yewhuiyuan
Active member
- Joined
- Feb 11, 2024
- Messages
- 158
- Reaction score
- 104
- Server
- Europe_1
- Main Char
- Sir.Tortii
- Clan
- Outlaw
I think 1hr 30 conflict phase you could fit 3 cycles in without over lapping one another
I disagree, alliances are the biggest problem in Ds, obviously it is not the only one but if it is more influential, why? Because if we take a look at the entire history of the alliances in Ds we always see that from a certain year on, alliances of 6 clans or more began against alliances of 3 or 4, always one part being larger than the other to ensure victory and consequently, positions in elections.The game has simply been like this for over 10 years now. A game that allows you to create alliances and create enemies for them. It's very difficult for an update to break the way the GAME WAS BUILT. The complaints are the same petty things. If your server has no players to play with, nothing the devs do will bring free fame to your table. They're already doing a lot to satisfy one party that insists on saying that the alliance is the problem, when the lack of players is the REAL PROBLEM. AM1 and EU1 are crowded servers, and months ago, AM1 had a war in which the "Kos" won, even the server needing a second instance to house the amount of players willing to fight for the server. So? If there are players, there will be a fair fight. On a server where 20 people join a day and only 5 of them are enemies, what do you expect to happen? Simply nothing will happen.
My humble opinion: If you want a game where you can farm without anything getting in the way, download Minecraft. Dino Storm is also a PVP game. And if you want to bring down alliances so much, ask the devs to create a totally different gameplay for the game, from scratch. I recognize that alliances are part of the problem, but they're not the whole problem. Balancing it out would be enough. Create clashes that force clans to fight each other and that keeping an alliance is more punitive than rewarding, so clans will only fight for themselves. Clan-only events where others have to get in the way, higher rewards, whatever. There are many brilliant ideas on this forum, several that almost everyone has agreed would be very interesting to implement.
This update is a good thing, but don't expect everything to fall into your hands because you just want it to or because "the game should be like this". No. The game is PVP, fight for what you want and earn it, understand the combat and simply play the game as it is.
I think that it will not change anything, and you will waste 1 weekend's worth of testing simply to arrive at the same conclusion.Let us know what you think of this time schedule?
Shiii thats deepRemember, the only thing that is missing in the game is the surprise factor.
I don't think it will change much, why not have attack times in the morning, afternoon and night?
I believe it's already clear that players want a little chaos
I must admit that I am personally not a big fan of multiple conflict phases. It removes the character of a daily pvp event where everyone can prepare to fight for. The suprise factor is still there as the defender does not know where and when and how many attacks will come upon them. Tell me what fun is there when there are no defenders showing up when attacking in the middle of the night? Low effort stealing for attackers and frustration for the defenders to stay awake at night? How will that be for servers that have a fair balance between clans fighting for buildings?I think that it will not change anything, and you will waste 1 weekend's worth of testing simply to arrive at the same conclusion.
Defenders will still be waiting for the attackers to show up. Attackers will still be killed just like we have in the 1 conflict phase. You're just forcing the attackers and defenders to show up earlier. That's all.
To really change things and give attackers a chance, you need to add multiple attacking window. Not just 2.
Remember, the only thing that is missing in the game is the surprise factor.
Maybe a 2-hour attacking window, followed by a 4-hour protected phase, in a 24-hour cycle will actually shake things up.
What's the matter if they overlap anyway?
the duration of the conflict phase must not be incrased, i love that gates can't be taken back once another clan takes them but most of them cant be drained after 30 minutes, so having a long single conflict phase would not make senseI must admit that I am personally not a big fan of multiple conflict phases. It removes the character of a daily pvp event where everyone can prepare to fight for. The suprise factor is still there as the defender does not know where and when and how many attacks will come upon them. Tell me what fun is there when there are no defenders showing up when attacking in the middle of the night? Low effort stealing for attackers and frustration for the defenders to stay awake at night? How will that be for servers that have a fair balance between clans fighting for buildings?
The proposed schedule to test on the weekend is to generally see how it feels for the players when it is split into two phases. Most likely it does not change things for the better?
We also could just increase the single conflict phase duration and let it start earlier? Start at 16:00 and let it end 22:00 as example? Then defenders must be there all the time while attackers can just pick their time of attack.
Its very diffult to find a balance here thats also why we started with one single phase in the prime time.
Open for suggestions. Weekend is still a bit away![]()
Well i think in current situation defenders get free fame without defending while attackers should put even more effort than before for getting fame. I think you have a point about attacking in middle of night isnt fun and without any defender they get free fame but we shouldnt also forget that defenders actually getting free fame in the middle of the day without attackers, that isnt fun.I must admit that I am personally not a big fan of multiple conflict phases. It removes the character of a daily pvp event where everyone can prepare to fight for. The suprise factor is still there as the defender does not know where and when and how many attacks will come upon them. Tell me what fun is there when there are no defenders showing up when attacking in the middle of the night? Low effort stealing for attackers and frustration for the defenders to stay awake at night? How will that be for servers that have a fair balance between clans fighting for buildings?
