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Feedback thread for the "Balancing Update"

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-MestreGui-

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O jogo está muito forçado para induzir os players a comprar; parece até que o único sustento dos desenvolvedores é isso. Fico desanimado em passar dias matando os mobs e droparem quase nada, alguma coisa ou outra.
 

Yasuo

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To make clear im not saying that it will fix issue, it will make it little bit better.

I'm not moderator, but i can suggest that with anky and yager you should try to fight in far range. Stun with anky then go away and use gun skills and try to stay in far range all the time. i stun with anky and i spam the weapons it's an okayish way to hunt im not complaining you feel me i was just annoyed about the droprate and gm faye said they are fixing it so its satisfying everything will be fine if they fixed it
 

- Venimeuse -

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with testimony and my experience on the game , i conclude that more the lvl of mobs is high , more the rate of drops decreased
 

serverus12

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Otro problema con la caza que veo es que los bandidos persiguen a los jugadores demasiado lejos, como si el rango de persecución fuera dos veces más largo cuando los jugadores tienen poca salud, lo que es muy frustrante y llama la atención de los jugadores y hace que la caza se vea horrible.
El rango de persecución debe reducirse.
es verdad estoy cazando bandidos ankys y dispar a unos desde muy lejos y se viene el otro osea estoy super lejos y aun asi se biene
 
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I am now 4 days without any response or comment about the damage from the mobs. :rolleyes:
Rex bleeding should be decreased like was on the "weekend" PTR (maybe also the burning); Also the porcentage efficience at parasaurolophus bandits' vulnerable should be reduced ; And the skill damage from the anky bandits' hammers also should be reduced. All this thinking they attack you in packs and doesn't stop attack when you engage with a group, specially on open zones where there isn't any wall for hide yourself. Or another option is make them they don't attack you in packs as on lower level maps such as gf, mokon and gv xd
 

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Rex bleeding should be decreased like was on the "weekend" PTR (maybe also the burning); Also the porcentage efficience at parasaurolophus bandits' vulnerable should be reduced ; And the skill damage from the anky bandits' hammers also should be reduced. All this thinking they attack you in packs and doesn't stop attack when you engage with a group, specially on open zones where there isn't any wall for hide yourself. Or another option is make them they don't attack you in packs as on lower level maps such as gf, mokon and gv xd
It is not the bleeding or the skills that are too strong, the base damage is that it is absurdly high (compared to the damage of the players). And this damage ends up raising the values of all abilities, just look at the table I did, a rex doing 245% damage or an anky with 400% damage (lol) don't seem normal, I just want to know if it was on purpose , because if it was, I will also want an explanation of where they got this value from. We will see this update, if I notice any difference I will update that table and I will do it until the day I receive an answer.
 

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The minions of the monster mobs in the Easter event.. such as the Monster Coleo's minion have the ability to travel far from the monster coleo.

The Monster Coleo spawn at Otis where the smilodons are (on the right side.) but the minions keep following players up until to where the level 55 Easter Event helper is.
 

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The minions of the monster mobs in the Easter event.. such as the Monster Coleo's minion have the ability to travel far from the monster coleo.

The Monster Coleo spawn at Otis where the smilodons are (on the right side.) but the minions keep following players up until to where the level 55 Easter Event helper is.
Same issue is with all mobs, when you are low on hp if they would like they would chase you to the end of map :/
 

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i saw that event bandits lvl 10 , drop lvl 15 skin :unsure: i was got length skin only but clothes are lvl 10 :sweatgrinning:
 

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@Highway @Alewx @Gruni why monstrous pachy has healing? its immortal bcs of it and its impossible to kill it!!!
"Removed outdated skills from easter monstrosities" ->

Should be fixed with yesterday's hot fix.


I am now 4 days without any response or comment about the damage from the mobs. :rolleyes:
We highly appreciate the time and investment you put into helping us improving the overall gameplay experience. And this does not solely apply to you, but to everyone who took the time to post constructive feedback on these forums!

While I can't give you the answers you ask for right now (I'm working on issues other than the actual unit balancing), I'm here to tell you that your concerns are being heard.

However, posts like your daily reminders, that don't contain new information, are simply not helpful. There are reasons why your issue hasn't had the highest priority (to the public). But ignorance or "not caring about the community" aren't among them. Slightly more important issues and the fact that not everyone is working on everything at the same time are just two examples.

So please, be patient and stay constructive.
 

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Quiero informar un error:

en las misiones para show "tootega" las misiones avanzan solo 1% mientras que antes de esta actualización avanzaban 2% 3%

Echa un vistazo capaz de que esto pase con todos los que dan misiones.
las turbas hacen demasiado daño

Otro punto sería mejor desbloquear nuevamente para todos según nuestro nivel de guardabosques los elementos nuevamente ya que todo comienza desde 0 o aumentar el avance de% a 5%
Dado que incluso las misiones se han vuelto aburridas con esta actualización más una por morir por las turbas sin violencia, casi no hay oportunidad de hacerlas.
 

