#Servers and Pvp

1 messages · Page 1 of 1 (latest)

upbeat turtle
#

Hi, me again haha

I'm hoping Jao see's this, I would love to have a 1 on 1 convo with him to explain things in detail.
Essentially I'm wondering how he feels the Mega Clan and Small Clan separation is going.
From my perspective as a PVPer I think we might want to revisit some things.
Molten Mountain continues to be the most populated PVP server, sadly. Population spikes on other servers around updates, but then quickly dies down. Unfortunately I think the long wait time for 1.1 may have turned a lot of players away.
So with keeping in mind that on Molten Mountain, all of the "small clans" are essentially mega-clans split into 3-4 different ones, due to the 50 player cap.
I think back to legacy when the game had its highest consistent population. When Official pvp was less segmented and more free.
I feel like getting rid of the small clan vs. mega clan distinction all together would be super beneficial for the game. As we all know, the longer a clan is active, they always end of forming or merging into a larger clan.
I'm proposing getting rid of the categorizing of Mega, small, and just making all Clan-based PVP servers a flat clan limit of 400-500.
It was a much better idea when the game had a higher player count, but i think in reality its unecessary.

ripe steeple
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Absolutely agree with this, couldn't have said it any better. The idea of why Jao did what he did is understood and not necessarily a bad one. However, like Veda is saying. Due to the player spikes and how separated everything is, in the hopes of "controlling" how things go. It's best to have it as basic as US-1 and US-2 standards. I would understand if this change wouldn't happen until after 1.1.2 since that is another good patch incoming anytime soon, but definitely afterwards if it does get up-voted and it happens.

thin plover
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Blood Moon hardly has 10-15 players on throughout the day and night, and those numbers are only if we are LUCKY. The Dragon King and Blood Moon merge was nice but it didnt help server pop in the slightest. Its wild to me that there are mega clans on a small clan server. Gaia has to have 4 clans just to support themselves on Molten Mountain. What's the point of having big/small clan servers when they are not even being used correctly. Having US-1 and US-2 back would help solve this issue, clan limit 400- 500 accounts and no ping cap for either servers. Just like it was in Legacy.

warped sorrel
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There are several large clans on Molten that refuse to acknowledge that they are indeed large clans, and instead have broken themselves into 2-3 smaller clans (but they're still one big group that plays together, under the same leadership) and that's just not what Molten was intended to be. They refuse to join Blood Moon. So what's the point?

stark prawn
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this would also tie into the ping cap issue as well. my clan has a portion I refuse to leave behind that cant play on a 300ms capped server so molten remains unplayable. I'm all for inclusivity and more players to fight so I'll put my two cents in but remaining unvoted til a server settings list is proposed.

vestal panther
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I'd have to agree bringing back Us1 and Us2 would be better to the pvp side of things, providing the ping cap wouldn't become an issue again, so i would ask that you please be considerate of that. it would create a more fulfilling game that many have missed since the new update first came out, and it would be nice to see full servers again.

warped sorrel
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The ping cap isn't even protecting anyone from desync anymore. As soon as you fly through redwood trees, desync kicks in no matter the player, ping, or region. It's almost always a free escape. EAC picks up the slack for anyone manipulating their speed in other ways. So may as well just remove that, revert to a US-1/US-2 server grouping, and leave a solo clan server open for that kind of player. You'll never be able to force the player populous to play the server they should be playing, and it's splitting the playerbase up into a bunch of 1/2 full servers instead of a few very full ones.

dense blaze
chilly hedge
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I miss the peak of DoD, I feel very limited needing to play on a dead mega clan server because all of our members won't fit in a 50 capped clan.

quasi beacon
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I wish it was a US1/US2 dynamic. The servers thrived that way but having it small clan big clan does not work at ALL, especially with the ping caps ruining alot of players forcing them out of the server. Mainly when it decides to boot you for going over the limit once or twice due to flame registering in or ir's cloak/fs's heat sense casing ping issues.
Sure the small clans seemed like a good idea at first but it's just the larger clans cowering in a smaller server and splitting up into baby clans with their hundreds and hundreds of members. If jao wants to move players into one major server like legacy was, push BM into MM with a like 600ms cap, it would push players into the game more due to more fights. 🤷‍♀️

upbeat turtle
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I hope he reads this 😭

rustic gazelle
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I think having a small clan server may be more interesting once there is a territory and alliance system. Like give small clans a higher alliance cap while big clan servers can only have 1 ally. But as it is right now, small clans still act like big clans due to the amount of alliances they get in, and big clans are all split up into multiple clans to fit all the members. Maybe revisit this once we have more game mechanics

rapid folio
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Honestly DoD has been boring or a struggle because of the lack of clans playing. I miss legacy 😦 Us1 and Us2 vibes were great then. Now all clans are split up and just not enought to fight.

little walrus
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I think the game would benefit highly from just merging blood moon and mountain mountain
That means hopefully the server would always have a pop and people to fight

quasi beacon
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Yep and that means GUARANTEED activity with territory contests.

strange lodge
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I feel like i contributed to this discussion when it cropped up in global chat, but:

-why?

why, if the large clan server is the one that dies the fastest, would he raise the clan cap, rather than just lower it everywhere? we've determined that the game's population cannot support the number of official servers that are active- which means it's essentially a survivorship test, of "what settings on a server keep a population the longest." and so far, it appears that MM's winning. (beaten out by sanctuary, but y'know, rp'ers gonna rp)

just in a test scenario, "small clan caps appear to help retain a server's playerbase" seems to be the result. It wouldn't make sense to raise MM's clan cap, and risk it dying like BM did.