The proposed schedule to test on the weekend is to generally see how it feels for the players when it is split into two phases. Most likely it does not change things for the better?
We also could just increase the single conflict phase duration and let it start earlier? Start at 16:00 and let it end 22:00 as example? Then defenders must be there all the time while attackers can just pick their time of attack.
Its very diffult to find a balance here thats also why we started with one single phase in the prime time.
Open for suggestions. Weekend is still a bit away![]()
The problem currently is still big numbers against a small group of players.It removes the character of a daily pvp event where everyone can prepare to fight for.
I understand what you are trying to say here, but in the previous state, that's how things were and nobody had any issue with that. We had the freedom to attack and defend at every hour. And do not forget, that in many servers, there would be players from different timezone. The Site's ownership will just rotate constantly at every Conflict Phase granted that server is very active. If Defenders are good enough, they will hold. And if they are smart, they will reap the rewards of the "Excellent" yield Sites.Low effort stealing for attackers and frustration for the defenders to stay awake at night? How will that be for servers that have a fair balance between clans fighting for buildings?
One call to the other defenders and they will be here in no time to defend. It really does not change anything in my opinion.The proposed schedule to test on the weekend is to generally see how it feels for the players when it is split into two phases. Most likely it does not change things for the better?
We also could just increase the single conflict phase duration and let it start earlier? Start at 16:00 and let it end 22:00 as example? Then defenders must be there all the time while attackers can just pick their time of attack.
the duration of the conflict phase must not be increased, i love that gates can't be taken back once another clan takes them but most of them cant be drained after 30 minutes, so having a long single conflict phase would not make sense
I think Excellent gates should be result of hard defending, being able to defend for a long time, cause of their x8 fame value.If Defenders are good enough, they will hold. And if they are smart, they will reap the rewards of the "Excellent" yield
And if they choose to add multiple conflicts throughout the 24-hour cycle, then DV should not take the tower.I think Excellent gates should be result of hard defending, being able to defend for a long time, cause of their x8 fame value.
the idea of protecting the portals after being taken/cured is good.I must admit that I am personally not a big fan of multiple conflict phases. It removes the character of a daily pvp event where everyone can prepare to fight for. The suprise factor is still there as the defender does not know where and when and how many attacks will come upon them. Tell me what fun is there when there are no defenders showing up when attacking in the middle of the night? Low effort stealing for attackers and frustration for the defenders to stay awake at night? How will that be for servers that have a fair balance between clans fighting for buildings?
The proposed schedule to test on the weekend is to generally see how it feels for the players when it is split into two phases. Most likely it does not change things for the better?
We also could just increase the single conflict phase duration and let it start earlier? Start at 16:00 and let it end 22:00 as example? Then defenders must be there all the time while attackers can just pick their time of attack.
Its very diffult to find a balance here thats also why we started with one single phase in the prime time.
Open for suggestions. Weekend is still a bit away![]()
Different server are doing different things.... Some severs are hard camping, some servers are doing map trading...(Draining in each other fast so that enemy stand no chance as all gates will already be recently claim when they log)I must admit that I am personally not a big fan of multiple conflict phases. It removes the character of a daily pvp event where everyone can prepare to fight for. The suprise factor is still there as the defender does not know where and when and how many attacks will come upon them. Tell me what fun is there when there are no defenders showing up when attacking in the middle of the night? Low effort stealing for attackers and frustration for the defenders to stay awake at night? How will that be for servers that have a fair balance between clans fighting for buildings
The proposed schedule to test on the weekend is to generally see how it feels for the players when it is split into two phases. Most likely it does not change things for the better?
We also could just increase the single conflict phase duration and let it start earlier? Start at 16:00 and let it end 22:00 as example? Then defenders must be there all the time while attackers can just pick their time of attack.
Its very diffult to find a balance here thats also why we started with one single phase in the prime time.
Open for suggestions. Weekend is still a bit away![]()
was just discussing this idea with someone else and i think it by far makes the most sense. it gives attackers more of a chance to steal portals and get some fame without immediately losing it again which it seems is what the devs are most aiming for. that is, just generally trying to help smaller clans or even lower levels who otherwise wouldn't have a chance against the big alliances in each server.the idea of protecting the portals after being taken/cured is good.
but it should be something with a maximum of 2 hours of protection and it should be individual and not the entire map.
without the need to have a specific time for attacks.
the attackers took the portal, 2h of protection.
the defenders managed to heal the portal, 2 hours of protection.
the element of surprise would still exist and the attackers would be rewarded for their effort, after all they would not lose the portal in 10 minutes and this would motivate them to always try to take portals.
