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#14 Endgame Part 3 (Sites Gameplay)

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SpinoFoxie

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Don't fight the truth, embrace your fears and face the reality. Ur ally time will be up and small growing clans will have the opportunity to have their hands on townhall too, it will only get better from here for those who will try to challenge allies which control all the maps and we will surely match your strength overtime regardless it be in numbers, holding more fame etc, thanks for reading.
think i care? either way if you get claims idc imma still kill you cuz yk we hate you :d
 

Pleiadian

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Let's assume there isn't any time limit, which means gates will be attacked 24/7 let's say small clans holds gate for 5 hours in the day and alliance come in evening they take everything back. They will still enjoy 19 hours of fame lol.
24 hours of fame > 19 hours of fame (an example) hence, we need 4 hours of war time cuz even if we win ONE GATE during those 4 hours, WE GET TO KEEP 24 HOURS WORTH OF FAME! So yes, it's perfect.
Absolutely flawed logic.

You get to keep 24 hour of fame from 1 tower while the alliance gets to get 24 hour of fame from the rest of the tower that the small clan couldn't take.

In the end you lose, alliance win. 4 hour attack window close, everyone goes offline because they don't want to fight bots, game activity drop.

What positive does this idea even brings?
 

TheDinoWarrior

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Absolutely flawed logic.

You get to keep 24 hour of fame from 1 tower while the alliance gets to get 24 hour of fame from the rest of the tower that the small clan couldn't take.

In the end you lose, alliance win. 4 hour attack window close, everyone goes offline because they don't want to fight bots, game activity drop.

What positive does this idea even brings?
Bro I used 1 tower as an example and you took it literally as one tower xd
 

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And why not have the fame rewards from buildings split according to which clan has occupied or drained the area the longest?

I mean, one building could have a boundary shared by 3 clans. However, the clan that occupies the building will have the benefit of 50% or more while the remaining 2 clans will have the rest of 50%.

for example there are 3 clans, clan a, clan b and clan c.

Clan a that conquered the building gets 70% rewards, clan b was able to drain some and that's why it will have 20% reward and clan c drained a little but reached 10% rewards.

The drain percentage will be reflected on the building when the attack stage occurs.

The remaining percentage occupied by others is like "stealing", so that other clans can get something.

And if they think that there might be clans sharing areas, it would be unlikely because that would just make 2 clans concentrate in one place, leaving multiple areas unprotected. Similar to what proposes in endgame 3.
 

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How long will you have to keep collecting fame in order to block an opponent?

Point is, you're in the minority, you still won't be able to dent the alliance with that solutions.
I'm already sheriff, my duty is to help my members and I know how the ally works from inside to outside and my vision is clear on how it's gonna work, it's okay if you disagree but don't push your views on me bro xd
 

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How anti-cheat would help here?
The anti cheat is a software that detects cheat files (autoclicks) even detects multiple windows, all this information is collected and sent to the developers so that they have enough reasons to suspend accounts.

That's why I say, I don't know how likely it is that SS contracts the Anticheat license or if it is possible to see it in the future.

Especially if DS plans to come to steam because there are many games that have that software and it is a requirement (some) of steam
 
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Sunshine..

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fame theft should be possible everytime.
the time of attack is up to the players to decide, as it has always been.

with stealing fame and a few more mechanics, attackers could wear down defenders while at the same time gathering fame.

this would make wars much more frequent, after all it won't be just the defenders who will be gaining fame.

defenders would have a lot more work and wear and tear, but it's a price they must pay if they want fame and dominate the city hall.
 

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And why not have the fame rewards from buildings split according to which clan has occupied or drained the area the longest?

I mean, one building could have a boundary shared by 3 clans. However, the clan that occupies the building will have the benefit of 50% or more while the remaining 2 clans will have the rest of 50%.

for example there are 3 clans, clan a, clan b and clan c.

Clan a that conquered the building gets 70% rewards, clan b was able to drain some and that's why it will have 20% reward and clan c drained a little but reached 10% rewards.

The drain percentage will be reflected on the building when the attack stage occurs.

The remaining percentage occupied by others is like "stealing", so that other clans can get something.

