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Feedback Thread · Endgame Part 3 Open PTR Test

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ThiagoXDestruidor

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@Highway @Alewx

See, I think that spawning only in the central portal in the attack phases is very easy to defend. Just take all the portals and gather your entire clan in the safe portal. If you want to bring this idea, it would be better not to only revive in the Dinoville portal and go to the neutral portal, you could bring back the mechanic of being reborn in the portal closest to death available as in the past.

Second point, I liked the part about the boosters and how they are based on the percentage of the total attribute that the player is using, and I thought the amount of Dino Dollars was good.

I see that they changed the lives of certain dinos, and you will notice that brachy and anky will still be the main dinos even after the 4% nerf is not much.

OBS:I noticed that you want to centralize things around Dino Dollars, that's great, but there is a catch, which is the way they are currently acquired, but this conversation could be for future updates.
 

DalekRaptor

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Note: We plan to adjust the dollar pricing for the gates so that its more dependend on the ranger level. This is to make the costs the same regardless on what map you play. The pricing will be similar as before when you compare it to the map to your matching level.
What is the point about this? more slavery? do you don't understand players don't like to be forced to hunt more?

A same price for all the maps is a good idea, but not the same that have Maujak Mountains. 1000 dinodollars would be fine for example; that makes 1 trash item = 1 tp or respawn
 

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Implemented that sites are only usable for travel and rescue when they are not vulnerable or attacked.
This is a bad idea, the sites must be used when they are vulnerable. Otherwise (as other players pointed out) the enemies would camp at the dinoville's sites and will be hard to respawn or even reach some zones because the maps are linear
 

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i even can't resapawn on dinoville's sites, i'm not sure if this is a bug or this is intendeed 1710552000153.png
 

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I don't see the time counting down anymore

edit: but im checking before i bug reports
 

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Again, the update is meant to destroy alliances, and adding a system that favors them would be hypocritical from the dev's part
I believe that if they were to remove ally, the game would no longer make much sense as it would be an infinite war of clans against clans, an "every man for himself".
I published this issue a while ago, but there was no repercussion that this current post had.
Several players I believe also liked the idea, and like in the dd quest for income we were able to exchange with the public's idea. I believe that this topic also has the same possibility because I saw a very relevant reaction from the community on the subject.
 

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Screenshot_5.png


The placement of aggressive mobs in this area near the market is not convenient.

Immediately after teleporting to this Travel Gate, I get attacked by mobs.

The market area should be a safe place against aggressive mobs. They need to be removed.
 

Highway

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View attachment 47296


The placement of aggressive mobs in this area near the market is not convenient.

Immediately after teleporting to this Travel Gate, I get attacked by mobs.

The market area should be a safe place against aggressive mobs. They need to be removed.
That is still on our TODO to adjust all the maps spawn areas and collision etc.
 

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I believe that if they were to remove ally, the game would no longer make much sense as it would be an infinite war of clans against clans, an "every man for himself".
I published this issue a while ago, but there was no repercussion that this current post had.
Several players I believe also liked the idea, and like in the dd quest for income we were able to exchange with the public's idea. I believe that this topic also has the same possibility because I saw a very relevant reaction from the community on the subject.
The game is supposed to be like that, players created this alliance system on their own, making the game very very slow and boring. You join a clan, reach level 55, get sheriff, sometimes do a war or two which doesn't last long, and back to staying afk all day waiting for something to happen. People got lazy and way too comfortable with this alliance mindset, any changes made against it of course are seen as bad.
 

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Yes its a bug. Just find the issue and fixed it. PTR update is coming in a few minutes
 

Luka Patajac

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Also why are you making even taken by dv gates, permantent dv gates outside of dv and already reclaimed gates impossible to teleport too when we are dead?
 

Highway

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Also why are you making even taken by dv gates, permantent dv gates outside of dv and already reclaimed gates impossible to teleport too when we are dead?
its a bug that is fixed on the new PTR:
 

- T R I G G E R -

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Also why are you making even taken by dv gates, permantent dv gates outside of dv and already reclaimed gates impossible to teleport too when we are dead?
They need to realize, by not allowing us to respawn at gates that arent hit, they will kill their game. Nobody wants to run from DV everytine they get killed, or spawn on a nuetral camp to be killed by enemies camping it. L idea
 

VENOM661

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why all gates and claims are protected by DV what is our job if all gates and claims are protected by DV?
 

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Dinoville taking almost 90% of the Site in a map is a bit agressive.

I understand that it works in relation to the Town Hall applications of each specific server.

But really we're finding ourselves with little Site to capture here.

I am assuming it's going to be way worst on the Live servers, since DV will not release tower easily and that might demotivate players (who already have Sheriff) from even trying.

Unless I've missed a key information, that's how I think it might play out.

And now you will have a situation where there's less tower to defend for the defenders against a small group of attackers who will be outnumbered.

So really, it's a net negative.
 
