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Tordis Hurrle

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Aug 5, 2024, 6:43:04 AM8/5/24
to bioricmiebua
Currentlyoffline raiding for me and others I know is a barrier preventing me from playing PvP more. When logging on we could build a base and while online very rarely see any PvP, quite similar to PvE-C gameplay.

This would come in the form of, 24/7 PvP & destruction while online, with offline protections. Provided that the players meet an hour requirement to prevent exploitation of Offline Raid Protection (i.e logging in to reset the timer etc) and to provide an raid-able hours.


(Introduce hour requirement per weeks to qualify for offline raid protection; with perhaps an dmg resistance for fortifications if not meeting it until 2-3 weeks, to help bring other players into and back to PvP)


Hmm. There must be a reason why past attempts have either failed or are inconsistent. That 24/7 pvp is something that needs attention. It could be on for officials, but if you want players of all ages, then 8/7 is okay. (Not sayin better)


My clan would play D&D virtually on a specific day every week. At least 1 of us had the game running in the background and checking logs every so often to ensure if we were being raided we could act. Exhausting.


Players are very inventive and will absolutely exploit DBD if implemented with set raid times. So 24/7 raid is a simple solution - my only ask with that is that DBD becomes immediate upon disconnection - perhaps under certain circumstances.


If you are not a functional illiterate, you would know that it is a pattern, suggesting that they are not making it to be a safe heaven for your things.

It will never be.

This requires resources, people and time directed towards keeping things under control. To do that, they need make the system, and watch it works, and have people to fix when it does not. That is why they dont, and they never will.


When people discuss DBD, the topic is usually about a mechanic that only enables building damage for someone who is logged in and for a certain time after they log off. The idea is that they no longer have to log in every 5 hour time frame to protect their base. Freeing up days for personal reasons without fear of losing a base if they happen to miss a window or two.


If the setting is inbetween, you get a bit of both. Those with larger defenses, thicker walls, can get away with the setting not being as short but achieving the same results. Those new to a server get screwed, many times after their first log off.


DBD helps the larger more established clans far more than it helps the solo player or the new player. In fact its so disproportionate that the latter can do very little (compared to now). It also introduces the problem PVE and PVE-C servers have with serial refreshing, as a player who takes up a choice area only needs to login once every 10 days during slow times. Requiring very vigilant and almost batphone style readiness to make an attack.


I would recommend simply averaging the power of the last 3 offense winning teams. If you have to win the match-up it is difficult to manipulate. Using the average power of the last 3 teams will also account for different teams that may be used to beat specific heroes or color-stacked teams.


B. What really happens. Of course, that is only what is supposed to happen according to the devs but it is not what happens. I tracked 300 raid matches. For each match-up, I add the number of trophies I could win to the the number I could lose. A perfectly matched team, according to what they say, would come up as 0 (if I could win 30 trophies or lose 30 trophies to an opponent, take 30 + (-30) = 0). If you think of a bell curve 0 would be the exact middle and should be the most frequently seen number in match-ups based on trophy count.


I should mention I started the experiment at 2000 trophies, throughout I dropped down as low as 1900 and made it as high as 2300 before being knocked back down. The majority of the time, I was between 2000 and 2100 trophies. I would estimate the majority of players fall in the platinum and gold arenas depending on how long they have played. I mention this because being at an extreme end of trophies as either a new player or a dominant player could influence your match -making prospects but I should not of been impacted this way.


Yes, I know there is a thread dedicated to this. Yes, I know the devs claim they are not biased against color stacking. And yes, I have evidence from my experiment showing otherwise. I tracked 150 raids using 2 blue heroes and no yellow heroes and then tracked 150 raids with 2 green heroes and no yellow heroes. You would expect 20% of each color to be the primary color on the starting board, regardless of the team make-up.


In 300 raids without a yellow hero, starting boards contained more yellow shields than any other color 92 times or over 50% increase of what you would expect! Clearly this is not consistent with the idea boards are not manipulated against stacking colors.