And if they think that there might be clans sharing areas, it would be unlikely because that would just make 2 clans concentrate in one place, leaving multiple areas unprotected. Similar to what proposes in endgame 3.
forget this better idea XDDD, this only benefits fake accounts
 

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fame theft should be possible everytime.
the time of attack is up to the players to decide, as it has always been.

with stealing fame and a few more mechanics, attackers could wear down defenders while at the same time gathering fame.

this would make wars much more frequent, after all it won't be just the defenders who will be gaining fame.

defenders would have a lot more work and wear and tear, but it's a price they must pay if they want fame and dominate the city hall.
Factos sis 😀
 

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Or maybe (crazy idea) instead of having a drinking water quest inside of Dinoville Canyon we could have a dummy claim that will be attacked by a player and then defended from a bandit with clear explanation that this is a key part of the game (or at least the PVP side, it's still technically possible to go full PVE).
that made me so upset xD I legitimately thought we could take care of our dinos in that way but nope. sin purpose
 

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I don't understand this question, is this satire?

None of my statement support that.

I am rather, pointing at an abuse that you Devs have never addressed.

The fact that one player would be able to open multiple accounts on his machine and drain the max % and automatically take the tower.

In the given draft, that's infinitely worst than the auto-clicker issue.

I mean, what are the trade-offs here?

Implement a solution against a certain exploit, now you have to deal with another kind of exploit.

And I do not think that the best solution against the auto-clicker issue is to just completely remove the ability to click.
The easiest solution is the anti cheat, just that, although there are other ideas that could be added that would only limit the game. For example, fake accounts are mostly low level, it's very easy to kill them, but limiting them to a certain level like 15-25 so they can attack would be a bit boring for new players.
 

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The only problem I see here is a simple one, the DAILY attack phase is limiting and has its downsides as well as its upsides.

Advantages:
  • More activity in the game at that time of day.
  • More chance for weak clans to get something through other unprotected buildings.
  • Take buildings without using supplies.
Disadvantages:
  • Excessive use of multi-accounts.
  • Peak hour of active alliance players, showing a clear advantage against attackers in various buildings.
  • Chance not to play or win for x reasons (because the building was quickly captured or the player just couldn't for personal reasons).
  • The rest time would only make many players get bored and end up leaving because there is nothing to do.
I know perfectly well that another gameplay is planned with the claims, but doing dds, farming or improving things is boring, pve in ds is very boring in general and I include myself, this is one of the reasons why I leave the game. This new system is simply not compatible with the current ds and its pve, if the pve was different then yes.

Highway recently gave a possibility to add two daily attack phases, so I think it would be best to adopt that idea soon or even increase that number to 4 more.
4 moments of peace and 4 moments of attack every 3 hours.

In the morning (6:00 am), Noon (12:00 am), Afternoon-Night (18:00 am) and midnight (24:00 pm). Corresponding server time.

That schedule, in my opinion, would be more dynamic and accessible to everyone.
 

Hardwell

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They can make the 4hr transfer phase like a daily event mode. But the devs gotta come up with a main mode..that make pvp meaningful and worth it outside of this 4hr transfer phase...
 

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One 4 hours phase is good already but another 4 hours phase could be added in morning I think (12 hours worth of fame will be transferred each on both phases instead of 24 hours then) hope my maths is right xd
 

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This new system will not help the attacker, it will only increase the advantages for the Defender. For dominant alliances in Sv like Am1, their solution would be to activate once during those 4h and make the map change with another allied clan.

Example.
Only 1 acquisition is possible during those 4 hours of attack periods
Clan A has 10 buildings in MMJ.
Clan B has 10 buildings in CCV
Clan A and Clan B are allies.
During the acquisition phase, Clan A and Clan B change buildings. There is no need to worry about defending them until the next day.

It’s a potential abuse and a loophole in the draft.
 

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usually before she arrives, but when they test it, they always evaluate it well. So I think they should wait and test the update on the PTR first, before stating what's good or bad. But opinions are
 

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This new system will not help the attacker, it will only increase the advantages for the Defender. For dominant alliances in Sv like Am1, their solution would be to activate once during those 4h and make the map change with another allied clan.

Example.
Only 1 acquisition is possible during those 4 hours of attack periods
Clan A has 10 buildings in MMJ.
Clan B has 10 buildings in CCV
Clan A and Clan B are allies.
During the acquisition phase, Clan A and Clan B change buildings. There is no need to worry about defending them until the next day.

It’s a potential abuse and a loophole in the draft.
You are right about it, this could happen and we need a solution for it.
 

