Equally when the gate is still red without drainer inside the circle it should drain at 15 automatically.I was thinking when it's orange color make the gate heal at 12 instead of 10 :v
judging from this, it will not make sense to be a big clan, it will make sense to have more clans, in order to have less multiplayer, this means that you want to have more fame, then your clan is more vulnerable, if you want to have less fame but stable, then a smaller clanI had a cool idea, in the game you need to make a dynamic drain / repair multiplier, let's say the clan has 10 gates and the multiplier reaches x5 (as an example +0.5 or more to the damage multiplier for every + gates belonging to the clan), then smaller clans will be able to equalize the number of gates possible
Yes, that would be true.But only for clans that own multiple and high yield at the same time I guess?
The new conflict schedule will remain for now. This is also what the majority of players wanted@Highway the 20:00 - 22:00 vulnerable phase just ended here in Asia and it says the next phase is within 3 hrs. I thought the 5-phase thing is only tested within this weekend. Will it revert the previous(or new) vp time at 12 midnight?
slaveryThe new conflict schedule will remain for now. This is also what the majority of players wanted
If you go back on page 1 of this thread, you will see that multiple conflicts phase is the only feature that was the most requested. By everyone.How do you know its the majority that wanted it? just by forum replies? genuine question
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You do realize that not everybody that plays the game is active on forum right?If you go back on page 1 of this thread, you will see that multiple conflicts phase is the only feature that was the most requested. By everyone.
It should take a minimum of 5 minutes to drain an excellent Site. This will encourage more battles for the Site.What solution are you planning to do for them?
I hate the new dv gates, they are so unnecesary. Defenders can just cover the gate if they outnumber the attackers, and if the attackers are not enough to kill them (most of the cases), they are forced to leave the map so what was the point of adding this dynamic at all? @Highway¿De qué sirve defender ahora si los enemigos solo van a morir en un portal infinitamente usando un tanque dino, van una y otra vez, y otra vez a morir por un portal? y los defensores no pueden hacer nada contra esto, los que tienen portales nunca dejarán portales al 400% o 200% ya que los portales son indefendibles.
in fact, the majority did not want there to be phases of conflict.If you go back on page 1 of this thread, you will see that multiple conflicts phase is the only feature that was the most requested. By everyone.
nop, they just wanted oneI honestly thought devs planned there to be 3 from the very beginning of this update(conflict phases).
It takes 2 minutes to empty the portal and 1H of conflict, it is simple to go die for 5 minutes and take a portal, you cannot defend it even if it is 10vs3It should take a minimum of 5 minutes to drain an excellent Site. This will encourage more battles for the Site.
Attackers will not just walk into the circle and instantly drain it in less than 120 seconds. And defenders can actually defend it.
But it will be balanced out with the help of alliance from other maps to send in back upIt takes 2 minutes to empty the portal and 1H of conflict, it is simple to go die for 5 minutes and take a portal, you cannot defend it even if it is 10vs3