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[UPDATED] The Dev Shack #05 – A Long, Long List of Changes

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Narokath

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Welcome back to a special Dev Shack!

  • Hello rangers :) Today we have got a HUGE list of changes for you which is basically what our update will be comprised of—but it is still subject to change! NOT FINAL! We are incredibly interested in your personal opinion, but we are also aware how HUGE this list is (click on each section to see the changes in that section)! Take your time :)



This is What We Are Testing Right Now

Once again please note that this is a TEMPORARY LIST!
It is subject to change while we are carrying out our tests.


NONE OF THIS IS LIVE ON THE GAME SERVERS (YET)!


! Updated this list with the following changes:
http://forum.dinostorm.com/viewtopic.php?f=238&t=15090&start=60#p36939
http://forum.dinostorm.com/viewtopic.php?f=238&t=15090&p=37287#p37287

Major Features

image07.png
Game Progression & Pacing

  • The game's maps are now connected back-to-back to provide a better progression (Dinoville -> Goldfields -> Mokon Woods -> Green Volcano).
  • Each map has been restructured to support the progress flow introduced with the new map connections.
  • Introduced additional intermediate levels for mobs and NPCs to more closely match current player strength.
  • Added 6 new NPCs with new quests.
  • Added a marketplace building on each map for selling loot without the need to return to Dinoville.
  • Increased the amount of dropped items that are of a lower level than the unit that drops them.
  • Removed the instant dinosaur slowdown when getting into combat. The slowdown will now only occur once the player gets hit.
  • Adjusted dinosaur base move speed to a more believable amount without reducing the maximum speed. Dinosaur speed will now increase more sharply when leveling up.
  • At the market, some loot items will now fetch higher Dino Dollar prices than before; in general, more loot items are dropped.
  • Every unit now drops upgrade items from two tiers instead of just one. This also helps increasing the Dino Dollar income through farming.
  • Reworked the upgrade recipes and Dino Dollar price to match the new drop situation.
  • Some upgrade items have become deprecated; these items can now only be sold for Dino Dollars at the marketplace.
  • Increased the progression flow speed in Dinoville so that players can move on faster to the next map (Goldfields).
  • Reworked the Game Guide chapters to reflect the map and progress flow changes.
  • Players that are currently located outside of Dinoville will be automatically moved to Dinoville when they first log in after the update has been deployed.

image00.png
Finishable NPCs

  • NPCs can now be "completed" by playing a certain amount of quests until the NPC's gratefulness towards the player cannot be increased any further.
  • Dinosaurs, Guns, Dinosaur Implants and Weapon Tech Modules that formerly were unlocked by reaching a certain ranger level are now unlocked through completing NPCs.
  • Replaced Dino Dollars with Gold Coins as an additional reward for making progress when players are working towards completing an NPC.
  • Added new achievements for completing NPCs.
  • The maximum possible rewards players can get through completing a group quest are now being displayed when starting the quest.

image04.png
Fog of War and zone map

  • Implemented a new "Fog of War" feature that enables the player to discover the map by uncovering locations, NPCs and sites.
  • Added the ability to see all other maps and map instances from the current zone map window.
  • Replaced the world map window with a simple zone selection list.
  • Many icons in the zone map now display useful information in tooltips when the mouse pointer is hovering over them.

image02.png
Supply Camps and Teleporter Overhaul

  • Renamed "Supply Camps" to "Travel Gates".
  • Changed wording from "building" to "site".
  • Added teleporting functionality to Travel Gate sites and removed the old Teleport Gate buildings.
  • Adjusted locations of existing Travel Gate sites on the maps and also added additional sites to provide a better network of Travel Gates.
  • Choosing a destination Travel Gate is now done by selecting the desired site location in a window based on the zone map.
  • Travel Gates can now be used through paying a Dino Dollar fare instead of investing a Teleport Matrix item. Fares increase with travel distance and ranger level.
  • No more loading screen is being displayed when traveling between Travel Gates within the same zone.
  • Ability to quick travel via zone map window from any location to teleport to NPCs, players and sites using the Teleport Matrix item.
  • Unsupplied Travel Gates cannot be traveled from or to using Dino Dollars.

