a) If you attack with your main , all your bases lose bubble - alone this will not solve the problem for obvious reasons ( you relocate 10 accounts you use only 2 accounts to attack the enemy and thats all) but is a step forward
b) Your support is disabled as long as you are under the bubble
c) If you move a bubble base to a POI distance you lose the bubble or you cant move a bubble account in distance of a POI , both works the same - this maybe should be a general rule so in early stage and before the 18 lvl zone , you cant have some alt accounts stealing your POIs with bubbles and you cant do anything
The sector jump mechanic is designed to give relief/protection/safety temporarily to a player that has been killed and has nowhere to go.
Therefore when you sector jump, you should get back the bonuses. Bonuses and ability to fight are closely related. So if somebody uses the mechanic for an attack on a player, all bases should lose shields, that is a good suggestion.
Since you cannot choose where you land, your move recovery cannot exceed the time you are protected. You should be able to move before bubble drops, because otherwise you land in new sector, and enemy can kill you before you can move, and you are back to square one.
So if you want to add some of the move recovery from prior to the sector jump, that still should not exceed 23 hours or something, so that you at least have some time to jump away while under the bubble.
That said, I think that sectoring onto a poi should not be possible, that should be an easy fix.
Also, it would help if when you sector jump you are shown where you land. That would put people that cannot do simple math at less of a disadvantage.
It would be even better if you could choose where you land within a certain range of a certain point. That would make the mechanic much more transparent, but is probably much harder to implement.
Which sectors you can jump into is only affected by where your bases are at the moment. How are you going to keep track where they were previously, in the past X days? When you are close to center, each sector is just one jump away, all your bases can be in different sectors etc. So now the mechanic is: if you are in the center circle you can jump into any sector. I think that mechanic is well designed and changing that makes no sense to me.
We have committed the next change for the hotfix to PTE now. It addresses the cooldowns for Sector relocate. Everyone is invited to test these changes.
Lvl 54 Base with 65 CY > 34Days i.imgur.com/BaejnZk.jpg Lvl 34 Base with 55CY > 18 Days i.imgur.com/UXn52jN.jpg Lvl 1 Base with 1 CY > 12 Hrs i.imgur.com/dA7qJJN.jpg
I guess you have a high level base with a low level construction yard. Something that would not occur to a top player on a regular world.
Ha ha ha! You made my day.
Move recovery depends on base level, not on construction yard
A mistake like that "would not occur to a top player".
It seems you do not play the game and have no idea how it works, just like developers.
LOL - I never ever claim to be a top player and I am human and make mistakes - I spend most of my time on the PTE to enjoy myself!
Repair time depends on the construction yard, not recovery time. You are correct.
The layouts shown are rather unrepresentative of layouts on worlds where I have played.
Nowhere would you see a level 55 cy and level 37 support building and nothing else. It is also unlikely you'd place a base at level 1 then sector jump.
There will be a formula, that I don't know but @chertosha may know, that is used to calculate the recovery time based on levels of the individual base buildings. It could be a weighted calculation, or not.
A better 'test' would be to use 'typical' unit distributions in terms of levels and numbers.
I am not an employee of EA/Envision. The views expressed are my own!
I quit the game over this issue of favouring one team, and now after years of playing, a developer has FINALLY answered a thread about it. Not sure what to make of it. But as to the topic at hand, another issue is the removal of pvp cooldown after relocate. That cooldown should stand with relocate instead of refreshing. What is the point of a pvp ban after dying in pvp, if you can just relocate and jump right back in?
I quit the game over this issue of favouring one team, and now after years of playing, a developer has FINALLY answered a thread about it. Not sure what to make of it. But as to the topic at hand, another issue is the removal of pvp cooldown after relocate. That cooldown should stand with relocate instead of refreshing. What is the point of a pvp ban after dying in pvp, if you can just relocate and jump right back in?
If you look at the recent changes for the upcoming hotfix, that topic is addressed with cooldowns for relocate now behaving more like cooldowns from moving bases.
Also, after attacking a player you can't immediately relocate.
@EE_Elephterion . thanks for the update that you will apply a hotfix. I have read through the info on fix but not sure if the following will be addressed. Would be great if you could comment.
1) If attacked and destroyed will the fix prevent that player can use sector jump to land again at same coords and potentially next to POI (as we have soon a number of times on WCS 2019)?