I will also say, even if "all" the clans on MM are mega clans split up into smaller clans- that still has its own hurdles. If multiple clans are fighting together, it becomes nigh impossible to avoid friendly fire without name tags- meaning clans can form a group and field at most 10 players, or they can form an entirely new clan for fights- which is a hassle. It would appear to help prevent zerg strategies, for the majority of players.

I personally don't like small clan caps- I feel they're a nuisance, and needlessly restrict the playerbase. But also, if the servers are in a test of survivorship, I truly can't argue with the results. the numbers don't lie.

If two servers are almost identical, with a single changed setting between them, and one retains an active playerbase longer, would you not be forced to come to the conclusion that the setting IS what makes a difference in playerbase retention?

dense blaze
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to be fair another difference between MM and BM is ... group damage being enabled. I feel like that puts off a lot of people ngl. I know it keeps me from playing there for the sole reason that the clans I've been in can't even work together without it, why would i wanna play with them with it. lol

as a side note, i think either adding in alliances where names are seen when you're in the alliance and limiting how many clans you can be allied with (to stop zerging) and keeping clans limited at the number they are is the better way to go about it.

additionally, id love to see a group limit size increase

quasi beacon
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Gonna bump in again.
BM has disabled groupdamage due to ratz’s protests despite every other clan wanting it enabled..
The only difference is the actual fighter clans who have been able to get rid of any clan standing as a threat.
Group limit size would actually RUIN pvp
(EX: do you like 15elder flamestalkers rapidly approaching your location and landing on you?)
Alliance system would fix alot of things.
Same for territory markers/contests.

The style that has ALWAYS worked for legacy and any server is US1/US2 megaclan dynamic, having the smaller clans split is funny and all but overall its respectfully Annoying and causes more fights in the community..
US1/US2 Dynamic.
Megaclan. Us1 groupdamage
Us2 non groupdamage.

OR
-# the bad idea
If a clan reaches 200 they’re forced into a different server (data included) and attempting to Bypass said limit going at 199 would cause a disband..?
Let the bigger clans fight.
Let the smaller clans fight.
Clans like
ANBU
RATZ
GAIA
Are all decently sized clans 2 of which are placed on smaller clan servers because they refuse to move their stats due to the harsh system..
-# tiny rant!

dense blaze
# chilly hedge Group damage is not on in BM

It was — but I see it’s been disabled now. I quit playing shortly after update, so probably happened while I was away. Couldn’t be bothered with it anymore.

——————
To @quasi beacon
Thanks for the info about the BM changes. Last I had heard it was group dmg enabled so that’s good to know. Definitely was keeping me from playing that server, people have a hard enough time on MM coordinating things with their “allies” and not killing friendlies, didn’t wanna deal with it elsewhere too lol. (I mean full on just cussing at each other for those attacking an ungrouped alliance member type of ridiculous, would have been worse with group dmg enabled lol).

I still agree with the US1/US2 thing, and I also agree with an alliance system being implemented.

Side note: The post from AGES ago where it stops showing clan members as “OFFLINE” and gives us their names so we can kick them if they aren’t active would help clan numbers as well. (Or even an automatic kick if they don’t log in for 2-3 weeks).

Group limit size: I can see pros and cons of this. Pros being friends get to play with friends, people stop getting left out all the time for fights because there is more space. Cons being more dragons in a fight, etc. like you mentioned. (But at the same time clans are already forming temporary clans for fighting. People are swarming others with 20+ players as is, it really makes no difference).

quasi beacon
# dense blaze It was — but I see it’s been disabled now. I quit playing shortly after update, ...

-# ty for no reply ping btw
Addressing everything from a legacy pvpers perspective and someones whos been inside of the 1-3month MM clans+

-"Allied" clans on BM are all under a disagreement but are too afraid to fight eachother/have broken-distrustful friendships. Verbal alliances result in allied dragons dying ALL of the times and yes, actual argument breaking out
EX: Realm losing alliances/NKP (no kill pacts) due to issues.

The offline thing isnt a MAJOR issue unless there is a clan cap (which exists on molten and i believe other unused servers..) I agree it would be nice but there's really not a major major point right now.. a auto kick would be a 10/10 though for let's say, 5week and a side menu to confirm of:
"These [NAMES] have been offline for 5+ weeks, would you like to kick them?"

Group limit size: No.. the 20+ swarms you see are up to clan-clan-clan-scouts or clan vs clan+scouts (yes those ss's lurking above are wt you think they are!)

