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AW Castle Gates (HP Issue)

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n4tsos
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Post time 2015-10-27 09:56:13 | Show all posts |Read mode
AW Castle Gates (HP Issue) Reply:4| View:242
Greetings,

Tonight we had AW on our server (Gellianus - S322), my IGN is Natsos.

While attacking the door we noticed that we did not have quite enough time to break through it, which was something simple to do in the past, so I decided to do some calculations and I found out some pretty interesting stuff. (I\'m informed about the HP boost of the gates but I believe things got broken for new or not so new servers, stick with me for a while)
There were 2 players attacking the gate, I will be giving you rough numbers trying to be as accurate as possible.

General Info:

• 2 of the strongest players in the server, placing 3d and 4th on the BS with a total BS of over 3.7 million BR.
• 40 minutes (2400 seconds) - Total allowed Time to break through the gate
•;1.621.700.000 HP (1 billion 600 million roughly) - Total gate HP (in millions ~1621 millions of HP)
• 5 to 8 million damage every 45 seconds (Average of 6.5m dmg / 45 seconds) - Player 1 damage
• 3 to 6 million damage every 45 seconds (Average of 4.5m dmg / 45 seconds) - Player 2 damage
• 3.6 million damage every 30 (roughly) seconds - 2 balistas attacking, each for 1.8m damage * I believe the ballista recharge time is 20 seconds but even so the damage output of ballista would increase by 33.3%, which would not change the final verdict)

Taking the balistas out of the way, these 2 players would need a total of 148 attacks (74 each) to get the gate down, which translates into 3330 seconds or 55,5 minutes. Not enough time to get the gate down. Not nearly enough if there are a couple of guys defending (even dying), spending time on them.
(It takes an average of 30,4m damage per 45 seconds to get the door down in time without the balistas, we were doing just 11m)

        Adding the balistas:
80 hits total for each balista, 3.6m dmg per hit gives us a total of 288 million dmg . Subtracting the total ballista damage (~17,8% from the overall gate HP) leaves us with a total of 1333 millions of HP for the gate.

Lets run the calculations again:

11m dmg/45 seconds , 1333m of hp , ~122 total hits, 61 hits per player, almost 46 minutes of attacks for the players to get the gate down. Still not nearly enough time to get the gate down.

You would need about 25m damage per 45 seconds in order to get that gate down in time, with ballistas assisting. We only did 11m of damage per 45 seconds.

Upgrading the ballistas and having 2 more players in the above scenario would manage to get the door down, but the time left would not be enough to get the required points, and if you had some small or decent defenders from the other side it would once more be not possible.

The point I\'m trying to make here is:

The HP boost broke the mechanics for servers up to a few months old (my server is 58 days old).

The first few months means that IF you manage to get your hands at a castle/fort, there will be no chance of losing it, even without having to defend it, because breaking through the door in time is practically impossible.

The suggestion:

Fixed stuff is almost never a good thing. Scaleable stuff on the other hand is fair and more fun for everyone.

Adding a basic scaling on gate HP and Ballista damage (that would scale with time reaching a maximum limit) is the ideal thing to do, I hope I helped you with the above numbers because I won\'t do any more calculations, as it is almost 4 a.m. here .

Thank you for your time.

 n4tsos Last edit in 2015-10-27 09:56:13

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chronocommander ha...
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Post time 2015-10-28 00:10:09 | Show all posts

AW Castle Gates (HP Issue)

        Hi,

        I\'ll ask the developers to increase the balista damage.
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 chronocommander ha... Last edit in 2015-10-28 00:10:09

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 Author| Post time 2015-11-5 09:28:59 | Show all posts

AW Castle Gates (HP Issue)


You didn\'t get the point chrono.

I\'m sorry to tell you but this is another change in the wrong direction.

In the past siege equipment was able to take down a gate without anyone attacking. The issue there was NOT gate HP but ballista damage.

Right now balista makes close to no damage to the gate, not because it was decreased but because the door has an INSANE amount of HP. This equals to one of the strongest world bosses, if not stronger.

I am playing on a new server(337) also, today was the first siege. 7 players total and 3 upgrades on EACH balista. 18 minutes left and the gate stands at a great 85% HP.

For servers up to a few months old this is TOO MUCH HP (half a billion? really? we make 120k each per 45 seconds on average). It should either by scaling by time, starting with LOW HP at first few weeks and getting more sturdy later on OR it should be decreased greatly AND balista damage with it .

On the last example I gave you numbers numbers of 11m dmg per 45 seconds and the gate STILL DIDN\'T fall. What chances would have players on new servers with 1.2m dmg per 45 seconds ? What if this castle is somehow claimed in 2 weeks ? It will go up to 1300m HP and it will be once again Godly. That is exactly what these gates are right now. Godly gates.

This is a big thing, new servers won\'t be able to claim a castle until many many weeks later, please find/choose a way to finally fix this.

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 n4tsos Last edit in 2015-11-5 09:28:59

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 Author| Post time 2015-11-5 10:05:04 | Show all posts

AW Castle Gates (HP Issue)

Sorry for the double post but I would like to give you a second example.

Level 70 World boss has 1.48 billions of HP while level 30 has 80 millions.

On a new server players hardly get down a level 30 boss the first few days, how do you expect to get down a gate of 7 times the world bosses HP? If the castle is claimed it is like fighting a level 70 world boss which is a server wide event.. please think about these examples, twice.
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 n4tsos Last edit in 2015-11-5 10:05:04

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Post time 2015-11-5 11:17:06 | Show all posts

AW Castle Gates (HP Issue)

Reply 3# n4tsos
        the city should be abandoned by whoever owns it the hp of wall;will come down to round 580kk ;if the wall is not broken neither side gets the badges /rewards if they want to sit in castle just collecting daily logins is up to them but they are losing out on valuable resources so leave them to it and attack other 2 citys where the rewards will give YOU the advantage in game play (coin not counted and yeah valid points well made hp should come down on wall on young servers ,shouldnt even need explaining is obvious to all why its needed ,anyway am off enjoy ur game
        unhinged;
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 johnmacdonald70 Last edit in 2015-11-5 11:17:06

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 Author| Post time 2015-11-6 19:20:57 | Show all posts
Bumping this.

If this is a matter is closed please tell me, I would like to know but for me you should not let this pass lightly.

I'm expecting a new mod answer.
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 n4tsos Last edit in 2015-11-6 19:20:57

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flandre
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Post time 2015-11-7 05:53:28 | Show all posts
Dear player.


I believe the tuning on the AW wall hp is over. I dont think we gonna see any change on the HP of the wall for quiet a while till players will start one shotting the walls again.

Anyways we can discuss this with the devs to increase the ballista damage and this will hopefully will solve some of the matters.
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  • It saddens me that you still don't see an issue here and still talking about the balista damage, I gave you quite a few numbers so I believe I saved You testing time(altho you should probably do it anyway).
    I will speak about this matter no more, as it looks You consider it -not worth considering-.
    Thank You for your time and I hope there won't be any more posts about this in the future from frustrated players.
    2015-11-7 09:11  Reply
  • A quick suggestion that hit me right now would be changing the rewards back to giving achievement points if the door is not fallen, with a limit of score or decreased points, because fighting the first 60 days for AW is pointless nonetheless.
    2015-11-7 10:40  Reply

 flandre Last edit in 2015-11-7 05:53:28

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