2) After sector jumping is player still able to attack other players with one base meanwhile other bases are still shielded and can provide support weapon?
3) Will new "cooldown" rule have an effect on length applied for player to re-apply sector jump again and again?
@EE_Elephterion . thanks for the update that you will apply a hotfix. I have read through the info on fix but not sure if the following will be addressed. Would be great if you could comment.
1) If attacked and destroyed will the fix prevent that player can use sector jump to land again at same coords and potentially next to POI (as we have soon a number of times on WCS 2019)?
2) After sector jumping is player still able to attack other players with one base meanwhile other bases are still shielded and can provide support weapon?
3) Will new "cooldown" rule have an effect on length applied for player to re-apply sector jump again and again?
Thanks
BU
1) So far only the outlined changes are guaranteed to arrive. But I think the next full Patch is not too far away.
2)Yes. If we make changes to Support weapons that will have to wait till 19.3
3)This has already been in the game for a long time. Sector Relocation itself has already an escalating cooldown, separate from the move cooldown.
> @EE_Elephterion said: > BrerCrow wrote: » > > I quit the game over this issue of favouring one team, and now after years of playing, a developer has FINALLY answered a thread about it. Not sure what to make of it. But as to the topic at hand, another issue is the removal of pvp cooldown after relocate. That cooldown should stand with relocate instead of refreshing. What is the point of a pvp ban after dying in pvp, if you can just relocate and jump right back in? > > > > > If you look at the recent changes for the upcoming hotfix, that topic is addressed with cooldowns for relocate now behaving more like cooldowns from moving bases. > Also, after attacking a player you can't immediately relocate.
Missed the point entirely, the cooldown I refer to is not being able to attack another base for x hours after being killed in pvp. This timer is nullified after relocate...
Missed the point entirely, the cooldown I refer to is not being able to attack another base for x hours after being killed in pvp. This timer is nullified after relocate...
Thanks for clarifying. We will observe how the changes play out under live fire conditions before we overcorrect with tweaking too many mechanics at once. With the increased cooldowns on movement, this new situation will also bring along an adjustment of strategies. If the clearing of the PVP lock on a base is then still an issue we will make more adjustments.
@EE_Elephterion you wrote " Thanks for clarifying. We will observe how the changes play out under live fire conditions before we overcorrect with tweaking too many mechanics at once...."
You are aware that this was one; if not the main reasons this discussion was started in the first point.
Not addressing this in the hotfix is I agree fully kind of missing the point completely...
Very frustrating as a player being confronted with such approach and problem solving process.
> @EE_Elephterion said: > BrerCrow wrote: » > > Missed the point entirely, the cooldown I refer to is not being able to attack another base for x hours after being killed in pvp. This timer is nullified after relocate... > > > > > Thanks for clarifying. We will observe how the changes play out under live fire conditions before we overcorrect with tweaking too many mechanics at once. With the increased cooldowns on movement, this new situation will also bring along an adjustment of strategies. If the clearing of the PVP lock on a base is then still an issue we will make more adjustments.
The issue is not one of relocating after attacking another player, it is one of relocating after being killed by another player, so this 'fix' will do nothing to solve the issue...
Replies
a) If you attack with your main , all your bases lose bubble - alone this will not solve the problem for obvious reasons ( you relocate 10 accounts you use only 2 accounts to attack the enemy and thats all) but is a step forward
b) Your support is disabled as long as you are under the bubble
c) If you move a bubble base to a POI distance you lose the bubble or you cant move a bubble account in distance of a POI , both works the same - this maybe should be a general rule so in early stage and before the 18 lvl zone , you cant have some alt accounts stealing your POIs with bubbles and you cant do anything
Therefore when you sector jump, you should get back the bonuses. Bonuses and ability to fight are closely related. So if somebody uses the mechanic for an attack on a player, all bases should lose shields, that is a good suggestion.
Since you cannot choose where you land, your move recovery cannot exceed the time you are protected. You should be able to move before bubble drops, because otherwise you land in new sector, and enemy can kill you before you can move, and you are back to square one.
So if you want to add some of the move recovery from prior to the sector jump, that still should not exceed 23 hours or something, so that you at least have some time to jump away while under the bubble.