image03.png
Defeat and Recovery Reworked

  • Recovery following defeat in combat now offers players free choice of the desired respawn location within the zone map, but requires Dino Dollars. Recovering in Dinoville is free of charge.
  • Replaced individual recovery timers with a global 15 seconds timer. Recovery time can be reduced to 9 seconds using the appropriate Power Gels.
  • The amount of Dino Dollars dropped in a defeat is reduced by 50%; also, players can now pick up the full amount of dropped Dino Dollars again.
  • Increased the time limit for picking up dropped Dino Dollars from 15 minutes to 1 hour.
  • All recovery options now restore 25% health. The amount of restored health can be increased to 70% using the appropriate Power Gels.
  • Auto heal when not in combat now takes about 5 minutes instead of 5 seconds to completely refill the health bar.

image06.png
Sites (formerly buildings) Reworked

  • Reworked fame item production dynamic; sites now have a Yield value that determines the site's productivity. Claims and Travel Gates both produce items the same way (no more item production triggered by using a site for travel). Base production speed of items is 5 minutes; the interval gets shorter the better a site's Yield is (Good > Very Good > Excellent). Claims produce fame items of greater value than Travel Gates.
  • The Yield of a site changes every 12 hours (e.g. a Good site might become Very Good, Excellent or just stay Good).
  • Unified and simplified usability of the site interface for Travel Gates & Claims.
  • Introduced a minimum level for each site that players need to reach before they can supply, attack, defend and take items from the site.
  • Improved logic and icons shown on the zone map to display the status of the sites.
  • Replaced "Hold Buildings for x Hours" achievement type with new achievement type "Supply Site With x Supplies".
  • Items picked up from sites are now transferred to the clan inventory instead of the player inventory.
  • Items can be picked up even when the site is under attack.
  • Sites are now held by clans instead of single players.
  • Sites can now be supplied by any member of the clan holding the site to keep it running (as long as the clan member meets the site's minimum level).
  • Only members of the clan holding a site can defend it from an attacking clan.
  • Changed functionality of the site protection amplifier to increase the percentage point value added by supply packs used in a site.
  • A fully supplied site will now be depleted after 12 hours instead of ~28 hours.
  • A fully supplied, undefended site now takes 12 minutes to drain through an attack instead of 5.5 minutes.
  • Fame item values were adjusted to match the new production yield system of the site. Items already collected by players keep their old fame values.
  • All sites will start as unsupplied when the update is deployed due to the change in mechanics.
  • As long as a site is supplied it will always produce items, even when it is under attack.

PVP Dynamics

  • Increased PvP state (Duelist or Outlaw) cooldown from 5 minutes to 10 minutes.
  • A player's Duelist PvP state cooldown now increases with each invested supply pack instead of just staying as long as the site is supplied. Each supply pack adds 3 hours to the Duelist PvP state cooldown, up to a maximum duration of 12 hours.
  • The Teleport Matrix item cannot be used by players that have an active PvP state (Duelist or Outlaw).
  • Players that have an active PvP state can only use Travel Gates for traveling when they are not under attack.

image01.png
PVP Protection

  • PvP Protection is now behaving like a toggle switch instead of like a PvP state with a cooldown; Protection can only be enabled & disabled at the single remaining Guardians Outpost in Dinoville.
  • PvP Protection can only be enabled when no other PvP state is active (Duelist or Outlaw).
  • PvP Protection is automatically enabled for new players right from the start.

clanInventory.jpg
Clan Organization


  • Only through clans, players are now able to hold sites or apply for an office in the Town Hall.
  • The Clan Inventory will now hold all fame items that are picked up from sites, from where they can be distributed to clan members.
  • New statistics for each member help clan leaders monitor their clan members' activity (fame points received from clan, supply points invested in sites, join date).
  • The new member role "Right Hand" offers the same powers as the officer rank, with the added ability of distributing fame items between clan members.
  • Clan member statistics can be reset (e.g. following a settlement) by the "Right Hand" or clan leader.
  • A confirmation dialog is now displayed when attempting to expel a member from the clan.
  • After creating or joining a players will not be able to join or create another clan for full 3 days.
  • Increased the fee for creating a new clan from 150 to 20,000 Dino Dollars.
  • Clan members can now be followed in the same way as friends.

image08.png
Town Hall

  • It is now required to be in a clan to apply for and hold an office in the Town Hall.
  • There can only be one applicant per clan and office (i.e. no two clan members can apply for the same office seat).
  • Leaving a clan will automatically cancel all active applications and a potentially held office.
  • Clans are now better visible in the Town Hall.
  • The deadline for entering an office application has been changed from 24 hours to half of the office's application period.

