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AFK drain/heal + Multis are killing the game!

_Leonardo_

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@_Leonardo_ The adrenaline buff would only be enabled when a player is present in these moving/random zones. So they will get an easy target if they dont move. In addition we could shorten the adrenaline buff duration time.

This is another point that most people will agree on.

Today, with how long the adrenaline buff lasts, it’s possible to run from one portal to another using a resistance set.

I also agree that this duration should be reduced, so that as soon as the player leaves the portal area, they lose the buff.

In MMJ, some players are able to run around the map attacking portals, getting the buff, and just farming 2–4 players without dying, which isn’t very hard when your damage is increased and the damage you take is reduced because of the adrenaline buff.
 

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What about random smaller areas around the site perimeter that are changing every x seconds or moving constantly. In these areas players must be inside to drain/heal. The old area around the site will not used anymore. This should keep players engaged and can not drop an AFK multi account just at the site location.
Personally, I don't like the idea. It would only cause more senseless chaos in sites battles.

I mean, if the red zone is reduced or expanded, it will only cause the entire battle to be concentrated in a small area, which will be visually awful. It would also cause people to randomly lose or gain the buff if they don't position themselves well.

Also, over time, people will realize that it is better to stay close to the building and will remain there. That will not solve anything.
 

OrionZG

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The idea of the beacons was good, but I would add the option that the beacons give you an adrenaline rush when you destroy them.


Or instead of beacons, bandits.

Another similar idea: a circular effect or small area could appear randomly around the perimeter of the site, which players must move to in order to collect it (not by clicking, but with the dino). When you position yourself in that circular effect, you activate the adrenaline or drain. Obviously, the adrenaline effect would be shorter in duration in order to work well.

🤓 I hope you understand the idea.
 

Highway

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Also, over time, people will realize that it is better to stay close to the building and will remain there. That will not solve anything.
I think the idea was misunderstood. There will be no area around the site anymore. Instead single or multiple random areas in visible range from the site that players need to catch to drain/repair/adrenaline buff their way.
 

OrionZG

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I think the idea was misunderstood. There will be no area around the site anymore. Instead single or multiple random areas in visible range from the site that players need to catch to drain/repair/adrenaline buff their way.
Ohhh, if that's the case, then it's not a bad idea. I like it.
 

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The idea is great, @Highway , but I think it would create a big problem that favors players who are draining or defending normally in a portal. The game is practically dominated by Anky and Shows/Gatling and Centrosaur, we already use (myself included) this to gain a small advantage and prevent the opponent from entering the portal and getting buffs.

I still much prefer my idea of the Golden Bandits.
 

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The idea is interesting for situations where there are major conflicts over a zone, but in the scenario where a clan owns only one portal, sets it to level 4 (76,800 HP), and then leaves, spending 30 to 40 minutes having to move around without any battles would be extremely boring. :sleep:
 

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The idea is interesting for situations where there are major conflicts over a zone, but in the scenario where a clan owns only one portal, sets it to level 4 (76,800 HP), and then leaves, spending 30 to 40 minutes having to move around without any battles would be extremely boring. :sleep:

That would be another problem caused by the absence of conflict between allies, or by the lack of attackers. It wouldn't be a bad idea to address that issue, taking advantage of the fact that they are going to modify the sites.

In other words, we need to encourage more combat between clans.
 

OrionZG

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That would be another problem caused by the absence of conflict between allies, or by the lack of attackers. It wouldn't be a bad idea to address that issue, taking advantage of the fact that they are going to modify the sites.

In other words, we need to encourage more combat between clans.
We don't need to restructure all that, we just need to add a board of objectives or clan quests, such as:
  • Drain x amount of buildings per day.
  • Steal fame.
  • Get x amount of fame from another building.
If these objectives are achieved, the clan could receive small temporary buffs such as PvE or PvP, or clan DDS.

The idea is to “encourage” them, but without forcing them. It's just so clans know they have the option to fight and have fun whenever they want.
If they're friendly wars, there's nothing wrong with that. The game practically automates and encourages conflict through objectives, and that's the point. Have action and fun.
 

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We don't need to restructure all that, we just need to add a board of objectives or clan quests, such as:
  • Drain x amount of buildings per day.
  • Steal fame.
  • Get x amount of fame from another building.
If these objectives are achieved, the clan could receive small temporary buffs such as PvE or PvP, or clan DDS.

