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Hey Europe 1, how are you doing 🤣

LEVIATHAN GRANDZILLA

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also to reply to emha ( :D ) the only thing that is abused is the multi accounts he has View attachment 50152
But you're ally is too innocent for that right, they are angels and they were born yesterday and just learnt how to walk without needing their father's help (not me) 🤓👆
 

DarkMyth.

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You called this type of draining rewarding just because you dont have good enough sets to prevent build loss tho only reward i see i build and some 1k fame thats inside it.

This game always had multiple types of dinosaurs and now because specific one of types: tanks is here played on way tanks are played you don't wanna invest in equipment to combat them more instead you want devs to do something about said tanks for you.
You keep missing the point. This isn’t about people lacking sets, and it’s definitely not about fame. I don’t care what you earn from a building if you actually fight for it
What’s laughable is calling it strategy when you’re just being a wall with a health bar, AFK draining like you’re contributing. That’s not PvP

And we haven’t even started on how many are using alt accounts to AFK drain or heal gates on both sides. If anything’s breaking the game, it’s that
 

EmHa69

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You keep missing the point. This isn’t about people lacking sets, and it’s definitely not about fame. I don’t care what you earn from a building if you actually fight for it
What’s laughable is calling it strategy when you’re just being a wall with a health bar, AFK draining like you’re contributing. That’s not PvP

And we haven’t even started on how many are using alt accounts to AFK drain or heal gates on both sides. If anything’s breaking the game, it’s that
What I really can't understand is, what is your ideal solution to this "problem"?
 

DarkMyth.

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What I really can't understand is, what is your ideal solution to this "problem"?
I’ve already suggested solutions and so did others, you just didn’t bother to read them
If you’re actually interested in fixing the problem, suggest something yourself instead of just pointing fingers and acting lost

 

EmHa69

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I’ve already suggested solutions and so did others, you just didn’t bother to read them
If you’re actually interested in fixing the problem, suggest something yourself instead of just pointing fingers and acting lost

I'm not really "interested" in fixing the "problem" because I feel like the problem doesn't exist💀

it's my opinion tho, I understand that there are people with different opinions.

However, this problem here could be easily solved by increasing the drain rate, so that players don't have to stand 10-15 minutes in one place hoping they will get gate. Talking in general, not only for eu1, it's a reason why attackers mostly just stop attacking, because the attacking doesn't give you enough action + it doesn't reward you enough considering that you invest so much time just to get 1k fame. Best example for that would be eu3 or eu4, im sure u know the situation there.

Alone the "best" drain rate at 10 (or 11 gates idk) 160 for one player and 320 for 5 players (I think), at 160 it takes 38.000/160=237,5/60=3,95 minutes to take a gate. What are u gonna do for 4 minutes other than stand in circle, if someone comes to defend the gate, u can just hope that u survive until you take the gate because 4 minutes alone is enough for at least 5 people to come. This example is also at ideal conditions, most clans have 6-7-8 gates which makes the drain rate also much slower.

At 8 gates the drain rate is 104 I think, max at 200, 38.000/104=365,38/60=6,08 minutes for one gate. That's already half phase spent just for one gate and after you take it, the clan who's gate you took has slower drain rate anyways.

as I said, core problem WOULD BE the drain rate, if it was faster it would motivate defenders to actually defend gates (most people ignore when only one person defends, 2-3 same people keep defending all the time) and attackers would give more effort to take the gate because then it depends on effort, not only on time before someone notices and comes to defend the gate.

but even with this "genius" solution, people would still complain and call it unfair, so there's nothing we can really do about it. This forum is turning into personal problems topic, not an actual thing for devs to read n reconsider. Sorry for the roman written
 

Luka Patajac

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I'm not really "interested" in fixing the "problem" because I feel like the problem doesn't exist💀

it's my opinion tho, I understand that there are people with different opinions.

However, this problem here could be easily solved by increasing the drain rate, so that players don't have to stand 10-15 minutes in one place hoping they will get gate. Talking in general, not only for eu1, it's a reason why attackers mostly just stop attacking, because the attacking doesn't give you enough action + it doesn't reward you enough considering that you invest so much time just to get 1k fame. Best example for that would be eu3 or eu4, im sure u know the situation there.

Alone the "best" drain rate at 10 (or 11 gates idk) 160 for one player and 320 for 5 players (I think), at 160 it takes 38.000/160=237,5/60=3,95 minutes to take a gate. What are u gonna do for 4 minutes other than stand in circle, if someone comes to defend the gate, u can just hope that u survive until you take the gate because 4 minutes alone is enough for at least 5 people to come. This example is also at ideal conditions, most clans have 6-7-8 gates which makes the drain rate also much slower.

At 8 gates the drain rate is 104 I think, max at 200, 38.000/104=365,38/60=6,08 minutes for one gate. That's already half phase spent just for one gate and after you take it, the clan who's gate you took has slower drain rate anyways.

as I said, core problem WOULD BE the drain rate, if it was faster it would motivate defenders to actually defend gates (most people ignore when only one person defends, 2-3 same people keep defending all the time) and attackers would give more effort to take the gate because then it depends on effort, not only on time before someone notices and comes to defend the gate.

but even with this "genius" solution, people would still complain and call it unfair, so there's nothing we can really do about it. This forum is turning into personal problems topic, not an actual thing for devs to read n reconsider. Sorry for the roman written
Yea drain rate increase everyone again makes this scenario "we cannot get to gate in time" i can already see us going in circles here.
 

