H O A R A H
Active member
- Joined
- Apr 5, 2025
- Messages
- 117
- Reaction score
- 263
- Server
- America_1
- Main Char
- H O A R A H
- Clan
- MAJESTOSO
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.
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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