The idea is to “encourage” them, but without forcing them. It's just so clans know they have the option to fight and have fun whenever they want.
If they're friendly wars, there's nothing wrong with that. The game practically automates and encourages conflict through objectives, and that's the point. Have action and fun.
I totally agree because right now , in some servers everything is monopolized and controlled by the alliances (both gates and elections turns) so they don't have any reason to fight since its all controlled by them
 

_Leonardo_

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The idea is interesting for situations where there are major conflicts over a zone, but in the scenario where a clan owns only one portal, sets it to level 4 (76,800 HP), and then leaves, spending 30 to 40 minutes having to move around without any battles would be extremely boring. :sleep:
[/CITAR]
Maybe, if the portal stays for more than 3 minutes, for example, without providing the defender effect to any player, the drain rate could increase drastically in those cases? Something like -200 or even higher.

Because in AM1 they do this as well: they take a portal that has fallen to Dinoville, set it to level 4 HP, and then abandon it, leaving us to recapture it, draining -18 per phase for more than 4 phases...
 

LEVIATHAN GRANDZILLA

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@_Leonardo_ The adrenaline buff would only be enabled when a player is present in these moving/random zones. So they will get an easy target if they dont move. In addition we could shorten the adrenaline buff duration time.
Sounds legit as long as not to make attack/defend sites mechanism more complicated highway cuz veterans can adapt quickly but can't say same for newbies who are new to game. It must be easier for them to grasp new mechanism.

I would say make it more balanced and convenient for both attackers/defenders regarding their clan sizes so both sides have equal advantages than the current mechanism if you are planning to change it.
 

Xx EL LOBO xX

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We don't need to restructure all that, we just need to add a board of objectives or clan quests, such as:
  • Drain x amount of buildings per day.
  • Steal fame.
  • Get x amount of fame from another building.
If these objectives are achieved, the clan could receive small temporary buffs such as PvE or PvP, or clan DDS.

The idea is to “encourage” them, but without forcing them. It's just so clans know they have the option to fight and have fun whenever they want.
If they're friendly wars, there's nothing wrong with that. The game practically automates and encourages conflict through objectives, and that's the point. Have action and fun.
Adding objectives like that would not be enough to encourage real fight, people would just make other clans or drain their ally gates to achieve them
fun of the game comes from pvp and clan wars, this is why people want to reach max level. but the game has been lacking a lot of that in recent times, i think its time to bring back big wars like there used to be in the game
 

OrionZG

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Adding objectives like that would not be enough to encourage real fight, people would just make other clans or drain their ally gates to achieve them
fun of the game comes from pvp and clan wars, this is why people want to reach max level. but the game has been lacking a lot of that in recent times, i think its time to bring back big wars like there used to be in the game
Requirements could be established to access the objectives table, such as clan activity time, number of players, etc.
And more specific objectives could be established to continue encouraging combat, for example:
  • Attack X number of players from a specific clan.
  • Drain X amount of resources from a building.
  • It will also depend on the rewards if you complete everything or slight penalties if you don't.

The ego of large clans will compel them to compete with each other for those rewards.
 

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What about random smaller areas around the site perimeter that are changing every x seconds or moving constantly. In these areas players must be inside to drain/heal. The old area around the site will not used anymore. This should keep players engaged and can not drop an AFK multi account just at the site location.
Ah nice, beside fighting 15 allies we need to stand in a specific circle as well. What a great idea.
 

Xx EL LOBO xX

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Requirements could be established to access the objectives table, such as clan activity time, number of players, etc.
And more specific objectives could be established to continue encouraging combat, for example:
  • Attack X number of players from a specific clan.
  • Drain X amount of resources from a building.
  • It will also depend on the rewards if you complete everything or slight penalties if you don't.

The ego of large clans will compel them to compete with each other for those rewards.
I get the point, but the problem is having kind of 'challenges' to complete is very easy to farm passively just like how some players farm kills or drain points, this would happen too... If clans could drain others without caring about being expelled from their gates maybe it could work but not in the actual state of the game bcs as long as elections are monopolyzed no one will ever want to truly attack first xd
 

OrionZG

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I get the point, but the problem is having kind of 'challenges' to complete is very easy to farm passively just like how some players farm kills or drain points, this would happen too... If clans could drain others without caring about being expelled from their gates maybe it could work but not in the actual state of the game bcs as long as elections are monopolyzed no one will ever want to truly attack first xd
Naturally and optionally, they will have to do so, otherwise you will receive disadvantages for your clan.
 