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yewhuiyuan

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Could we just have 4 DV buildings (dont need for claims to be taken by Dv) around each map . This goal is just to make sure drainers dont get spawn killed by mapholder whenever drainers use the dv buildings
 

ThiagoXDestruidor

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Dinoville taking almost 90% of the Site in a map is a bit agressive.

I understand that it works in relation to the Town Hall applications of each specific server.

But really we're finding ourselves with little Site to capture here.

I am assuming it's going to be way worst on the Live servers, since DV will not release tower easily and that might demotivate players (who already have Sheriff) from even trying.

Unless I've missed a key information, that's how I think it might play out.

And now you will have a situation where there's less tower to defend for the defenders against a small group of attackers who will be outnumbered.

So really, it's a net negative.
I don't think so, this would make clans have to be active during the attack/defense period and would not allow inactive clans to have portals.
 

Pleiadian

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I don't think so, this would make clans have to be active during the attack/defense period and would not allow inactive clans to have portals.
Alright, let's have a scenario.

1 enemy clan— 8 players
5 allied clan holding all maps— 7-8 players.
1 map have only 5-6 Site that are not DV owned.

The attacker gets steamrolled against the defenders. Unable to capture anything.
 

NachoTaco

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The update is good and all but the fact dv takes 90% of every single map kinda ruins everything

Dv gates should be removed or atleast give them a timer or something cause theres not many gates for players to take and i dont think the ptr player base is that small to have 4 sites available in every single map
 

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the maps are bugged outttt. can't attack or drain. permanent vulnerable state though
 

Highway

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The buildings are claimed by DV to scale to the population of the server to have comparable scenarios between each server. It should help to make the fights more interessting as the players per building should have a good balance. Nothing is more boring to attack or defend a building when not enough players are avaible vs the building count.

To scale the amount of buildigns the most fitting metric is the townhall which uses the fame earned from the buildings.

Alright, let's have a scenario.

1 enemy clan— 8 players
5 allied clan holding all maps— 7-8 players.
1 map have only 5-6 Site that are not DV owned.

The attacker gets steamrolled against the defenders. Unable to capture anything.
Well thats the same issue if all the buildings would be open and the defending clans vs the attacking clans are very uneven.
 

yewhuiyuan

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The buildings are claimed by DV to scale to the population of the server to have comparable scenarios between each server. It should help to make the fights more interessting as the players per building should have a good balance. Nothing is more boring to attack or defend a building when not enough players are avaible vs the building count.

To scale the amount of buildigns the most fitting metric is the townhall which uses the fame earned from the buildings.



Well thats the same issue if all the buildings would be open and the defending clans vs the attacking clans are very uneven.
But in the future the conflict phase is 2 cycle and 2 hrs each with only 5+ gates open what are we supposed to do if we capture them within 45 mins and the rest of the phase what are we gonna do?
 

-l-Lucho-l-

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Es una mala idea que dinoville adquiera la mayoría de edificios, las guerras no serán divertidas, se acabaran muy pronto. Los jugadores poseedores de los edificios pueden campear más fácilmente las zonas para matar al enemigo cuando reviva.

Me decepciona bastante esta nueva actualización en general, es innecesaria, deberían invertir su tiempo en mejorar los eventos, todos los años los mismos eventos es bastante aburrido, monótono.

DS tiene mucho potencial, muchas cosas por mejorar, las guerras como las conocemos me gustan, pueden mejorar sí, pero es un cambio muy drástico lo que quieren implementar con esta nueva actualización, el PTR es muy diferente a los servidores en vivo. Están creando un nuevo juego, no están intentando mejorar DS, la esencia de DS se está perdiendo.

Muchos jugadores no les gusta hablar por el foro, no les gusta o les da pereza, DS tiene una comunidad pequeña comparada con otros juegos, la gran mayoría no esta activa por el foro. Mis amigos, conocidos de mi servidor Am1, les decepciona bastante esta nueva actualización, las guerras estaban * bien*, podrían mejorar si, pero era divertido, Matar/drenar en MM a diferente horario, el factor sorpresa de atacar a cualquier hora es bastante divertido, tendrá sus pros y contras el anterior sistema de guerra, pero estaba bien, comparado a los eventos (todos los años los mismos sin ningún cambio), tantos años sin nuevos dinos, armas, el mapa lineal, etc

En general, tantas cosas por mejorar en DS y decidieron cambiar el sistema de guerras, estaba *bien *, comparado a las demás cosas. Me desanima tener que hacer todos los años los mismos eventos, muchos años sin tener un nuevo dino o arma, los cazarrecompensas en su momento eran muy GOD, deberían invertir su tiempo en mejorar el juego y no cambiando algo que esta * bien* comparado a lo demás.
 

A.k.a.s.h.i

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The buildings are claimed by DV to scale to the population of the server to have comparable scenarios between each server. It should help to make the fights more interessting as the players per building should have a good balance. Nothing is more boring to attack or defend a building when not enough players are avaible vs the building count.

To scale the amount of buildigns the most fitting metric is the townhall which uses the fame earned from the buildings.