friendly_duels.jpg
Duels with Friends

  • Added the ability to duel friends in PvP via the new "Allow duels with friends" option in the friends window (see screenshot). Players who enable this option can attack all of their friends who also have this option enabled.
  • Attacking a friend who has the duels with friends option enabled will make the attacker a Duelist, not an Outlaw.
  • Attacking a friend who does not have the duels with friends option enabled is no longer possible.
  • Enabling/disabling the duels with friends option as well as adding/removing friends is only possible when out of combat.

clanfund.jpg
Clan Fund
  • Introduced the clan fund which clan members can contribute to by making Dino Dollar donations. Donations are converted into "Clan Dollars", a new currency exclusive to clan funds. How much a player has donated will be shown in the statistics tooltip in the clan member overview.
  • New clan seats and clan inventory slots now cost Clan Dollars instead of Gold Coins.
  • The clan fund can only be used for purchases by Officers and above, and only for extending the clan size as well as the number of clan inventory slots.

Slot Size Limitations
  • Implemented progressive pricing for inventory, warehouse, friend list, clan member and clan inventory slots. These items will start at a low price and gradually increase until the maximum number of slots is reached.
  • Implemented a maximum number for inventory, warehouse, friend list, clan member and clan inventory slots. Limits are set as follows:
  • Limited the clan inventory to a maximum of 240 item slots. If a clan has unlocked a greater number of slots already, then the clan inventory will downsize automatically once items are removed.
  • Increased the stack size of clan boosters from 1 to 15 items.
  • Limited the clan size to a maximum of 80 members. If a clan is already larger than that, it will downsize automatically once member slots are freed (e.g. by clan members leaving).
  • A clan that exceeds the maximum clan size will not be able to hold or defend sites.
  • Limited the friend list to a maximum of 80 friends. Players with friend lists already bigger than that will get to keep the extra slots.
  • Limited the player inventory to a maximum of 80 slots. Players with inventories already bigger than that will get to keep the extra slots.
  • Limited the warehouse inventory to a maximum of 240 slots. Players with warehouses already bigger than that will get to keep the extra slots.

Other Improvements

  • Greatly improved reaction times of the "blue footprints" pathfinding guiding players to quest locations.
  • Adjusted task notification animations to be less intrusive.
  • Extra Power bar now also fills when receiving damage.
  • Improved the overall playability on systems that only manage a low graphics refresh rate (fps).
  • The camera now takes a moment to refocus after changing maps to avoid confusion.
  • Improved graphics performance for the Green Volcano & Mokon Woods maps.
  • The sorting order of Power Gels in the profile window is now static (i.e. it does not change any more when select Power Gels are active/inactive).
  • …and many, many more small usability improvements.
  • Introduced an "item unlocked" task to direct the player to the appropriate store for newly unlocked items.
  • Map instances are now properly removed when they are not needed anymore (i.e. when no players are in them and no sites are held).
  • Eased the difficulty curve for fighting higher level mobs.
  • Lower level mobs cannot be killed with one hit any more.
  • Removed the chapters animation and instead implemented highlighting the game guide task for users who have just completed a chapter.
  • The inflicted damage output to units that are lower than the player are limited based on their strength, to even out level differences in pve as well.
  • Townhall application prices increased
  • Damage Boster that are dropped from mobs will have 250 items per drop instead of 25.

Bug Fixes

  • Fixed several client memory leaks and performance problems with certain graphics effects.
  • Fixed that the last target was automatically attacked after using a Compact Recovery Kit for recovery.
  • Fixed a bug that sometimes made clans disappear from the game server.
  • …and many, many more small bug fixes.

! Updated this list with the following changes:
http://forum.dinostorm.com/viewtopic.php?f=238&t=15090&start=60#p36939

 

tomasz.go

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I see lots and lots of changes. I truely appreaciate what has been written and hope that game can get even better after those are implemented. Using this thread I'd like to ask about few more things :mrgreen:

Replaced Dino Dollars with Gold Coins as an additional reward for making progress when players are working towards completing an NPC.