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eduardo.lancester

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Liked the idea! Make it happen devs! and please add sound effects to Trex's war cry skill... It's been years c'mon guys
 

Highway

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This new system will not help the attacker, it will only increase the advantages for the Defender. For dominant alliances in Sv like Am1, their solution would be to activate once during those 4h and make the map change with another allied clan.

Example.
Only 1 acquisition is possible during those 4 hours of attack periods
Clan A has 10 buildings in MMJ.
Clan B has 10 buildings in CCV
Clan A and Clan B are allies.
During the acquisition phase, Clan A and Clan B change buildings. There is no need to worry about defending them until the next day.

It’s a potential abuse and a loophole in the draft.
This should mitigated by the yield upgrades that are expensive for a clan which will be lost when the building changes the owner. (Current yield is only visible to the owner)

They can make the 4hr transfer phase like a daily event mode. But the devs gotta come up with a main mode..that make pvp meaningful and worth it outside of this 4hr transfer phase...
In addition to the 4 hour pvp combat per day: What if the gold claims are always owned by the Dinoville and can be raided by any player without a clan? Gold rocks are spawned in bulk every hour around the claims and players can attack them to make them drop fame items for everyone to pick up. No need to be in a clan and the fame items will directly go to the player inventory on pickup? Would something like that fill the gap to have something to do while waiting/preparing for the 4 hour period to come up? (Note: This is not directly the idea we have planned for 3.1)


Apart from that it would also be interessting to know why you think it is to easy for defenders to hold the buildings? Is it the rescue timers? How the gates can be used during attacks? Give us some more details/strategies that we can evaulate against the design.
 

Pleiadian

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A big amount of fame that can be stolen by the attacker as a big reward for the sucessfull attack.
Alright, I didn't really get the point of this idea, since the way it is presented, there are more drawbacks than advantages.

And on my end, I didn't really like that because it's limiting the hours of gameplay, and restricting.

But this first line is very very convincing for players to adopt the new concept. At the moment, an attacker is fighting 24/7 with minimal fame taken when they finish their attack.

(You should put more emphasis on that, it's a good selling point)

Your proposed solutions partly solve that for the attacker, but the fact that there will be only 1 window of the takeover, means that it is still impossible for an attacker to gain much fame. Because Defender would outnumber attackers every 24 hour, to the point that attacker gives up very easily.

Here's the simple solution presented by @OrionZG

4 moments of peace and 4 moments of attack every 3 hours.
Having multiple attack windows is infinitely better than 1 attack window. It is not that restricting and as a player I actually love it. It will be like a burst of open attacks on every building in the game, the motivating factor being, the big amount of fame awaiting the ones who take the tower.


Here's the advantage if we go with this idea.

  1. Huge amounts of rewards are being generated every 3 hours, so players will be more motivated to drain a tower.
  2. The player activity would remain more or less the same since there's a constant fight going on and it's not as limiting or restrictive.
  3. An attacker will keep attacking until the alliance (defender) is tired of defending. Their role would switch due to constant attacks, and the alliance would eventually break and become the new attackers. This will create an endless loop of new attackers and defenders every 3 hours.
There should be more than 2 takeover windows of 4 hours in 24 hours. The more takeover window, the less restrictive the gameplay.

I think that's a good middle ground between the people who find the 1-hour takeover phase too limiting and restricting and the people who say that 24 hours war is too long and less rewarding.
 
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Hardwell

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This should mitigated by the yield upgrades that are expensive for a clan which will be lost when the building changes the owner. (Current yield is only visible to the owner)



In addition to the 4 hour pvp combat per day: What if the gold claims are always owned by the Dinoville and can be raided by any player without a clan? Gold rocks are spawned in bulk every hour around the claims and players can attack them to make them drop fame items for everyone to pick up. No need to be in a clan and the fame items will directly go to the player inventory on pickup? Would something like that fill the gap to have something to do while waiting/preparing for the 4 hour period to come up? (Note: This is not directly the idea we have planned for 3.1)


Apart from that it would also be interessting to know why you think it is to easy for defenders to hold the buildings? Is it the rescue timers? How the gates can be used during attacks? Give us some more details/strategies that we can evaulate against the design.
That's actually a great idea so now there will be 2 gameplay 1 representing your own clan and another gameplay is for individual purpose.
 

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Alright, I didn't really get the point of this idea, since the way it is presented, there are more drawbacks than advantages.

And on my end, I didn't really like that because it's limiting the hours of gameplay, and restricting.

