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#14 Endgame Part 3 (Sites Gameplay)

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Czarna

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Why you focusing on brachi? Because it takes some time to die when attacked by 10 players? Can I ask u to use less damage weapon so I can last more longer? No right obviously u will use the gun which makes most damage same way! Don't say there isn't much efforts , maybe it looks less efforts because u hold way too many buildings than u shld be holding.
Defender doesn't necessarily mean a clan that holds multiple sites. A clan with 1 site is still a defending clan during the Vulnerable phase if they choose to try and fight for their site. Even if you own only that 1 site, you would still have difficulty in defending it against attacking brachis that don't fight back if they chose to attack your site repeatedly.

Do you really only want to take a few sites for one Vulnerable phase and then give them back during the next phase without trying to defend at all?
 

itzmee

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Defender doesn't necessarily mean a clan that holds multiple sites. A clan with 1 site is still a defending clan during the Vulnerable phase if they choose to try and fight for their site. Even if you own only that 1 site, you would still have difficulty in defending it against attacking brachis that don't fight back if they chose to attack your site repeatedly.

Do you really only want to take a few sites for one Vulnerable phase and then give them back during the next phase without trying to defend at all?
Yes it takes little extra seconds to get killed and that's the whole point there. We are way too less numbered compared to the number of defenders. Lots of times the owner of the clan doesn't come on time but their Ally come which is disadvantage to us but can't be done anything to it by us. Same way using any dino and gun is upto the players choice. It's way to childish to keep complaining on using a dino just because it takes little extra time to get killed. On the contrary can I ask defenders to use dino with lowest hp so we can kill easy?
 

itzmee

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Yes it takes little extra seconds to get killed and that's the whole point there. We are way too less numbered compared to the number of defenders. Lots of times the owner of the clan doesn't come on time but their Ally come which is disadvantage to us but can't be done anything to it by us. Same way using any dino and gun is upto the players choice. It's way to childish to keep complaining on using a dino just because it takes little extra time to get killed. On the contrary can I ask defenders to use dino with lowest hp so we can kill easy?
Defender doesn't necessarily mean a clan that holds multiple sites. A clan with 1 site is still a defending clan during the Vulnerable phase if they choose to try and fight for their site. Even if you own only that 1 site, you would still have difficulty in defending it against attacking brachis that don't fight back if they chose to attack your site repeatedly.

Do you really only want to take a few sites for one Vulnerable phase and then give them back during the next phase without trying to defend at all?
There is no way for smaller clan like us to defend the buildings from 100 players. Instead we focus on exchanging buildings so we lose the one we already have but get the other one by this it makes balance.

Balance how? Defenders have lot many PPL to help while attackers are less.
Next go for peace talks and clans which are having good power always deserves camps to hold. Why not give them back and go to peace. Defenders don't want to give the camps back that's the only point I can see here.
 

Alewx

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How would this work any example?
It would be a semi randomized factor that would change every x minutes and fluctate between a max and a min value to be multiplied to the regular drianing rate. but it would be a bit smoothed out and not completly be erradic.
That is at least the way i would plan it out.
 

Luka Patajac

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It would be a semi randomized factor that would change every x minutes and fluctate between a max and a min value to be multiplied to the regular drianing rate. but it would be a bit smoothed out and not completly be erradic.
That is at least the way i would plan it out.
would it be randomized per each conflict phase?
 

Hardwell

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It would be a semi randomized factor that would change every x minutes and fluctate between a max and a min value to be multiplied to the regular drianing rate. but it would be a bit smoothed out and not completly be erradic.
That is at least the way i would plan it out.
Ohh Soo like high map holding clan would get like 7-15 drain rate/7-9 heal rate randomizing in numbers,

Medium map holding clan will get 9-17 drain rate/10-12 heal rate randomizing numbers?

Low map holder idk maybe 11-20 drain rate / 13 - 15 heal rate randomizing numbers / rate??
 