Does this mean the reward has been changed back to gc completely from the start? What about those that got all quests at this state finished? They can no longer experience free gold coins? Only chance for veterans are the new added NPCs and that "Added new achievements for completing NPCs." :sneaky:

Second issue. Slot machine casino. Would we ever see it back? After needed alterations ofc. But it would be a nice reward to have it, apart from the actual daily login bonus please!

thank You
 

Highway

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tomasz.go said:
Does this mean the reward has been changed back to gc completely from the start? What about those that got all quests at this state finished? They can no longer experience free gold coins? Only chance for veterans are the new added NPCs and that "Added new achievements for completing NPCs." :sneaky:
Every player will be able to finish the NPCs when we deploy the update to get all the free gold coins they will unlock. But after an NPC is finished they will not offer any more rewards apart from XP.

tomasz.go said:
Second issue. Slot machine casino. Would we ever see it back? After needed alterations ofc. But it would be a nice reward to have it, apart from the actual daily login bonus please!
Sorry, but currently is not possible to bring back the slot machine, since we don't have enough use items to make it work as intended.
 

Sandysauce

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The Teleport Matrix item cannot be used by players that have an active PvP state (Duelist or Outlaw).
So, basically you're saying if I have duelist, I can't teleport to my friend?



Players that are currently located outside of Dinoville will be automatically moved to Dinoville when they first log in after the update has been deployed.
This is just the one time thing, right? We won't constantly be sent back to DV every time we log in, that'd be highly annoying.



Some upgrade items have become deprecated; these items can now only be sold for Dino Dollars at the marketplace.
What does this mean? that we just don't need the items to upgrade anymore?



Reworked the Game Guide chapters to reflect the map and progress flow changes.
Does this affect retired sheriffs who have completed the Game Guide? Will we have more things to do?



Implemented a new "Fog of War" feature that enables the player to discover the map by uncovering locations, NPCs and sites.
Is this for new players only or when we all log in will we have this until we 're-discover' everything?



Recovery following defeat in combat now offers players free choice of the desired respawn location within the zone map, but requires Dino Dollars. Recovering in Dinoville is free of charge.
So now, not only do we DROP our DD but it costs the DD that we dropped to supply into, what is probably our OWN map that we players supplied? I don't like this. Maybe costing dd to supply in a map you don't supply, but if a clan owns a map you shouldn't have to pay DD just to spawn at that building.




After leaving a clan, players need to wait 3 full days until they can create or join another clan.
Now, I agree that there should be time that a player can't join or create clans after leaving one, but 3 days is ridiculous, being clanless sucks and you shouldn't be forced to be clanless for 3 full days just for switching clans, or better yet, 3 full days for leaving to PVP someone in your clan? that's ridiculous.

Does this also apply when you're expelled from a clan?




It is now required to be in a clan to apply for and hold an office in the Town Hall.
There can only be one applicant per clan and office (i.e. no two clan members can apply for the same office seat).
Leaving a clan will automatically cancel all active applications and a potentially held office.
All of this A+.



The deadline for entering an office application has been changed from 24 hours to half of the office's application period.
This I don't understand, so does that mean for instance, you only have 7 days to enter the 14 day sheriff election? and after those 7 days no one else can enter?



Thats all i can think of that I have a problem with for now.
 

Tyrannosaur Ryan

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I like what I'm seeing here! :) The fact that you can attack without getting slowed down, the changes in death, and the fact that PvP protection now involves more of a commitment are especially cool.

I do have a couple of additional requests though:

1) Add the option to switch to a MOBA-style camera view. You can get something similar by simply scrolling the camera out, but with the fog obscuring everything and the camera constantly adjusting itself to stay behind the player it isn't as good as it could be. And when the camera is zoomed in it makes it harder to imagine that you're riding around on a dinosaur because all you ever get to see is your dinosaur's butt.

2) Make players who are standing in foliage invisible to players who are out in the open (also taken from MOBA games). This could be used for ambush attacks which would have been a common tactic for prehistoric predators.

Either way though the update is looking good.

EDIT: Oh, I forgot to mention that taking damage will once again give us extra power. Extra power building up faster should make PvP more exciting, but I do have a question about that. Will extra power increase based on the number of hits that you take, or the amount of damage that you receive? Because originally it seemed like it was based on the amount of damage that you receive, which basically punishes a strength build. And strength builds are already very problematic as it is.
 

dslover23

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I don't see new dinosaurs guys :/ and when we died please! if possible lets not drop dds or items.
 

_Mimi_

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I am agree with the future updates. I think it would be fun. But i have only one remark. It isn't good that when you leave the clan you can't back within three days. What about the players which want to pvp with a member of your clan. So we can back after three days....?
 
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I like these ideas :D :D But personally I see some problems xd.


