Or the Building could give some kind of "error" where the window time would be increased or changed, these errors would have a small chance of happening but that probability would increase every time more Based on the time that that building was in the hands of the same clan, the supply gels would serve to reduce this probability to have a more stable control but eventually the errors They would increase again, creating a new window to attack or increasing the attack time, I think that way we would have some freedom to attack and it would be more difficult to defend for a long time as eventually the building would become increasingly susceptible to attackI think it would be interesting if this 4 hour window to attack a building varied from building to building or according to the map
well how can it be "Strategized " if the smaller clans even wont know the randomized time i mean it would be same for both side regardless dont see the point doing wars at 3am server timeIn my opinion the time for the attack window should be randomized, in order for smaller clans to have the element of surprise.
this again promotes inter server wars which promotes imbalance as one server can help other and other can help them and this incase will still make the people who have more other server in their alliances chances to win especially if during the night time of server after midnight so just incase xDAlso this way players from different timezones can participate in the war, not always the ones that are active during the same timeframe.
As far as i figured site is not going below 100% unless its vulnerable phase time.what if a site isnt supplied during regular status phase and gets white will we able to takeover without being in the transfer phase
i would like to believe this but i would also like 2019 game stats graph and then 2022/23 game stats in terms of player base and then we shall lead our conclusions p-pthe game is already ruined, if we vacate in the current system, there is no chance that a clan excluded from an alliance can win anything. the alliances that dominate marginalize other players at their discretion and will due to child problems... it's not fair, the new system seems great to me.
If servers share the period of time when the Transfer Phase happens it would also lead to a higher amount of Dinoville buildings. No idea how that could affect things without testing, but at first glance it doesn't seem very fun to have little player owned buildings. Would they still be available to take over the next day or would they remain in a "neutral" state until more players become active on a server during the following weeks?Later there is an additional mechanic planned that will make dinoville take buildings from the clans to match the server population so that it still remains interessting.
afraid to lose sites?In my eyes it would ruin the gameplay, why not just change the value of the supps and leave the rest as it is and focus on making something else better, like bugs and such![]()
you could elaborate on what your fear is that might turn out so badly.No idea how to feel about this idea tbh
I hope this is one of those situations where the execution is better than written on paper and adjustments will be made and changed for the better as it goes
All buildings in all zones will have a daily synchronized 4-hour transfer phase where they are open for takeovers.
I like those proposed points.
- Supply packs will cost Clan Dollars instead of Gold Coins.
- Yield will start at a new minimum level once a building is held by a new owner; it can then be upgraded to higher tiers using supply packs. (Yield will not change randomly anymore.)
Defending and attacking is only possible within a set 4-hour phase each day.
I like that actually, it's turning things into Capture Points.If one defender is in the building area the building status will fill up again at a fixed rate which is lower than the draining rate.
Correct.And what are the players that play at less conventional hours supposed to do? They were incredibly valuable to both the attackers and defenders, now they would have been robbed of the opportunity to actually play the game.
It can be strategised by the members of the attacker clan who are constantly looking at the building waiting for it to be available for attack.well how can it be "Strategized " if the smaller clans even wont know the randomized time i mean it would be same for both side regardless dont see the point doing wars at 3am server time
this again promotes inter server wars which promotes imbalance as one server can help other and other can help them and this incase will still make the people who have more other server in their alliances chances to win especially if during the night time of server after midnight so just incase xD
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Howdy, fellow rangers!
We are happy to see that the part 2 update revolving around the town hall mechanics has been well received so far. Now after the election period which ended last weekend, the town hall seats scaling is completely based on the real numbers calculated from server activity. Previous election periods had still benefited from a seat count head start that we gave all servers when the update went live, resulting in an expanded number of seats which saw a gradual decline up to the current election period.
In the meantime, we were working on Part 3 of the Endgame concept which is centered around the game’s sites (aka buildings) for gaining fame. It is the most complex of our updates because it has a direct impact on gameplay that you're all very familiar with, but should still contain solutions and improvements in line with the goals we've set out as developers. A tricky beast for sure which took us quite a few iterations on various ideas and concepts until we finally reached a point where we feel that we can share something with you. The design concept is still a rather early draft that we want to improve upon based on your feedback. So, let us give you an overview of what is planned so far:
Main Goals:
- Allow smaller clans to be able to get access to buildings’ fame items without the need to be part of a large alliance.
- Improve the gameplay around buildings for both defenders and attackers. A key goal is to make it easier for attackers to be successful.
Concept Summary:
Todos los edificios en todas las zonas tendrán una fase de transferencia diaria sincronizada de 4 horas donde están abiertos para adquisiciones. Las adquisiciones exitosas pasarán automáticamente el edificio al atacante. Solo puede haber una adquisición exitosa para un edificio determinado durante la fase de transferencia de 4 horas, lo que significa que si tiene éxito en la adquisición de un edificio, estará seguro hasta la fase de transferencia del día siguiente. Los elementos producidos por los edificios se entregan automáticamente al clan que posee el edificio en el momento en que finaliza la fase de transferencia.