Well thats the same issue if all the buildings would be open and the defending clans vs the attacking clans are very uneven.

I would like to know, it will be the same number of camps that will be taken by Dv in all 5 maps? And also, how many people it will be considerate to allow all the 13 buildings disponible?

I ask it cus if DV doesnt take the same amount of camps for all maps or the number of players that allows you take the entire mapa be just too high for a dead server, the game will encourage the union of members into a single clan, for example, today in many euro servers we have many clans with camps in one map, if DV take it, the players will search for the easily way to get fame (just natural, is the incentive they are receiving). You can say if you have a lot of clans, so you have a lot of player, but this isnt true, sometimes for svs less crowed have many clans but a reduced number of members in that clan. And every clan have their hour of activity, due to the difference between time (for some players is night, for other is daytime and etc...).



I also make an observation that if the number of camps taken by dinoville is different on each map, in theory it will be giving monopoly of elections to an exclusive clan
 
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Implemented that sites are only usable for travel and rescue when they are not vulnerable or attacked.
I understand why this change was made. Attacking sites was already used on live servers as a means of area control - to prevent your enemy from reaching a specific location on the map. But there was always an investment required to do so (Supply Charge). Now when attacking sites is free, players may as well run across the map and attack all sites anyway for area control. But I don't think that this means that we can just automatically lock the maps when the Attack Phase starts.

If the majority of sites belong to the players, players will be forced to spawn in a very limited number of locations. This means that the winning team can easily set up a trap for them, and spawn-kill them repeatedly. A small attacking group cannot do anything in that scenario. Depending on the random layout of sites owned by Dinoville and owned by the players, some sites may become significantly harder to defend and attack - it takes a very long time to walk the linear path wihout good placement locations for jump links. Leaving the proximity of that site as long as there are any dead players in the area would be very risky, as the defending player would need to traverse that long path all over again for one player that used a well timed Recovery Kit.

If the majority of sites belong to Dinoville, then being unable to travel to vulnerable sites isnt as detrimental to the players. Instead it significantly limits the ability for the players to choose their attack strategies (expanded on further down below). Additionally, it is very discouraging when a site you fought over gets randomly selected to be taken over by Dinoville, when other sites remain with their owners and they can upgrade the yield of those sites for the next day.

I believe it is better to keep the site travel and rescue mechanics as they are on the live server. Players should be able to travel and spawn at vulnerable sites, but not at attacked sites.

The buildings are claimed by DV to scale to the population of the server to have comparable scenarios between each server. It should help to make the fights more interessting as the players per building should have a good balance. Nothing is more boring to attack or defend a building when not enough players are avaible vs the building count.
The less sites are available for takeover for the players, the harder it becomes to successfully finish an attack on any of them. It is significantly easier to win some sites as a small attacking group in a map with 13 sites available than as a large group in a map with 4 sites available (against a larger defending force). If everyone is forcefully swept into the same areas, the game becomes a lot less strategic. Players can't try any surprise attacks and take over a gate by remaining unnoticed during the chaos, if the chaos cannot occur due to the lack of available sites. Attackers don't have enough room to try to divert the defender's attention from the sites they want to take over for themselves. Those types of attacks prove very effective on the live servers and they are very far from boring.

What you are proposing instead is an all-out battle. Where both sides gather all their forces in the very limited space they are provided with. There isnt much room for strategy, it is purely a battle of numbers. And while the huge battle may be fun, if your group is smaller and you keep losing it, it becomes very boring in the long run.

Also a small mention - by limiting the number of sites that can be attacked, at the same time the amount of gameplay gets limited. If all sites get taken over before the Attack Phase ends, there will be simply nothing left to do. Players also enjoy big numbers - it purely feels much better to fight over 13 sites than 3.

To scale the amount of buildigns the most fitting metric is the townhall which uses the fame earned from the buildings.
Townhall activity isn't really an ideal metric to estimate player activity on the server. A significant amount of active players do not participate in the majority of elections and there are numerous reasons for this behavior.

Some of them have already won sheriff and t-rex, so they would rather not participate and leave the seats open for other players (instead of directly competing with them). Those players are generally not interested in the Townhall at all, but they will still attack or defend sites for their clan members. It is still important for them to keep sites with their clan (so that their friends and clan members can win) but they stopped taking fame.

Even some players that show interest in interacting with the Townhall do not participate in a majority of elections. Getting fame can be a lengthy process, especially for the higher tier elections. Many players could participate in the low tier elections each week but they choose not to "waste" their fame and instead collect it for later. Gathering fame may take weeks or months for some players, but they are still very interested in the Townhall. On a given week they may be only e.g. 20 players that joined the Townhall, but at the same time there were another 40 players that were gathering fame for the next weeks. And while this week's winners try to regenerate their fame and stop participating for a while, others come to take their place. This means that the number of players that joined the Townhall on any given week is significantly lower than the total number of players that are collecting fame and will want to join elections eventually when they feel that they have enough of it.
 
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