DarkMyth.

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I'm not really "interested" in fixing the "problem" because I feel like the problem doesn't exist💀

it's my opinion tho, I understand that there are people with different opinions.

However, this problem here could be easily solved by increasing the drain rate, so that players don't have to stand 10-15 minutes in one place hoping they will get gate. Talking in general, not only for eu1, it's a reason why attackers mostly just stop attacking, because the attacking doesn't give you enough action + it doesn't reward you enough considering that you invest so much time just to get 1k fame. Best example for that would be eu3 or eu4, im sure u know the situation there.

Alone the "best" drain rate at 10 (or 11 gates idk) 160 for one player and 320 for 5 players (I think), at 160 it takes 38.000/160=237,5/60=3,95 minutes to take a gate. What are u gonna do for 4 minutes other than stand in circle, if someone comes to defend the gate, u can just hope that u survive until you take the gate because 4 minutes alone is enough for at least 5 people to come. This example is also at ideal conditions, most clans have 6-7-8 gates which makes the drain rate also much slower.

At 8 gates the drain rate is 104 I think, max at 200, 38.000/104=365,38/60=6,08 minutes for one gate. That's already half phase spent just for one gate and after you take it, the clan who's gate you took has slower drain rate anyways.

as I said, core problem WOULD BE the drain rate, if it was faster it would motivate defenders to actually defend gates (most people ignore when only one person defends, 2-3 same people keep defending all the time) and attackers would give more effort to take the gate because then it depends on effort, not only on time before someone notices and comes to defend the gate.

but even with this "genius" solution, people would still complain and call it unfair, so there's nothing we can really do about it. This forum is turning into personal problems topic, not an actual thing for devs to read n reconsider. Sorry for the roman written
You start by saying the problem doesn’t exist, then write a whole essay proving it does, just under a different name

And no, increasing the drain rate isn’t the answer. That’s already been tested in multiple rates, where were you then? It didn’t make things more engaging, it just sped up low-effort draining and punished defenders who couldn’t rotate instantly
The current rate actually gives time for real fights to happen. The problem isn’t the timer, it’s how easily people bypass fighting altogether and still get rewarded. That’s what kills PvP, not the drain speed

So maybe instead of rewriting what's already been tried, look at what’s actually breaking the system: zero engagement, not slow math
 

Xx EL LOBO xX

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It is certain tanks have an advantage at draining but i think we cant agree on how to solve the problem. if the drain speed didnt increase with different dinos it is pretty obvious clans would try to use all brachi/ankys with health clothes because the main objective is taking the gate, not the pvp.

I believe, instead of adding a new implant, firstly we can nerf weapon and dino reflect, whose description says they reflect a 'bit' of damage but they literally reduce AND deal half of it.

and secondly, mechanics need to be adjusted. there is no point for drainers trying to defend themselves or use other dinos when they can receive damage from other clans (much more when the defender uses gatling) and their gate will get taken 2 phases after. Players drain for fun or for being annoying, not because they get value from it, unless the defenders left fame that is worth getting youself killed many times for.
 
Last edited:

xx-predator-xx

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I'm not really "interested" in fixing the "problem" because I feel like the problem doesn't exist💀

it's my opinion tho, I understand that there are people with different opinions.

However, this problem here could be easily solved by increasing the drain rate, so that players don't have to stand 10-15 minutes in one place hoping they will get gate. Talking in general, not only for eu1, it's a reason why attackers mostly just stop attacking, because the attacking doesn't give you enough action + it doesn't reward you enough considering that you invest so much time just to get 1k fame. Best example for that would be eu3 or eu4, im sure u know the situation there.

Alone the "best" drain rate at 10 (or 11 gates idk) 160 for one player and 320 for 5 players (I think), at 160 it takes 38.000/160=237,5/60=3,95 minutes to take a gate. What are u gonna do for 4 minutes other than stand in circle, if someone comes to defend the gate, u can just hope that u survive until you take the gate because 4 minutes alone is enough for at least 5 people to come. This example is also at ideal conditions, most clans have 6-7-8 gates which makes the drain rate also much slower.

At 8 gates the drain rate is 104 I think, max at 200, 38.000/104=365,38/60=6,08 minutes for one gate. That's already half phase spent just for one gate and after you take it, the clan who's gate you took has slower drain rate anyways.

as I said, core problem WOULD BE the drain rate, if it was faster it would motivate defenders to actually defend gates (most people ignore when only one person defends, 2-3 same people keep defending all the time) and attackers would give more effort to take the gate because then it depends on effort, not only on time before someone notices and comes to defend the gate.

but even with this "genius" solution, people would still complain and call it unfair, so there's nothing we can really do about it. This forum is turning into personal problems topic, not an actual thing for devs to read n reconsider. Sorry for the roman written
i know you are desperate to get buildings for your clan named nksf . how about asking devs to just give you buildings ? for now its pretty ok . 14 min attack phase 320 draining rate and u still take buildings. your problem is you or your alliance cannot keep them . that is what you need to talk about
 

DarkMyth.

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I believe, instead of adding a new implant, firstly we can nerf weapon and dino reflect, whose description says they reflect a 'bit' of damage but they literally reduce AND deal half of it.
The reflect issue you mentioned is valid, and I’d agree it could use rebalancing. But even with that fixed, it wouldn’t stop the core issue which is AFK draining or healing
 
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