S19

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I've noticed that I'm having to wait quite a long while for my health to regen in order to resume my hunt.- I would normally kill the mobs and then collect my drops, however even though after collecting my drops, I'm finding myself still waiting to get full health.

Since there's no downside in reducing the duration of Out-Of-Combat timer, maybe a reduction of 3 seconds would be benefit? because it's quite pointless and a waste of time to have to wait for the health to go full completely.
 

Agusdim

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I am one of the most critical players with the development team, and I have already demonstrated it throughout this entire stage that the balance update went through.
And the devs have always read me, I have no complaints, no feeling of being ignored.

For you, who is behind the screen, behind the code. Who wakes up early in the morning to go to the office or from home? no matter what. Who spent days and nights working, adjusting and correcting?
It was the development team, Thanks to all the members of that great team :love::love: From that part of the community that greatly appreciates your work and effort :love::love:
 

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Quiero informar un error:

en las misiones para show "tootega" las misiones avanzan solo 1% mientras que antes de esta actualización avanzaban 2% 3%

Echa un vistazo capaz de que esto pase con todos los que dan misiones.
las turbas hacen demasiado daño

Otro punto sería mejor desbloquear nuevamente para todos según nuestro nivel de guardabosques los elementos nuevamente ya que todo comienza desde 0 o aumentar el avance de% a 5%
Dado que incluso las misiones se han vuelto aburridas con esta actualización más una por morir por las turbas sin violencia, casi no hay oportunidad de hacerlas.
Si crees que esto es un error puedes informarlo en la seccion de bugs. Pero siempre las misiones dan 1%, 1% y 2%
 

Alewx

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Third day without a response or comment about the change in the damage of the mobs, anyway.

There have been some changes in today's update (March 24), by the changelog only the damage of the bandits' weapons has been changed, but I don't know why all sources of melee damage have also undergone some change. Therefore, I come here to update the damage table with the new values observed. Keeping the same conditions as the previous test.

New current value​
Increased damage (%)​
Parasaurus lvl 54
18970​
+252,34%​
Anky lvl 54
15575​
+306,07%​
Rex lvl 54
26009​
+146,78%​
Brontops lvl 54
11931​
+190,57%​
Smilodon lvl 54
20268​
+80,8%​

In order to avoid doubts or lack of understanding, the "damage increase (%)" is just to illustrate very clearly the difference between the values. And again, it is not so precise, I made these accounts in less than 5 min, if someone has more accurate values or has observed other damage values feel free to correct me.
The changelog of the 23. states that the damage was overall increased, while the 24. states the damage of the bandits is reduced. So i do not really see the reason for this?
 

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We highly appreciate the time and investment you put into helping us improving the overall gameplay experience. And this does not solely apply to you, but to everyone who took the time to post constructive feedback on these forums!

While I can't give you the answers you ask for right now (I'm working on issues other than the actual unit balancing), I'm here to tell you that your concerns are being heard.

However, posts like your daily reminders, that don't contain new information, are simply not helpful. There are reasons why your issue hasn't had the highest priority (to the public). But ignorance or "not caring about the community" aren't among them. Slightly more important issues and the fact that not everyone is working on everything at the same time are just two examples.

So please, be patient and stay constructive.
just want to say that the devs/gms have a history of handling communication with the players rather poorly and thats why people are concerned. they have voiced their complaints about the mob damage for several days now with no acknowledgement by anyone who has the power to do anything, apart from... reactions to posts that agree with devs. in the past we've gone weeks without information, and indeed didn't know a dev had left until i think a month or so after the fact. so yes, you might not like that people mention the same things over and over, but its a natural consequence of issues that have happened in the past.
 

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just want to say that the devs/gms have a history of handling communication with the players rather poorly and thats why people are concerned. they have voiced their complaints about the mob damage for several days now with no acknowledgement by anyone who has the power to do anything, apart from... reactions to posts that agree with devs. in the past we've gone weeks without information, and indeed didn't know a dev had left until i think a month or so after the fact. so yes, you might not like that people mention the same things over and over, but its a natural consequence of issues that have happened in the past.
You entered the forum on February 1, 2021.
As you say the past is the past, the devs were focused on other projects, they already clarified it. Last year they decided to talk about the future of Dino Storm and they told us that they would focus on this game. They did, throughout the DevShack we debated and talked with the developers about what we wanted, they listened to us and gave us a first sketch with the first phase of the PTR, there were bad things, we said them and after a week we had the changes, and thus in various phases of the PTR. Since before the update went live, nobody had complaints. It was after all these "new" participants arrived at the forum, who were totally disoriented or thinking that the changes were purely the idea of the development team, it is not like that. This update was made by those of us who participated in the PTR, and we debated our ideas in the forum.
 
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