And all of this is due to the same problem, the LACK OF PLAYERS. How many thousands of PVP games do you find with exactly the same thing as the DS? Think about it. A PVP game WORKS LIKE THIS. Forming alliances and having opponents is one of the points of the PVP game style. Fight alone or with others. It's so simple that it bothers me what they're currently trying to implement in the game.I disagree, alliances are the biggest problem in Ds, obviously it is not the only one but if it is more influential, why? Because if we take a look at the entire history of the alliances in Ds we always see that from a certain year on, alliances of 6 clans or more began against alliances of 3 or 4, always one part being larger than the other to ensure victory and consequently, positions in elections.
And what have you all this led to? When disconnecting players tired of always being the repressed minority, since you are from the America1 server you must remember the alliance that existed between Black and Silent where they spent 1 year practically dominating all the maps with their other allies where in each attempt to Taking away the portals were unsuccessful due to the absurd number of participants.
Now to cover another point which is the main objective of the game, which is to win Rex and how is it done? Getting fame through the objects that the portals give and how do you get them? Fighting with other clans to dominate certain portals that give you those objects and how do you do that if the portals you are fighting with are 80 vs 50 or less? You simply can't and what happens if you can't? 2 options, you join them or you go against them and you never get to have rex, leaving the game in the process or entering from time to time to see if any clan betrayed the alliance to see if you can get portals with your clan.
I understand the fact that it's a pvp game, but it's absurd that the main objective of the game to get there is as linear as the maps.
Even if the game welcomes new players, most would choose to go to the big alliances anyway (for obvious reason).And all of this is due to the same problem, the LACK OF PLAYERS. How many thousands of PVP games do you find with exactly the same thing as the DS? Think about it. A PVP game WORKS LIKE THIS. Forming alliances and having opponents is one of the points of the PVP game style. Fight alone or with others. It's so simple that it bothers me what they're currently trying to implement in the game.
There are clans that have been formed since the beginning of Dino Storm, and if they dominate a server today, it's because of the efforts of EVERYONE. Nothing was handed to them and nothing gave them power overnight. "The repressed minority" is nothing more than the result of the obvious: A game without players is nothing new. A game without players doesn't create wars. If 20 new people joined the server every month, I don't think the attackers would always lose. Most of the players left are old, meaning they've been in a clan for years and aren't going to leave, whether you want them to or not.
Let's follow your logic: If the game changed from now on, and all the clans fought each other. There would be no more alliances. Who said the attackers would win? They don't HAVE PLAYERS. THE GAME HAS NO NEW PLAYERS. Even if you give them fame for free, they don't even show up, simply because there's no one to show up. Giving 2% more chance or 50% more chance doesn't change the fact that without players, your clan will win absolutely nothing.
For me, the game should be attractive enough for people to want to play it. But now the only thing I'm seeing is the loss of the only ones left. As I said above, I recognize that alliances can be part of the problem, but I disagree with you that they are the whole problem. And unfortunately the lack of players won't be cured by any update they implement here...
I can't imagine what would make players stay online outside of the conflict phase...i see the point in having a set conflict time. however. i think that would really only work if there was more to do outside the actual conflict phase to combat these alliances. the new fame pve mechanic only adds so much and like questing or hunting is very monotonous. it also just doesn't work considering how strong the dominant alliances in each server are.
so, was all this because people (perhaps a gm) cryed they wanted to sleep XD? this is ridicolous. If they can't protect the map 24/7 then they don't deserve a map 24/7, its simple its easier and allow others to take maps on another hours. Also less defenders on certain hours, on some way balance the lack of attackers; that makes for example a more fair fight: 2 attackers vs 4 defenders, etc.Tell me what fun is there when there are no defenders showing up when attacking in the middle of the night? Low effort stealing for attackers and frustration for the defenders to stay awake at night?
I agree about 2 hour protection to gate after attackers get it (not the defending part).the attackers took the portal, 2h of protection.
the defenders managed to heal the portal, 2 hours of protection.
The chance DV takes towers depend on on how many cycles (days) the clan holds the building. The longer the building is held the higher the chance DV takes it. Sure this mechanic also correlates with the yield as it can only be updraded once per cycle. This is an element we can fine tweak later on if that is an issue.And if they choose to add multiple conflicts throughout the 24-hour cycle, then DV should not take the tower.
Because DV taking tower is like a penalty to those Sites that are "excellent".
Conflict should be in sync with all buildings on a server to have a proper gamemode where everyone prepares for. Core mechanic that ties everything together in the concept. Many elements would not work anymore if we stray away from it.but it should be something with a maximum of 2 hours of protection and it should be individual and not the entire map.

I guess it means protected phase and maintenance means the time dv will take and release gatesWhat does the white box mean?
Maintanance is the time where the servers restart in case that no update gets deployed, but otherwise correct.I guess it means protected phase and maintenance means the time dv will take and release gates