that spawn near gold rocks useful for making attacker/defender loose time. I spawned like 4 bandits in kirk yesterday and neither defenders or attackers didnt want to get close to that claim, only bad side is they are there only for 5 min.

I cant imagine how big army could be made if alpha not attacking player bug would still exist...
Ouh hahaha nice nice
 

Hardwell

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Even without payment, bandits that spawn near gold rocks useful for making attacker/defender loose time. I spawned like 4 bandits in kirk yesterday and neither defenders or attackers didnt want to get close to that claim, only bad side is they are there only for 5 min.

I cant imagine how big army could be made if alpha not attacking player bug would still exist...
I actually wanted a outlaw that engage only green feet and a outlaw protector that engage only red feet but I feel that will be broken
 

Suguygyu

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What how did the gold obsessed bandit ended up there
They are not gold obsessed bandits, they are just regular bandits that their spawnings depends on quest
 

istencsaszar

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Easy solution to the "keeping the gates on a low yield" exploit utilized by defenders: Buildings should upgrade their yield automatically after being held for a certain amount of time by the same clan.
 

-Kiwi-

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Easy solution to the "keeping the gates on a low yield" exploit utilized by defenders: Buildings should upgrade their yield automatically after being held for a certain amount of time by the same clan.
the fact that defenders hold gates is an exploit that should be fixed!
 

Pleiadian

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for what? The medals are taken already by the new owner. Just try to take the building back on the next conflict phase.
What if there are more attack phases but we condense the protected phase?

1:00 am - Attack Phase
2:00 am - Protected Phase
3:00 am - Attack Phase
4:00 am - Protected Phase
5:00 am - Attack Phase
6:00 am - Protected Phase
7:00 am - Attack Phase
8:00 am - Protected Phase
.
.
.

Continue the pattern for the rest of the day.

Attackers will be satisfied since they can choose any of these periods to attack, yes it's limited compared to a full open 24-hour attack, but it's more open than what we currently have, where alliances are waiting for their enemies at a selected place to overwhelm them.

And I take note from this new mechanic that fame is exclusively produced in the protected phase (and I'm assuming it cannot be changed otherwise?), hence the 24-hour open attack being not something that they can go for.

This will prompt gameplay on the individual level that is not reliant on an alliance.
 

Sunshine..

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What if there are more attack phases but we condense the protected phase?

1:00 am - Attack Phase
2:00 am - Protected Phase
3:00 am - Attack Phase
4:00 am - Protected Phase
5:00 am - Attack Phase
6:00 am - Protected Phase
7:00 am - Attack Phase
8:00 am - Protected Phase
.
.
.

Continue the pattern for the rest of the day.

Attackers will be satisfied since they can choose any of these periods to attack, yes it's limited compared to a full open 24-hour attack, but it's more open than what we currently have, where alliances are waiting for their enemies at a selected place to overwhelm them.

And I take note from this new mechanic that fame is exclusively produced in the protected phase (and I'm assuming it cannot be changed otherwise?), hence the 24-hour open attack being not something that they can go for.

This will prompt gameplay on the individual level that is not reliant on an alliance.
and what will change with longer attack phases?
if the alliance exchanges portals with each other, leaving everything protected in a few minutes?
 

Hardwell

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A buff or extra attribute should be installed in the portal to make people motivated to upgrade yield.

An additional decaying hp maybe, a grey hp bar that -1 every 1 second

Basic: none
Good: 2500 extra hp
Very good: 3500 extra hp
Excellent: 5000 extra hp
 

Pleiadian

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and what will change with longer attack phases?
More hours of attacking compared to what we have currently. Introduce more weak points into the alliance defense. Offering the attackers a larger attack window. This will also destabilise the defending strategies of the alliance.

if the alliance exchanges portals with each other, leaving everything protected in a few minutes?
You are counting on the fact that the alliance will trade gates every day, for every attacking phase, without the attackers finding a weak point to take advantage of?

From what I've read, the next update that will happen will make it harder to trade Sites if clans are allied.
 

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What if there are more attack phases but we condense the protected phase?

1:00 am - Attack Phase
2:00 am - Protected Phase
3:00 am - Attack Phase
4:00 am - Protected Phase
5:00 am - Attack Phase
6:00 am - Protected Phase
7:00 am - Attack Phase
8:00 am - Protected Phase
.
.
.

Continue the pattern for the rest of the day.

Attackers will be satisfied since they can choose any of these periods to attack, yes it's limited compared to a full open 24-hour attack, but it's more open than what we currently have, where alliances are waiting for their enemies at a selected place to overwhelm them.

And I take note from this new mechanic that fame is exclusively produced in the protected phase (and I'm assuming it cannot be changed otherwise?), hence the 24-hour open attack being not something that they can go for.

This will prompt gameplay on the individual level that is not reliant on an alliance.
Sleep phase when?
 

Pleiadian

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Sleep phase when?
Very hypocrite to say about not having sleep lmao.