Alewx

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Ohh Soo like high map holding clan would get like 7-15 drain rate/7-9 heal rate randomizing in numbers,

Medium map holding clan will get 9-17 drain rate/10-12 heal rate randomizing numbers?

Low map holder idk maybe 11-20 drain rate / 13 - 15 heal rate randomizing numbers / rate??
not really, lets say we want to quarter and quadruple things as maximum and minim values.

So that would meaning a building has every 5 minutes a change in the drain, so over time it would look like:
00 Minutes-20HP
05 Minutes-30HP
10 Minutes-40HP
15 Minutes-45HP
20 Minutes-37HP
25 Minutes-32HP
30 Minutes-25HP
35 Minutes-10HP
40 Minutes-05HP
45 Minutes-10HP
But that is just an example of how i imagine it.
 

Hardwell

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not really, lets say we want to quarter and quadruple things as maximum and minim values.

So that would meaning a building has every 5 minutes a change in the drain, so over time it would look like:
00 Minutes-20HP
05 Minutes-30HP
10 Minutes-40HP
15 Minutes-45HP
20 Minutes-37HP
25 Minutes-32HP
30 Minutes-25HP
35 Minutes-10HP
40 Minutes-05HP
45 Minutes-10HP
But that is just an example of how i imagine it.
And healing is fixed?
 

Hardwell

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Hmm in that particular case, not planned out so far :D
ig it should remain constant becuase if its randomized if defeat the purpose of the previous random drain power chart
 

itzmee

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Hmm in that particular case, not planned out so far :D
Bigger clans don't want to attack back just because they know smaller clans don't have the power to withstand the number of players they have. So they just want to keep defending the camps and make it difficult to take it in which we are back to square 1. Making it easy to drain will always bring peace as both attackers and defenders have something to lose while making it easy for defenders makes no better in the game as bigger clans have nothing to lose. Bigger clans in the sense other clans help the each other in order to make the attacker clan leave the game. More than the fun and enjoyment in the game , in eu1 ally has personal grudge on attacker clan(fekete) not to give the camps. That's their only moto.
 

Hardwell

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The above chart on random drain rate is alright ig... It can help prevent map trading due to its unpredictability.

I'm guessing a constant heal rate that changes depend on how many gate the clan hold is fine too.. but if during conflict phase when the current map holder start losing their gates and dropping to 1-2 gates they could go drain their allies gate if they are greedy or just lose and accept the lost of their previous gates... This would somewhat create a free for all battle?
 

NazzaFire

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00 minutes
not really, lets say we want to quarter and quadruple things as maximum and minim values.

So that would meaning a building has every 5 minutes a change in the drain, so over time it would look like:
00 Minutes-20HP
05 Minutes-30HP
10 Minutes-40HP
15 Minutes-45HP
20 Minutes-37HP
25 Minutes-32HP
30 Minutes-25HP
35 Minutes-10HP
40 Minutes-05HP
45 Minutes-10HP
But that is just an example of how i imagine it.
00 mins , -20 hp , how much hp the tower have?
 

NazzaFire

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Unchanged, it is only about the changing drainrate.
Would be also randomic even for 2,400 hp , 4.800 like -50 or -100 hp drain rate?
 

Alewx

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Would be also randomic even for 2,400 hp , 4.800 like -50 or -100 hp drain rate?
It would be smoothed randomness no matter the yield and hp of the building.

It could lead to situation where the building gets drained and in on the last few HP the drainrate gets so low that the defenders can turn the tide and save the building over time. but that is really just imagination.
 

Hardwell

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If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.

The low heal rate is already the risk for their big clan and big rewards in the tower.....

Using manual DD to upgrade yield will be better so if allies wanna trade they will think about the DD they invested in the building before blindly trading with no penalty.....


Idea: HP armor
Upgrading yield also increases armor hp on the tower.

Basic: no armor
Good: +700 armor (vanish after 15 mins)
Very good: +1000 armor (vanish after 30 mins) ---> 1 HR CONFLICT , x2 of duration for 2 hrs conflict
Excellent: +1300 armor (vanish after 45 mins)

With these hopefully people will upgrade their yield... and not see upgrading yield as that punishing......
 