But this first line is very very convincing for players to adopt the new concept. At the moment, an attacker is fighting 24/7 with minimal fame taken when they finish their attack.

(You should put more emphasis on that, it's a good selling point)

Your proposed solutions partly solve that for the attacker, but the fact that there will be only 1 window of the takeover, means that it is still impossible for an attacker to gain much fame. Because Defender would outnumber attackers every 24 hour, to the point that attacker gives up very easily.

Here's the simple solution presented by @OrionZG



Having multiple attack windows is infinitely better than 1 attack window. It is not that restricting and as a player I actually love it. It will be like a burst of open attacks on every building in the game, the motivating factor being, the big amount of fame awaiting the ones who take the tower.


Here's the advantage if we go with this idea.

  1. Huge amounts of rewards are being generated every 3 hours, so players will be more motivated to drain a tower.
  2. The player activity would remain more or less the same since there's a constant fight going on and it's not as limiting or restrictive.
  3. An attacker will keep attacking until the alliance (defender) is tired of defending. Their role would switch due to constant attacks, and the alliance would eventually break and become the new attackers. This will create an endless loop of new attackers and defenders every 3 hours.
There should be more than 2 takeover windows of 4 hours in 24 hours. The more takeover window, the less restrictive the gameplay.

I think that's a good middle ground between the people who find the 1-hour takeover phase too limiting and restricting and the people who say that 24 hours war is too long and less rewarding.
I like this idea 💡
 

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An attacker will keep attacking until the alliance (defender) is tired of defending. Their role would switch due to constant attacks, and the alliance would eventually break and become the new attackers.
Yes that is exactly what he hope it will played out. That there is a constant switch between defender and atracker that is fun for both sides. Providing direct rewards at the end of the combat cycle.

Your proposed solutions partly solve that for the attacker, but the fact that there will be only 1 window of the takeover, means that it is still impossible for an attacker to gain much fame. Because Defender would outnumber attackers every 24 hour, to the point that attacker gives up very easily.
Multiple transfer and producion phases like @OrionZG has proposed could be an alternative but it also has its drawbacks.

Adapted phase timing:
0:00-6:00 production phase (6-hour)
6:00-8:00 transfer phase (2-hour)
8:00-14:00 production phase (6-hour)
14:00-16:00 transfer phase (2-hour)
16:00-22:00 production phase (6-hour)
22:00-24:00 transfer phase (2-hour)

Drawbacks:
  • Less rewards for the attacker (6 hour item production instead of 20 hours)
  • Yield upgrades for the building production are harder to protect 3 times a day and the investment might not be worth it anymore
  • Loss of the daily event character feeling as it is split into 3
  • Dont take place at the prime time where most people are online and available to play
 
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When we will be able to test it on PTR server?
 

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That's actually a great idea so now there will be 2 gameplay 1 representing your own clan and another gameplay is for individual purpose.
The Conquest Open Team battle in Pirate G could also be implemented in Ds tok for individual purpose make it 5 vs 5 since out of the 4hr phase no gates are red the team can spawn anywhere an strategies. First to 20 kill win.
Winning team get rewarded
1st 50k dd 1k vio
2nd 40k dd 800 vio
3rd 30k dd 600 vio
4th 20k dd 400 vio
5th 10k dd 200 vio

High level always complain hard to farm dd this maybe good way to earn dd other than killing smili.
 
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Gold rocks are spawned in bulk every hour around the claims and players can attack them to make them drop fame items for everyone to pick up. No need to be in a clan and the fame items will directly go to the player inventory on pickup? Would something like that fill the gap to have something to do while waiting/preparing for the 4 hour period to come up?
Do it. I think it would feel the gap and also would be more entertaining since fame would be gained not only while fighting for sites, but also fighting for those items. Like I already see going with my clan and killing enemies and taking away from them those fame items :D. Although I think claims still should be available to take over same as gates.

Adapted phase timing:
0:00-6:00 production phase (6-hour)
6:00-8:00 transfer phase (2-hour)
8:00-14:00 production phase (6-hour)
14:00-16:00 transfer phase (2-hour)
16:00-22:00 production phase (6-hour)
22:00-24:00 transfer phase (2-hour)
I think it is better. Some element of surprise stays, dominating clans would have to spend more resources to maintain those sites in order to get more fame, more available windows for the attackers to attack and so create some strategies
 
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