That said, I think that sectoring onto a poi should not be possible, that should be an easy fix.
Also, it would help if when you sector jump you are shown where you land. That would put people that cannot do simple math at less of a disadvantage.
It would be even better if you could choose where you land within a certain range of a certain point. That would make the mechanic much more transparent, but is probably much harder to implement.
Which sectors you can jump into is only affected by where your bases are at the moment. How are you going to keep track where they were previously, in the past X days? When you are close to center, each sector is just one jump away, all your bases can be in different sectors etc. So now the mechanic is: if you are in the center circle you can jump into any sector. I think that mechanic is well designed and changing that makes no sense to me.
Lvl 34 Base with 55CY > 18 Days i.imgur.com/UXn52jN.jpg
Lvl 1 Base with 1 CY > 12 Hrs i.imgur.com/dA7qJJN.jpg
Ha ha ha! You made my day.
Move recovery depends on base level, not on construction yard
A mistake like that "would not occur to a top player".
It seems you do not play the game and have no idea how it works, just like developers.
Repair time depends on the construction yard, not recovery time. You are correct.
The layouts shown are rather unrepresentative of layouts on worlds where I have played.
Nowhere would you see a level 55 cy and level 37 support building and nothing else. It is also unlikely you'd place a base at level 1 then sector jump.
There will be a formula, that I don't know but @chertosha may know, that is used to calculate the recovery time based on levels of the individual base buildings. It could be a weighted calculation, or not.
A better 'test' would be to use 'typical' unit distributions in terms of levels and numbers.
If you look at the recent changes for the upcoming hotfix, that topic is addressed with cooldowns for relocate now behaving more like cooldowns from moving bases.
Also, after attacking a player you can't immediately relocate.
1) If attacked and destroyed will the fix prevent that player can use sector jump to land again at same coords and potentially next to POI (as we have soon a number of times on WCS 2019)?
2) After sector jumping is player still able to attack other players with one base meanwhile other bases are still shielded and can provide support weapon?
3) Will new "cooldown" rule have an effect on length applied for player to re-apply sector jump again and again?
Thanks
BU
1) So far only the outlined changes are guaranteed to arrive. But I think the next full Patch is not too far away.
2)Yes. If we make changes to Support weapons that will have to wait till 19.3
3)This has already been in the game for a long time. Sector Relocation itself has already an escalating cooldown, separate from the move cooldown.
I guess those bubbles are the only reason Angry Birds is loosing.
What an A*hole *lol*
> BrerCrow wrote: »
>
> I quit the game over this issue of favouring one team, and now after years of playing, a developer has FINALLY answered a thread about it. Not sure what to make of it. But as to the topic at hand, another issue is the removal of pvp cooldown after relocate. That cooldown should stand with relocate instead of refreshing. What is the point of a pvp ban after dying in pvp, if you can just relocate and jump right back in?
>
>
>
>
> If you look at the recent changes for the upcoming hotfix, that topic is addressed with cooldowns for relocate now behaving more like cooldowns from moving bases.
> Also, after attacking a player you can't immediately relocate.
Missed the point entirely, the cooldown I refer to is not being able to attack another base for x hours after being killed in pvp. This timer is nullified after relocate...
Thanks for clarifying. We will observe how the changes play out under live fire conditions before we overcorrect with tweaking too many mechanics at once. With the increased cooldowns on movement, this new situation will also bring along an adjustment of strategies. If the clearing of the PVP lock on a base is then still an issue we will make more adjustments.
You are aware that this was one; if not the main reasons this discussion was started in the first point.
Not addressing this in the hotfix is I agree fully kind of missing the point completely...
Very frustrating as a player being confronted with such approach and problem solving process.
> BrerCrow wrote: »
>
> Missed the point entirely, the cooldown I refer to is not being able to attack another base for x hours after being killed in pvp. This timer is nullified after relocate...
>
>
>
>
> Thanks for clarifying. We will observe how the changes play out under live fire conditions before we overcorrect with tweaking too many mechanics at once. With the increased cooldowns on movement, this new situation will also bring along an adjustment of strategies. If the clearing of the PVP lock on a base is then still an issue we will make more adjustments.
The issue is not one of relocating after attacking another player, it is one of relocating after being killed by another player, so this 'fix' will do nothing to solve the issue...