Alewx

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If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.

The low heal rate is already the risk for their big clan and big rewards in the tower.....

Using manual DD to upgrade yield will be better so if allies wanna trade they will think about the DD they invested in the building before blindly trading with no penalty.....


Idea: HP armor
Upgrading yield also increases armor hp on the tower.

Basic: no armor
Good: +700 armor (vanish after 15 mins)
Very good: +1000 armor (vanish after 30 mins) ---> 1 HR CONFLICT , x2 of duration for 2 hrs conflict
Excellent: +1300 armor (vanish after 45 mins)

With these hopefully people will upgrade their yield... and not see upgrading yield as that punishing......
Is your armor pure HP extension?
 

Highway

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If the idea of different healing rates depending on the no. of gates hold + Higher yield = low HP gates in place i think it's too punishing on the defender/map holder.
The bulding HP would be a constant value regardless of the yield if we introduce a dynamic drain rate/repair rate based on the owned buildings of the clan. Its already an effort get the building to a higher yield by defending a building (sure only when you have attackers).
 

NazzaFire

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I have the idea to extend the drain rate for the attackers , for example -100 Hp , even if tower is 2400 ( Higher drain rate always for the higher fame/medals)
 

Highway

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Declare War
  • Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
  • Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
  • 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
  • Effects of clan in war can be extended if needed with other elements



This is really just a draft and might help to find better alternatives
 

Czarna

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There is no way for smaller clan like us to defend the buildings from 100 players. Instead we focus on exchanging buildings so we lose the one we already have but get the other one by this it makes balance.

Balance how? Defenders have lot many PPL to help while attackers are less.
Next go for peace talks and clans which are having good power always deserves camps to hold. Why not give them back and go to peace. Defenders don't want to give the camps back that's the only point I can see here.
But maybe there could be a way? The update is still a work in progress, the Devs are actively listening to the feedback. If players like you provide enough feedback about not being able to defend a couple sites that they took, things may change.

But instead you are asking for ways to make draining sites easier and quicker. I don't find that to be particularly fun. I would much rather see many battles for the sites with players engaged in combat everywhere than sites being lost quickly, often without a single proper battle. I feel much better each time my clan wins a site after a long battle than at times when I'm taking sites without any response from the defender. For me it's not about the result, it's about having as much fun combat as possible.

I don't think any big alliances would seriously complain if they felt like they deserved a loss (either because they played badly or the attacker was well prepared and strong). The massive wave of complaints came at the time when draining an excellent yield site took 2 minutes, while the drain rate was -20 and repair rate only +5. How was it supposed to be fun to defend at such a huge disadvantage?
 

NazzaFire

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Declare War
  • Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
  • Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
  • 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
  • Effects of clan in war can be extended if needed with other elements



This is really just a draft and might help to find better alternatives
Nice ideas
 

Luka Patajac

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
when you say building radius you refer to that circle around building right?
 

NazzaFire

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Some additional rough ideas to throw in to reduce the impact of ally side clans:

Adrenaline rush
  • Getting Attacker or Defender status grants a buff “Adrenaline” Buff to the player that runs for 5 seconds and gets reapplied automatically as long as the player is in the building radius
  • “Adrenaline” Buff grants the ability to always use the skills on max power only in pvp attacker vs defender
    • Will not deplete the regular max power bar
    • Heal task is not affected as it does not have a target
  • This buffs gives ally side clans less power and reduce their influence as they will not get the buff benefits
Declare War
  • Once a clan attacks a building (or even just a player) it will be marked to be in war with the owner clan for 24 hours
  • Being in war with a clan means that the clan can not use buildings from the clan in protected state (outside of conflict)
  • 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
  • Effects of clan in war can be extended if needed with other elements



This is really just a draft and might help to find better alternatives
I would also suggest a drain speed buff for all the attackers , according to the "adrenaline buff"
 
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