1). I did read that if you leave your clan must wait 3 days full to return a clan or create a new clan. In this case it would be a problem when we want to do '' PVP ' ' among the members of the clan for therefore one of the 2 members need to leave the clan for PVP.

2). If you can´t not bring back the slot machine, you should remove the building and achievement.

3). I think it would you have to create a inventory for medails and other inventory for enhancers clan. Because some clans has his a inventory reduced.

4). No need to see someone with Duelist can not teleport, I see no reason to prohibit this someone with duelist.

And a recommendation:
- People who already have completed almost all the achievements together with the choice of sheriff, do not have much to do and enjoy , it would be great to exist types of missions or achievements to one sheriff and the game remains interesting and fun even with the most of completed achievements.


Or this is only a problem I see , and sorry for my English, I used some phrase translator :LOL: :LOL: :D
 

Sunshine

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some really nice changes! can't wait for the update.
but what about the armor? i would love to see it in the game ^^

 

Highway

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Sandysauce said:
The Teleport Matrix item cannot be used by players that have an active PvP state (Duelist or Outlaw).
So, basically you're saying if I have duelist, I can't teleport to my friend?
Yes you can not use Teleport Matrix when you are a Duelist or Outlaw but you are stil able to use the travel gates. We changed this since using the teleport matrix in pvp would destroy many tactics in defending or attacking sites. Now it is more important to capture other buildings close by and use the map for ambushes etc. to your teams advantage.

Sandysauce said:
Players that are currently located outside of Dinoville will be automatically moved to Dinoville when they first log in after the update has been deployed.
This is just the one time thing, right? We won't constantly be sent back to DV every time we log in, that'd be highly annoying.
Yes this will only be done once after the first login, to ensure the players are not in areas that they should not be based on their level, because the maps have been restructured.


Sandysauce said:
Some upgrade items have become deprecated; these items can now only be sold for Dino Dollars at the marketplace.
What does this mean? that we just don't need the items to upgrade anymore?
Yes, this means that these items are not usable for upgrading anymore, but they can be sold for dino dollars at the market as usual.

Sandysauce said:
Reworked the Game Guide chapters to reflect the map and progress flow changes.
Does this affect retired sheriffs who have completed the Game Guide? Will we have more things to do?
It depends. Since the Chapters are based on achievements you might find achievements that you have not completed in that list and others that are already done. Surely the new "Help NPC" achievements will be there for the players to complete.

Sandysauce said:
Implemented a new "Fog of War" feature that enables the player to discover the map by uncovering locations, NPCs and sites.
Is this for new players only or when we all log in will we have this until we 're-discover' everything?
All the maps and buildings must be re-discovered by any player since the map tructure has completly changed.

Sandysauce said:
Recovery following defeat in combat now offers players free choice of the desired respawn location within the zone map, but requires Dino Dollars. Recovering in Dinoville is free of charge.
So now, not only do we DROP our DD but it costs the DD that we dropped to supply into, what is probably our OWN map that we players supplied? I don't like this. Maybe costing dd to supply in a map you don't supply, but if a clan owns a map you shouldn't have to pay DD just to spawn at that building.
If look closely in the chanelog you will se that you will not lose any Dino Dollar when getting defeated. You can collect 100% of the dropped dollar. So using a travel gate on the rescue is totaly optinal and cost less that the dino dollars that you would have lost before the update.


Sandysauce said:
After leaving a clan, players need to wait 3 full days until they can create or join another clan.
Now, I agree that there should be time that a player can't join or create clans after leaving one, but 3 days is ridiculous, being clanless sucks and you shouldn't be forced to be clanless for 3 full days just for switching clans, or better yet, 3 full days for leaving to PVP someone in your clan? that's ridiculous.

Does this also apply when you're expelled from a clan?
Yes it also will apply when you are expelled from a clan. Since many of you have considered that this change might not be a good idea, we will look into this again.

Sandysauce said:
The deadline for entering an office application has been changed from 24 hours to half of the office's application period.
This I don't understand, so does that mean for instance, you only have 7 days to enter the 14 day sheriff election? and after those 7 days no one else can enter?
Yes thats correct. This should make it easier to know who are your competing clans for an office and would not allow last minute applications.