View attachment 46326
Cambios notables del concepto:
- Los paquetes de suministros costarán dólares de clan en lugar de monedas de oro.
- El rendimiento comenzará en un nuevo nivel mínimo una vez que un nuevo propietario posea un edificio; luego se puede actualizar a niveles más altos usando paquetes de suministros. (El rendimiento ya no cambiará aleatoriamente).
- Defender y atacar solo es posible dentro de una fase establecida de 4 horas cada día.
- Ya no se recolectan elementos de fama manualmente de los edificios, en su lugar, los elementos se recopilan automáticamente una vez al día.
- Construir cambios de ataque/defensa
- Si al menos un atacante está en el área del edificio, hará que el edificio se drene a una tasa fija.
- Si un defensor está en el área de construcción, el estado del edificio se llenará nuevamente a una tasa fija que es más baja que la tasa de drenaje.
- En el caso de que varios clanes participen en el mismo ataque, el clan con más "tiempo de drenaje" obtiene el edificio.
- Atacar un edificio ya no requiere el uso de ningún elemento.
Tratamos de mantener ciertos elementos tal como están en los servidores en vivo, pero ajustamos aspectos importantes para cambiar la forma en que se abordarán los sitios/edificios en el futuro. Esto nos permitirá brindarle la actualización mucho antes que algo que cambie por completo el sistema central.
Planeamos hacer una prueba pública de RPP con un mapa abierto para peleas alrededor de los edificios también, así que puedes unirte para un acceso temprano y una ronda de comentarios para ayudarnos a dar forma a la actualización.
Si bien los cambios anteriores se aplican tanto a Travel Gates como a Claims, también está planeado tener un juego adicional y especial para los edificios de Claim como una actualización de seguimiento posterior que se desarrollará de manera diferente a la lucha en torno a Travel Gates.
Háganos saber lo que piensa sobre este concepto y cómo cree que cambiará la jugabilidad.
View attachment 46327
[/CITA]
No estoy
Aunque se vea que puede ser algo diferente y mucho mejor para los clanes pequeños, no me gusta la idea de que sólo se pueda atacar o defender los edificios durante 4 horas en un horario específico. Y si no todos tienen disponibilidad horaria para estar en ese tiempo en el juego? Básicamente sólo serían 4 horas de diversión al día. Nos limitan únicamente a ese tiempo diario en el juego. A menos que, por ejemplo, las 4 horas sean independientes de cada edificio (Por ejemplo, Zarah de ccv a cierta hora, Belmont de ccv en otro horario y así con los otros mapas. Resuelvanme esa duda por favor.![]()
Howdy, fellow rangers!
We are happy to see that the part 2 update revolving around the town hall mechanics has been well received so far. Now after the election period which ended last weekend, the town hall seats scaling is completely based on the real numbers calculated from server activity. Previous election periods had still benefited from a seat count head start that we gave all servers when the update went live, resulting in an expanded number of seats which saw a gradual decline up to the current election period.
In the meantime, we were working on Part 3 of the Endgame concept which is centered around the game’s sites (aka buildings) for gaining fame. It is the most complex of our updates because it has a direct impact on gameplay that you're all very familiar with, but should still contain solutions and improvements in line with the goals we've set out as developers. A tricky beast for sure which took us quite a few iterations on various ideas and concepts until we finally reached a point where we feel that we can share something with you. The design concept is still a rather early draft that we want to improve upon based on your feedback. So, let us give you an overview of what is planned so far:
Main Goals:
- Allow smaller clans to be able to get access to buildings’ fame items without the need to be part of a large alliance.
- Improve the gameplay around buildings for both defenders and attackers. A key goal is to make it easier for attackers to be successful.
Concept Summary:
All buildings in all zones will have a daily synchronized 4-hour transfer phase where they are open for takeovers. Successful takeovers will automatically pass on the building to the attacker. There can only be one successful takeover for a given building during the 4-hour transfer phase, which means that if you succeed in the takeover of a building, it will be safe until the next day’s transfer phase. The items produced by the buildings are automatically given to the clan who owns the building by the time that the transfer phase is ending.
View attachment 46326
Notable changes from the concept:
- Supply packs will cost Clan Dollars instead of Gold Coins.
- Yield will start at a new minimum level once a building is held by a new owner; it can then be upgraded to higher tiers using supply packs. (Yield will not change randomly anymore.)
- Defending and attacking is only possible within a set 4-hour phase each day.
- No manual fame item collection from buildings anymore, instead items are collected automatically once per day.
- Building attack/defense changes
- If at least one attacker is in the building area it will cause the building to be drained at a fixed rate.
- If one defender is in the building area the building status will fill up again at a fixed rate which is lower than the draining rate.
- In the case of multiple clans participating in the same attack, the clan with the most “draining time” gets the building.
- Attacking a building no longer requires any items to be used.