How did you hold your gates before Endgame part 3?
Having as many attack phase as they can implement is closer to the idea of being able to attack 24 hours freely all day (something which many have been requesting here), similar to before the Endgame Mechanic Part 3.

But instead, the only excuse against not having more attack phase is sleep. Lol?

How did you manage to hold your Sites when the attack was possible all 24 hours?
 
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S4TW

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Having as many attack phase as they can implement is closer to the idea of being able to attack 24 hours freely all day (something which many have been requesting here), similar to before the Endgame Mechanic Part 3.

But instead, the only excuse against not having more attack phase is sleep. Lol?

How did you manage to hold your Sites when the attack was possible all 24 hours?
Who said I kept my gates all time when attacks were allowed 24/7? Along with my members we'd protect till the time we head off to sleep or generally when we were going to do something like touching the grass for example, then if enemies took it we'd simply retake it the next day or few hours later, the thing is that more phases won't help the attackers out at all, they can only help with achievements and some funny fame - because if you didn't notice by now - the more phases, the less fame earned per phase. because it's summing up throught the day. So unless you guys want more phases just to ''freerly attack all day'' more phases are useless.

I don't honestly know who you are but judging by the way you speak and suggest complete bs here on forum I'd say you are one of those unfortunate people who are not capable of holding gates even with this new system. DOn't get me wrong, I don't have any issues with that, even more - I was an ''attacker'' myself. But I'm looking here from the perspective of both sides, if you feel like you need more phases to be able to win anything - you do you, but there's plenty of examples of attackers that don't need more useless phases because they do realize that they won't get a lot of fame with that - and to top it off - they're actually able to get gates with what we have now.
 

Luka Patajac

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Fame is depended not on phases but on yield of gate tho
 

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the thing is that more phases won't help the attackers out at all, they can only help with achievements and some funny fame
I like to compare this update to what we had previously.

Before EGP3, an attacker would have to attack the tower, hold it for long hours, and then reap the reward off the Sites, this was in anyway not convenient for any attacker. After EGP3, an attacker simply gains the rewards after taking the Site.

Yes, the fame obtained in one phase might be very measly compared to what the alliance is getting in is complete 24 hours, however with the next update that will nerf the big clans holding many sites, things will change positively. Where it will give the option to any individual to go get their fame instead of relying on a monopoly alliance.

It's all about perspective here.

The fact that you said "funny fame" only suggests that you are hoarding a lot of fame at ease. Had you been truly an attacker, you wouldn't even say something like funny fame.

because it's summing up throught the day. So unless you guys want more phases just to ''freerly attack all day'' more phases are useless.
More Phase means more attacking opportunities for the attackers. When the concept of a limited attack window was introduced, many as I, were against it because it introduced restrictive gameplay. Going back to the first page of this thread, you will see many requesting more attacking windows, or simply removing the protected phase.

I don't honestly know who you are but judging by the way you speak and suggest complete bs here on forum I'd say you are one of those unfortunate people who are not capable of holding gates even with this new system.
You could not be more wrong.

I am part of the alliance in both servers I play in. The reason I am advocating for a more individualized way of obtaining fame is that the gameplay has become stale. It is no longer fun to play with a big horde of people who leave no hope for the attackers once they get outnumbered.

I want to genuinely see each player fighting for their fame and their elections, instead of hiding behind alliance.

And it is quite the hypocrisy to say I am suggesting bs, while you are going around smearing @DarkPerdido and being passive-aggressive, borderline insulting the Developers. Most of your posts are getting removed, so perhaps if you're so much about defending your convenience of obtaining fame passively at the comfort of your alliance's monopoly, give some solid constructive feedback that could convince the Developer that your suggestion might help change things for the better.
 

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Who said I kept my gates all time when attacks were allowed 24/7? Along with my members we'd protect till the time we head off to sleep or generally when we were going to do something like touching the grass
And people like us who only play some games to distress from work or those that cater 2hrs of gaming need to get swarmed by these "protect till the time we head off to sleep" players....
 

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Declare War: Clan mission

2 categories: off / def

Total of 3 task each phase: each task completed will reward the clan with 10 pts
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
For this portion, maybe having a mission list will be a good idea, 5 mins before conflict phase create a task for the clan to do and reward them accordingly.

Offensive mission:
Drain at least 7500 pts from insley as a clan. Reward maybe DD and 30 silvercrown that's goes into clan inventory.

Capture 2 new buildings as a clan. Reward huge amount of DD and 100 silver town.

Kill 15 duelist(even same player) as a clan to get rewarded 10x 24hr gels etc goes into clan inventory

Defensive mission:
Heal at least 6500 pts from clark.Reward maybe DD and 30 silvercrown that's goes into clan inventory.

Retain 2 building successfully, reward DD and silvercrown.

Killing 10 duelist (even same player) within the radius rewarded with 24hr gel.

Clan can only either pick defense or offense mission before conflict start.


Have a table ranking for clan just like sheriff instead of achievement points it's called mission points.
 

Hardwell

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e.e why is it only me then giving ideas... More ideas we got 2 weeks before the update.... Bomb all your ideas 😖
 
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