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PvP, Wars and Outlaws system

H O A R A H

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Hi everyone, I hope you're all well.

The current buff system and the large alliances formed on the servers have become an obstacle to PvP activity and wars within the game. As a result, many have been discouraged from playing, and the fun experience of duels and strategic wars has been erased, not to mention the social exclusion this causes.

The game has a lot of potential and basically everything in place to unlock greater PvP activity and clan wars, aiming for better rewards and fun for players.


In seeking to encourage conflicts, it would be good to discuss the following ideas: a cap on the number of players involved in zone disputes (in clan wars), officialization of alliances by setting limits on allied clans, a reward system for outlaws, and a challenge system for PvP duels. I will work on these points in this post.

1 - Mega alliances and the current buff system.

As has been widely discussed here on the forum, the current buff system needs to be changed, and this change could be made by a system that limits the number of players who can attack/defend a zone.

The idea is as follows:
before attacking, the attacking clan discusses internally how many members and allies will go into combat.

In this new system, they must
use the clan menu to define the exact number of attackers and allies(this number must be entered at each stage of the attack), who will be chosen by the leader, right-hand man, or officers. This will automatically display the number of available defenders and allies on the defending clan's panel.

For the defenders, the selection system is the same as for the attackers, and
the number of defenders will be given by the sum of the number of players attacking that clan (if there are multiple clans attacking). To initiate the attack, the attacking clan must choose the opposing clan(s) in Dinoville's Bar(in neutral phase).


Another important point, and for this to work well, there must also be a limit on allied clans, up to a maximum of 3 clans, chosen at Dinoville's Bar, thus limiting who can attack/defend the zones together.

Allied clans do not attack or heal each other's zones; they only engage in combat when a defined alliance is involved in the attack/defense within the zone.

For example: clan X wishes to attack clan Y, with 10 attackers and no allies, clan Y will automatically display on the clan panel the number of defenders (equal to the number of attackers) and no allies, or clan X chooses clan Y to attack with 5 members of its own clan, and 2 more allied clans (with this, the allied clans of both sides are allowed and required to define the number of attackers/defenders).

Remember that alliances must be previously defined in Dinoville and there will be a 7d penalty without allies if clans want to switch allies several times in the same week
.

(It would be very important that upon conquering a zone, the next vulnerable phase would remain under the control of the conqueror, in order to guarantee the fame rewards generated by the zone after combat, and thus encourage more attacks from both sides.If the defender manages to hold that vulnerable zone for 2 phases, they should also hold it for the next vulnerable phase.)


A very important point is that the drainage and healing rates of the zones must be equal and high to encourage quick combat and control, given that we have a vulnerable phase of 15 minutes.

2 - Official alliances

As mentioned, for cooperation between clans to occur, this must be previously defined in Dinoville's Bar, officially allowing only small alliances within the servers, ensuring that combat is on equal footing and that the best clan wins.

These alliances should be limited to a maximum of 3 clans.

For the purposes of clan warfare, a quick key to access the clan menu could be the "c" key. On this screen, there could be an "allies" tab to display the clan's current allies, as well as an "online members" filter in the clan menu to facilitate the selection of attackers/defenders.

3 - PvP and Outlaws System

We don't live by war alone; sometimes we just want a duel at sunset, one that brings duelist rewards, and a system that rewards us for capturing outlaws.

The idea would be to challenge any desired player to an official duel, without third-party interference, with a direct invitation. The 'duel invitation' item, which could be purchased from Lily Prata's shop for a low cost (similar to jumps) and sent to the desired player (like the candies from the Christmas event), would allow the players involved to decide the location and time of the duel, which must occur within a maximum of 24 hours. A duelist icon should appear on the left side where both players, if in agreement, should click 'ready' to formalize the duel. Clicking the icon should also bring up the option to reject the invitation, which will be returned to the sender.

From there we can think about unique rewards like titles, fame, skins, or clothing for winners. This would stimulate the pursuit of fame, to obtain crowns for invitations, and also the rewards would encourage Wild West-style PvP.

Another important point would be a reward system for hunting outlaws.

For this, the game could display an option on the left side of the screen, a skull that, when clicked, would reveal a mural with posters of players with their outlaw status and the corresponding reward, for example, dinosaur dollars + small amounts of fame. The amount of rewards would increase as the player with that status made more victims.
 
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H O A R A H

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Regarding the topics discussed and how this system would self-regulate in the game:

How will third parties not interfere in the wars? Simple, by applying fame production debuffs to "invading" clan zones in defined conflicts. In other words, even if clans form alliances outside the game and want to kill the attackers while they are moving across the map, their installation fame will be significantly reduced for 24 hours, and more zones will be taken by Dinoville (remember that the system does not allow interference in the war if the attackers and defenders are inside the zones, which guarantees fair combat within the zones even without buffs).

What will be considered an invading clan? All those who attack enemies or defenders whose clan is not listed for combat as previously decided in Dinoville and in the menu of the clans involved.

Anyone who intervenes will receive, in addition to the fame production debuff, the maximum status of fugitive, bringing great fame to the clan that defeats them.
 

H O A R A H

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I WANT FULL DOMINATION ALL MAPS ALL FAME dont suggest buff for attackers. I will call all allies log in and swap map upon 30% drain. Your idea is giving KOS a chance!
Read more carefully, I suggested removing the buff, and ending large alliances...
 

yewhuiyuan

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Read more carefully, I suggested removing the buff, and ending large alliances...
Look at am1 server there is BL4CK and MBK2 holding 0 gate but being part of alliance, this isnt even how ds alliance work anymore, its dictatorship. New comers to server are being taught drainers are seen as bad and troublemaker.
 