We tried to keep certain elements as they are on live servers, but adjust important aspects to change how sites/buildings will be approached in the future. This will allow us to bring you the update much earlier than something that completely changes the core system.
We plan to make a Public PTR Test with an open map for fights around buildings as well, so you can join for an early access and feedback round to help us shape the update.
While the above changes apply to both Travel Gates and Claims, it's also planned to have additional and special gameplay for the Claim buildings as a later follow-up update which will play out differently than the fight around Travel Gates.
Let us know what you think about this concept and how you think it will change the gameplay.
View attachment 46327
I feel like this kind of update takes away the core of what makes DS fun for most of the part - wars, fighting, pvps, ect (we will ignore hunting in this case, because it is more torture than anything); with this feature it doesn't seem that wars will even be beneficial/fun because of the forced time window + the rest of the players who are lvl 50-55 don't have a lot to do until then, which for that time they might be off completely instead - decrease in player base/activity as well? Also the part of strategizing which came with majorly the benefit of time management.you could elaborate on what your fear is that might turn out so badly.
no, it's better that way.Everything is fine except for the purchase of supplies with dino dollars and not with gold, that is very bad, it is better to lower the price but continue using gold coins.
like you are defending or attacking sites for 24/7What is the fun in only being able to attack/defend for 4h every 24h, like imagine that:
after a 4h battle with a thief, your wallet got stolen, and you cant get it back for another 24h, and then you loose again and he steals your car keys, would you continue?
In my opinion(not that it matters) its better to attack/defend whenever anyone likes, because then you aren't tied by time.
For real, it would be more optimal to focus on fixing the bug and adding different quests and stuff like that, map fixes in general, before putting out a big update like this, it would change the whole gameplay as we know it rn.
An addition that I see, is that now there are clans that are not very active with their portals, so for a kind of penalty they could place all the portals that in the middle of the day, have to give a type of supply and if it is not given and reaches a certain %, the portal has 30 minutes so that other clans can take it and the clan that lost it can no longer retake it until the next drain, so the clan that took the portal would have half a day to have the things from the portal, so the clan careless suffers the penalty![]()
Howdy, fellow rangers!
We are happy to see that the part 2 update revolving around the town hall mechanics has been well received so far. Now after the election period which ended last weekend, the town hall seats scaling is completely based on the real numbers calculated from server activity. Previous election periods had still benefited from a seat count head start that we gave all servers when the update went live, resulting in an expanded number of seats which saw a gradual decline up to the current election period.
In the meantime, we were working on Part 3 of the Endgame concept which is centered around the game’s sites (aka buildings) for gaining fame. It is the most complex of our updates because it has a direct impact on gameplay that you're all very familiar with, but should still contain solutions and improvements in line with the goals we've set out as developers. A tricky beast for sure which took us quite a few iterations on various ideas and concepts until we finally reached a point where we feel that we can share something with you. The design concept is still a rather early draft that we want to improve upon based on your feedback. So, let us give you an overview of what is planned so far:
Main Goals:
- Allow smaller clans to be able to get access to buildings’ fame items without the need to be part of a large alliance.
- Improve the gameplay around buildings for both defenders and attackers. A key goal is to make it easier for attackers to be successful.
Concept Summary:
All buildings in all zones will have a daily synchronized 4-hour transfer phase where they are open for takeovers. Successful takeovers will automatically pass on the building to the attacker. There can only be one successful takeover for a given building during the 4-hour transfer phase, which means that if you succeed in the takeover of a building, it will be safe until the next day’s transfer phase. The items produced by the buildings are automatically given to the clan who owns the building by the time that the transfer phase is ending.
View attachment 46326
Notable changes from the concept:
- Supply packs will cost Clan Dollars instead of Gold Coins.
- Yield will start at a new minimum level once a building is held by a new owner; it can then be upgraded to higher tiers using supply packs. (Yield will not change randomly anymore.)
- Defending and attacking is only possible within a set 4-hour phase each day.
- No manual fame item collection from buildings anymore, instead items are collected automatically once per day.
- Building attack/defense changes
- If at least one attacker is in the building area it will cause the building to be drained at a fixed rate.
- If one defender is in the building area the building status will fill up again at a fixed rate which is lower than the draining rate.
- In the case of multiple clans participating in the same attack, the clan with the most “draining time” gets the building.
- Attacking a building no longer requires any items to be used.
We tried to keep certain elements as they are on live servers, but adjust important aspects to change how sites/buildings will be approached in the future. This will allow us to bring you the update much earlier than something that completely changes the core system.
We plan to make a Public PTR Test with an open map for fights around buildings as well, so you can join for an early access and feedback round to help us shape the update.
While the above changes apply to both Travel Gates and Claims, it's also planned to have additional and special gameplay for the Claim buildings as a later follow-up update which will play out differently than the fight around Travel Gates.
Let us know what you think about this concept and how you think it will change the gameplay.
View attachment 46327