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Xx EL LOBO xX

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And also, solutions that keep changing the game and adding different systems are a bit unnecesary because they dont address the REAL main issues which i listed from most important to least but they all contribute to the same problem that is afk draining

1. Irrelevancy: why even try to defend myself from defenders if i know i wont take or hold the gate? maybe they are not even the real gate holders, if they steal your buff you cant do anything about it and they still take the gate that shouldve been yours

2.Multiaccs: people can long in 2 accounts, using or not using certain programs, to heal/drain faster. every player knows about it atp and it needs to be fixed

3. Unbalanced implant: Reflection is too op, almost every player uses it at this point it is as important as vitality but it also inflicts half of the received damage, its even more op paired with centro and dino reflection. EVERY single player that afk drains runs weapon and dino reflection, and they might even heal but not fight back, because giving defenders extra power would just get them killed faster

4. Bypassing/inactivity: in most servers alliances add more clans as gate holders to bypass the draining rate. this isnt even necessary in servers like eu2/eu3/eu4 and asia because dv does it by itself and draining gets very slow which leads to player/clans draining throught many phases but once the allies are more they just outnumber the attackers.
 

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@Xx EL LOBO xX I loved your comment; it summarizes the main problems with the game today. Especially number 2: multiple accounts.

The game should implement an automatic ban system, as I mentioned before:

- I also propose that, since there's already a system to log out an account when you log into the SAME SERVER with two accounts simultaneously, this system should be used to have an "automatic" ban, initially for one day (since there can be errors), 14 days, 2 x 30 days, and then permanent.

- The message that should appear would be something like: "You used two accounts on the same server and therefore received a one-day ban. If you believe this was a mistake, please contact support."

- I'm proposing this because the system ALREADY EXISTS. I imagine it wouldn't be that difficult to bypass this system, but this would already greatly reduce AFK drain/heal.
 

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Burada başka bir konuya değinmek istiyorum : makro sorunu . Oyunun buna bir çözüm bulması gerekiyor . Bir oyuncu 1 saniye içinde belirli bir sayıdan fazla tıkladığında , sistem onu otomatik olarak oyundan atmalı . Bir oyuncu bu eylemi çok fazla tekrarlarsa , hesabı kısa süreliğine yasaklanmalı .
 

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Burada başka bir konuya değinmek istiyorum : makro sorunu . Oyunun buna bir çözüm bulması gerekiyor . Bir oyuncu 1 saniye içinde belirli bir sayıdan fazla tıkladığında , sistem onu otomatik olarak oyundan atmalı . Bir oyuncu bu eylemi çok fazla tekrarlarsa , hesabı kısa süreliğine yasaklanmalı .
That will be resolved in the next version, you will not be able to issue inputs faster than a normal person can do :)
 

LEVIATHAN GRANDZILLA

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I think the idea was misunderstood. There will be no area around the site anymore. Instead single or multiple random areas in visible range from the site that players need to catch to drain/repair/adrenaline buff their way.
Basically endurance attributed superiority and rainbow cakes over other attributes.
 

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What about random smaller areas around the site perimeter that are changing every x seconds or moving constantly. In these areas players must be inside to drain/heal. The old area around the site will not used anymore. This should keep players engaged and can not drop an AFK multi account just at the site location.
This idea sounds good on paper, but it doesn’t really work with the current setup. In practice, it would significantly increase the tedium of draining and healing sites for all players. Chasing circles every few seconds for anything longer than ~2 continuous minutes is likely to become very frustrating, and that frustration would only compound with every additional site that needs to be healed or drained during the day.

Can anyone say in good faith that they would enjoy moving nonstop between specific areas, with nothing to do, for multiple hours at a time? This issue would be especially noticeable when there are no enemies nearby and you’re simply stuck chasing circles alone. The game involves a lot of waiting nowadays, there are already many complaints about the static gameplay that involves a ton of standing around doing nothing. This change would add fuel to this fire under the current circumstances.

A second major issue is that attackers would still be forced to keep chasing these areas even while under pressure from defenders; otherwise, they would stop making progress on the site altogether. If attackers aren’t actively damaging the site during a fight, they cease to be a real threat. Defenders could repeatedly harass them to disrupt their positioning, effectively prolonging the site’s lifespan, and then heal it back up once things calm down. (While a similar argument could be made for healers to some extent, attackers are the active party: they initiate conflicts and are expected to apply constant pressure. As a result, they would bear the brunt of this burden)
 

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@Highway, I was thinking about this and came up with an idea…

Would it be possible for the player to receive an “AFK” effect, similar to the reflector implants, which generate an effect icon displayed above the health bar?

While this effect is active, the player would not receive the attacker/defender buff, even if they are inside the portal.

The activation of this effect should be discussed, but I was thinking it could be triggered after X seconds without the player performing any in-game actions.

I think it would be ideal to combine this idea with the one you just mentioned, to minimize as much as possible players using multiple accounts to drain/heal.
It would be avoided just by using auto-clicker which would click on a place and character would move in circles
 
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