First, why do they generate mana when they are hit? It makes no sense. It places an increased emphasis on bad starting boards. It also skews hero cards where average or slow mana generators are now gaining mana faster than your fast heroes if hit with a cascade. It is actually one of the aspects that makes a heroes seem over-powered because despite being average in mana generation, they act like very fast.


As for the hero card stats if you factor in the stats from the troops that they are using the numbers should match almost exactly. The defense also gets an extra 20% def and attack not shown anywhere.


You can get only get matched with teams within +/- 300 cups of your own. Within that range is were the randomness comes in. If they are close to 300 cups higher is where you gain the most cups close to 50 per win, if they are close to 300 lower is where you can loss close to 50 cups per loss. If you are close to even the win/loss cups will be about the same. The closer you get to the top the harder it is to find matches that have a higher cup count than you.


Mana troops can add 26% attack fully leveled, level 20 troops have 24% attack so that number makes sense if they high level mana troops. They will raise the amount of damage done by damage over time heroes like JF. The damage can also be raised through emblems but that number is reflected on the card.


The Trophy win/ loss amount is also based on the comparative trophies & is (typically) a total of 61 trophies (win + loss amount). The distribution of this is binomial as well as it is linked to the comparative trophy counts. even split (+30 / -30) occurs when both you and your opponent have identical trophy amounts. Otherwise the skewing is based on the trophy count difference AT THAT TIME.


Regarding the second observation about defending teams dealing more damage, you are in fact correct. There is, and has always been, a silent & unseen boost in the stats of defence heroes which is NOT shown on the hero cards (before or in battle) but is applied to the Damage Calculation.


Again, this is to counteract the fact that you, the raider, get opportunities to generate mana constantly via the tiles on the board. You can create / get huge cascades which not only kill the enemy with tile damage but ALSO generate huge amounts of mana.


i agree, specially when I have a bad raiding streaks. So many times you feel that there is a conspiracy against your win, and so many times you only have to match 3 tiles to create a huge cascade, erase the tank, charge your heroes and smash a stronger opponent.


1.- Matchmaking: Its made to make things harder as you climb the ladder, Im moving around 2.100-2.400 trophies not being able to make a 4.000 tp without 5* maxed and get paired even with 4.600 teams, of course i have to reroll a lot of times. When being an active player this is not an issue but for new players this is annoying. They barely produce or farme enough food to train heroes or do a reroll.


I think there is a huge improve margin: If system offer you the chance of facing a stronger or weaker challenge: and an according loot. easier challenge allows you to play raids without a lot stress and provide you moderate gainings and those who looks for strong battles would have what they want.


2.- Hero cards: Its part of the game, attacker doesnt get all the info on purpose we have to make our own calculations between the enemy Team power and the heroes stat. I really dont watch the heroes card excepting to make sure what their specials do. When fighting I check it multiple times. I have to adit how some heroes deal huuge damage when defending and as attackers hit like a chicken feather. (those fast aoe attackers like Melia or Vela)


3-4 boards and mana. These statements are heavily connected, and I agree that the system usually helps you to win or lose the match. When playing normal maps you get better boards even titans sometimes provide brutal cascades or not a single combo to stun the titan. implying scores 4X higher or lower depending on the luck.


Traits: This is one of the most unfair things you can meet: There are almost useless traits (Like barbarians, other that helps a bit and other that directly changes the damm match: I have just met a Boldtusk who revived 3 times and fired twice) This needs a huge revision.


I understand boosts to attack, defense, and health can be explained by troops but on the JF card pre-raid his special skill is jumped from 302% damage to 404% after the battle started. Cohen special stats also improved. I am not aware of troops adding significant damage to special skills.


In video games, a raid is a type of mission in Massively multiplayer online role-playing games (MMORPGs) where a much larger number than usual of people specifically gather in an attempt to defeat either: (a) another number of people at player-vs-player (PVP), (b) a series of computer-controlled enemies (non-player characters; NPCs) in a player-vs-environment (PVE) battlefield, or (c) a very powerful boss (superboss). This type of objective usually occurs within an instance dungeon, a separate server instance from the other players in the game. A raid may be highly planned and coordinated or arise nearly spontaneously through word of mouth communications in- and out-of game.

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