H O A R A H

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Look at am1 server there is BL4CK and MBK2 holding 0 gate but being part of alliance, this isnt even how ds alliance work anymore, its dictatorship. New comers to server are being taught drainers are seen as bad and troublemaker.
Considering this, why not fragment the alliances and remove the zone buffs? Improving PvP would be good alternatives.
 

xx-predator-xx

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the no alliances removes the game purpose "join or create a great alliance to defend your buildings". the attacker will decide how many of them will attack without annoucing the defender which will put the attacker in advantage always(the defender will waste time deciding who comes who's not coming etc). new duelist system is a shamble. easier would be pvp "tournaments" if you want rewards or a new building in dv where you can actually come with your friend, select "we want to pvp" and just do it(for the rewards". ALSO yes people stopped playing for different reasons than the ones presented by you. one of them being too many buildings being taken by dv on "inactive" servers. lets not forget that almost everybody has avatars on most of the servers and by this they're prioritizing on which server they invest more time(for ex i have avatars on every server but i will play mostly on the server that has an active war against my alliance/friends. if the war is on europe1 im online there without being active on europe2,3,4,etc).
 

H O A R A H

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the no alliances removes the game purpose "join or create a great alliance to defend your buildings". the attacker will decide how many of them will attack without annoucing the defender which will put the attacker in advantage always(the defender will waste time deciding who comes who's not coming etc). new duelist system is a shamble. easier would be pvp "tournaments" if you want rewards or a new building in dv where you can actually come with your friend, select "we want to pvp" and just do it(for the rewards". ALSO yes people stopped playing for different reasons than the ones presented by you. one of them being too many buildings being taken by dv on "inactive" servers. lets not forget that almost everybody has avatars on most of the servers and by this they're prioritizing on which server they invest more time(for ex i have avatars on every server but i will play mostly on the server that has an active war against my alliance/friends. if the war is on europe1 im online there without being active on europe2,3,4,etc).
"Joining or creating a large alliance to defend your buildings" – what would be considered large? In the current game scenario, an alliance of 3 clans, with 80 members each (240 people in total), is quite large to me, on any server...
Besides, I didn't propose the end of alliances, but their officialization. I proposed a system that would end the buff, that zones would be taken by real force in the game, not by "help" from buffs.
Another point is that the attacker must always make the choice in Dinoville during the NEUTRAL phase. This way, those who have zones could look at the clan panel during the NEUTRAL phase and prepare, call allies, etc...

Another point you mentioned about the disorganization in PvP isn't entirely true; it's a system that could become a formal tournament, etc. And another thing, I didn't say anything about this system replacing the informal PvP we have today. In fact, it would complement it; it would be another way, with a Wild West theme, to earn rewards with daily PvP without depending on external organizers...

Again, another point you misread in the post is that I didn't say buffs and large alliances are the only things that make people stop playing... so, Dinoville would only take over areas from those who interfere in wars.
 

H O A R A H

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"Joining or creating a large alliance to defend your buildings" – what would be considered large? In the current game scenario, an alliance of 3 clans, with 80 members each (240 people in total), is quite large to me, on any server...
Besides, I didn't propose the end of alliances, but their officialization. I proposed a system that would end the buff, that zones would be taken by real force in the game, not by "help" from buffs.
Another point is that the attacker must always make the choice in Dinoville during the NEUTRAL phase. This way, those who have zones could look at the clan panel during the NEUTRAL phase and prepare, call allies, etc...

Another point you mentioned about the disorganization in PvP isn't entirely true; it's a system that could become a formal tournament, etc. And another thing, I didn't say anything about this system replacing the informal PvP we have today. In fact, it would complement it; it would be another way, with a Wild West theme, to earn rewards with daily PvP without depending on external organizers...

Again, another point you misread in the post is that I didn't say buffs and large alliances are the only things that make people stop playing... so, Dinoville would only take over areas from those who interfere in wars.
This system aims to:


  • Reduce the impact of large-scale alliances
  • Ensure fair and balanced battles
  • Encourage strategy and coordination
  • Prevent unfair third-party interference
  • Increase overall clan competitiveness
 

xx-predator-xx

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"Joining or creating a large alliance to defend your buildings" – what would be considered large? In the current game scenario, an alliance of 3 clans, with 80 members each (240 people in total), is quite large to me, on any server...
Besides, I didn't propose the end of alliances, but their officialization. I proposed a system that would end the buff, that zones would be taken by real force in the game, not by "help" from buffs.
Another point is that the attacker must always make the choice in Dinoville during the NEUTRAL phase. This way, those who have zones could look at the clan panel during the NEUTRAL phase and prepare, call allies, etc...

Another point you mentioned about the disorganization in PvP isn't entirely true; it's a system that could become a formal tournament, etc. And another thing, I didn't say anything about this system replacing the informal PvP we have today. In fact, it would complement it; it would be another way, with a Wild West theme, to earn rewards with daily PvP without depending on external organizers...

Again, another point you misread in the post is that I didn't say buffs and large alliances are the only things that make people stop playing... so, Dinoville would only take over areas from those who interfere in wars.
why you assume that a clan with 80 people has all 80 people active 24/7? also, the bigger the better. that is an alliance goal. to be big and strong. goes both ways for the defenders and the attackers. if defenders manage to have a bigger alliance is ok. if the attackers manage to have a bigger alliance is ok. don't blame the game for some people inability to form and keep big stable alliances
 
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