Tyrannosaur Ryan said:
Will extra power increase based on the number of hits that you take, or the amount of damage that you receive? Because originally it seemed like it was based on the amount of damage that you receive, which basically punishes a strength build. And strength builds are already very problematic as it is.
Yes it will build up based on the damage you receive.
 

toxicdeathxZZ

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•After leaving a clan, players need to wait 3 full days until they can create or join another clan.
I highly agree with this but I have one issue with it; people like to pvp their friends in the same clan, this really cant be done realistically. Would it be possible to add something to allow this without leaving clan?
 

vinicius1533

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you guys will end up ruining the game has so upgrade that will let the boring game not do it
 

DrMartens

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Oh my god... I hope there will be an exchange for those players who buyed lots of warehousespace for saving fame... If not it will be disastrous.... And will the fame items safed in warehouse automaticly removed from there and appear in claninventory?
:eek:
 

dragonoide200

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hey,I don´t like one change
"Only through clans, players are now able to hold sites or apply for an office in the Town Hall.
The Clan Inventory will now hold all fame items that are picked up from sites, from where they can be distributed to clan members." why only officer ? if the peoples spend with packs to supply camps and mines and spend dino dollars in the auction ? why we only can go to next office if we have a clan ? its boring it already is hard get rex alone if we need what officcer of one clan give mfame to can go to next office will be more hard, we will have to stand stay in a bad clan to take a rex and many people don´t will like
 

XxToboexX

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These are all very good and improving the small details that needed attention. But I do have to say, the clan leader/"Right hand" giving out fame is where I disagree. Some clans are so large that 90% of the members aren't going to have any way to collect fame and wont get much attention. Other than this I love these ideas!
 

Billygun2

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It would be nice if they could make sort of a middle man trader market.

Say I have a cyan muscle lvl 10, but I made one lvl 15 just today quality 3 with vitality, I don't need that lvl 10 one. SO I got to trader's place (I guess that might be what you call it), sell it to a computer, and tell the computer how much I want in return, so say I want some 5k dd, 25 smethysts, etc, I ask for those. When an interested person wants to buy it, he pays what the cost is, and the middle man computer gives me the item, hence preventing bullygin
 

Highway

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toxicdeathxZZ said:
•After leaving a clan, players need to wait 3 full days until they can create or join another clan.
I highly agree with this but I have one issue with it; people like to pvp their friends in the same clan, this really cant be done realistically. Would it be possible to add something to allow this without leaving clan?
We added this behaivor because we want to reduce the clan hopping. But for dueling your friends or clan mates we will look for an easy solution. An player option to globaly enable/disable friendly fire could do the trick.

DrMartens said:
Oh my god... I hope there will be an exchange for those players who buyed lots of warehousespace for saving fame... If not it will be disastrous.... And will the fame items safed in warehouse automaticly removed from there and appear in claninventory?
:eek:
Fame items are only stored in the clan inventory when they are picked up from a Building site. After that the clan leader/fame administrator gives the items to the players. The fame items will then land in the players inventory and can be moved into their warehouse to save them up if they like to or direcly sold at the marketplace for fame.

dragonoide200 said:
why we only can go to next office if we have a clan ?
Even now it is almost impossible for an individual player, without a clan/teamplay to have a big chance in the townhall. We choose to make it easier for clans and members to manage how buildings can be defended, attacked. Remove with it the advantages to share accounts or to use multi accounts (That is still forbidden!) Therefore it was obvious that the Town hall must adapt to these changes accordingly. Hint: Its also possible to create an one man clan ;)

XxToboexX said:
Some clans are so large that 90% of the members aren't going to have any way to collect fame and wont get much attention.
We introduce visible statistics for each member of an clan on how much supply packs he has invested into buildings and how much fame he has received. So the clan leaders have now more responsability to act fair towards their members. If they don't, the members will leave to another clan or make their own clan. A clan must keep their members happy with fair rules and fame distrubution. We hope that single big dominating clans will be a thing to the past.
 
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NPCs can now be "completed" by playing a certain amount of quests until the NPC's gratefulness towards the player cannot be increased any further.
Wht does tht suppose to mean?? :?: :geek:
 

jarol.junior

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me gusta la idea que tienen para dino storm ya se necesitan cambios y + para el futuro :cool:
 

raxcave

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If this update goes online, guess it's time to find another game, anyone from clan can supply claims and gain fame for clan which will be distributed by clan leader or right hand, how you gonna even dream of having war with a clan who already owns the server,after some time that clan will have endless amount of fame stored no new clan or smaller clan can not challenge it's members in election, this alone will end all the war on every server, and from this day all server will be holded by single biggest clans, and we are done with this game with end of pvp and wars. Others games promoted wars so people spend more money not sure why devs trying to end what ever Lil pvp left in game.
 

velo123

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and in many ways I liked a lot of changes that will happen, as the markets in green, Mokom and mines, and the rewards of currencies in missions.
but still has things that do not please me much, as the output of the clan that the ranger who leave the clan can only come back in three days. often members of a clan make pvp between them and one of them has to leave the clan for this, so would get really ruin with this update. My idea to combat this problem would be an option pvp would be requested for the clan member, so when he accepts the two members may duel without leaving the clan.
No other thing that got me a lot in this update was the idea each time you log in, the ranger would automatically transported to dinoville. often players have to relog because of lag or even because augumas times the screen lock. so every time this happens the ranger would have q back to dinoville, which would cause great irritation to the player.
taking these small details I found very good these new updates :D

-velo-
 

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Server
America_2
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ZanZer
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Rosa-do-Deserto
My opinion and questions:

-"The game's maps are now connected back-to-back to provide a better progression (Dinoville -> Goldfields -> Mokon Woods -> Green Volcano)."

Now I will take a lot to get in GV. :sneaky:

-"Some upgrade items have become deprecated;these items can now only be sold for Dino Dollars at the marketplace."

This means that some items will simply be excluded and will stop dropping? :D

-"Recovery following defeat in combat now offers players free choice of the desired respawn location within the zone map, BUT REQUIRES DINO DOLLARS. Recovering in Dinoville is free of charge."

I will pay to be reborn and still fall dollars on the floor? :x


Not notice on my English, I am copying by translate. :oops:
 

Captain Kirk

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If I could suggest one thing? My significant other and many other people who own a Chromebook or have Chrome OS cannot play and would like to. In the new update could you try and make the game compatible for Chrome OS?
 

Narokath

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Dark - Claw1427 said:
NPCs can now be "completed" by playing a certain amount of quests until the NPC's gratefulness towards the player cannot be increased any further.
Wht does tht suppose to mean?? :?: :geek:
To be clear: You can go to any NPC and play his/her quests at any time.

However, there is an extra Gold Coins reward for quests as long as the NPC is asking for help. Once you have sufficiently helped an NPC by playing a certain amount of his/her quests, the extra Gold Coins will no longer be rewarded.
 
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Well according to me, its really a good update but i did not like the 3day penalty for leaving clan, and tht too when you wanna duel with your friend from the same clan, in which 1 of them hav to leave clan.....
Now wht i suggest maybe you should give the Leader or the Officers/Right Hand the power to invite players, and the message flashing on the invited players left side as '' (name of the player who invited) has invited you to join (clan name)'' :geek:
and to maybe the option to invite players from Local or Global chat....
Next i really like the idea of connecting maps....this would be really awesome...and the fame distribution thing will be more better.
Last i wanted to know that the clan Officers are the Right Hands or Right Hand and Officer is totally different?
and after the update is deployed will the clan officers remain or they will be demoted and hav to be promoted again? :?: :geek: :geek:
 

Narokath

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Dark - Claw1427 said:
Last i wanted to know that the clan Officers are the Right Hands or Right Hand and Officer is totally different?
and after the update is deployed will the clan officers remain or they will be demoted and hav to be promoted again? :?: :geek: :geek:
The "Right Hand" is basically the same as an officer, with the added ability to distribute clan fame items.

Existing clan structures will not be touched by the update; officers will stay officers.
 

Rega Aliu

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hmmmm half are good and also old updates which we all wanted they to come back :D but what we need to do to unlock dino's gun's implant's and tech's ? complete 25 mission from each different mission-giver ? i dont get this part :sneaky:
 

Pideaux

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I love the 'Right Hand' idea.. but could you at least put them nearly par with the leader and enable them to also remove officer status? Many times I've had to enter the game late with my clan and remove 'accidental' officers who could have caused severe damage to my clan if they knew they were an officer. Would be nice to have someone else available to remove these peoples titles too...

Lots of awesome changes to clan stuff but after playing this game for 3 years, there are some changes that should be made that aren't listed here. Being able to search your clan for specific members (have you tried to go through 40+ pages of clan every 15 minutes because someone wants a booster or you need to expel someone?) - The option to add an information page to your clan. Even if the details are as simple as listing the Right Hand of the clan and the officers. Although I would love to see the ability to add more information like allies/enemies etc. Explaining these things to every new members when you could get 100 requests a day is daunting..
 
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