Temporary clans: those "temporary clans" are rare, and when they DO happen it brings alot of chaos into the mix newer chiefs struggling to juggle. If it happens its planned weeks before since its VERY hard to clan people during fight comms/preparation..
-# and i agree but majorly disagree, imo there should be NO bigger group than 10 on pvp.. id like to say "oh but solos should have 15" those solos HURT when there's unclanned legacy fighters coming back without a clan invite.. and easily abused

stark prawn
#

Ping cap still leaves MM unplayable for most of the rural US and worldwide playerbase without fantastic internet options where they live. For any kind of healthy server population the game must first be playable

dense blaze
quasi beacon
stark prawn
dense blaze
# stark prawn ping cap is the problem, not ping to the server. the cap that kicks you and hard...

Idm pings, so no need to apologize! :D

I honestly feel like both problems should just be fixed lol desync and teleporting dragons is just as bad as getting booted from the server for having high ping.

Won’t ever be able to properly have lasting PvP unless both are fixed.

But back to post topic removing “mega clan” and “small clan” distinctions and going back to a legacy set up of US1 / US2 style seems like it wouldn’t just be beneficial for population but also for server costs. Would save a lot of money from running empty servers all the time!

turbid bolt
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If people really want megaclans to move off of MM, would it be an option to merge the saves, but then keep both servers online? So clans like gaia would have a point with up to date stats on BM and MM and can choose whether to remain on MM or BM without losing progress. And people on BM have the option to move to MM once it (hopefully) is less overrun by megaclans.

Dont play on MM so unsure how people feel about this, but I really do not want the bloodmoon x frozen throne merge proposed by Jao. Hopefully this would be a way to bring some life to BM and have it played as intended

rocky minnow
# turbid bolt If people really want megaclans to move off of MM, would it be an option to merg...

This is assuming they’d want to move voluntarily but letting people swap their dragons over to save progress would be fine with me, everything to gain it in this game takes forever so I can understand why they would not want to move due to that one factor.

My only gripe is that they probably should up the ping cap in that case, cause its more people joining from different places. My game seems more stable on BM versus MM for example (an 800 ping cap versus MM's 300), and Im still trying to figure out what’s causing it but Im like 80% sure its to do with the ping cap, I dont disconnect from any other game the way I have been with this one

upbeat turtle
# strange lodge I feel like i contributed to this discussion when it cropped up in global chat, ...

I dont think the clan cap is why people stay on MM, it is because they started their lines there after the 1.0 update, and dont want to leave. It stayed populated for longer, which means that more people did flock to that server, and it became the "main server" so its like a loop now.
I also dont think that raising the pop would cause the server to die. The reason it stays populated is just because that is where people know to go for activity.

Like why would people join a server that they know is dead and has been dead for a year, and try to set up there. Instead they simply split their mega-clan 4-5 ways and deal with it.
I prefer the legacy set up with no clan cap and its just survival of the fittest.

rustic gazelle
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Nobody is gonna want to swap servers due to already having established lines. Why would Gaia who is a big clan on a small clan server, want to lose their high stats and start all over on a mega clan server when the nesting system is still not good?

little walrus
#

^
This is exactly why nobody wants to move servers even if they are now dead
People already have lines and don't wanna start over

upbeat turtle
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I think removing the small clan and big clan outline is a solution. The games population isnt in the right place to have so many things spread out.
Up the clan limit on all servers to anywhere from 200-500.
Make the game more like legacy when it was more successful and call it a day

quasi beacon
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US1 US2 dynamic would fix the entire issue all together

brittle trellis
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I hate to say it wouldn't fix the issue all together, but personally? I stopped playing legacy when US1, being overrun by a singular megaclan, became unplayable to anyone not in that megaclan, so that megaclan began to move to US2 and drove my clan off.

Stopped playing the game altogether until after 1.0 dropped and the servers reset.

US1 and US2 had their own problems.
-# that being their ability to house megaclans, and them being essentially the only two viable options. If one megaclan has the ability to make the game essentially unplayable to everyone else. That's a problem.

urban echo
# brittle trellis I hate to say it *wouldn't* fix the issue all together, but personally? I ***sto...

it would be much harder to achieve this type of dominance that some clans had in legacy also in 1.0, game changed, it's harder to camp, easier to hide, pvp changed too.

The root of the issue is low population and that's where we should be looking for solutions, why is it like that? We should push for changes that will make the game more playable. Im sayin it all the time but: eldering, upstating, desync, skins. Do something about it and we will have actual population.

To be honest I don't think it is fair to small clans to take away whatever climate they've created on molten, cuz yes GAIA is big clan but at the same time they are most chill and easy to handle out of all big clans. They didn't really destroy the feeling of 'small clans server'. Jao should just allow people to transfer dragons between servers for like 2-3 weeks, if enough clans would have moved maybe we could make Bloodmoon more populated.

In general the idea of small clan server will always be problematic cuz those small clans that will manage to be successful will get better, have more people and at some point will become mid to big clans stuck on small clan server... Until the devs will realize, that this is natural progression and that transferring dragons between servers should be more common this will always be problematic imo.

But then again, would the small, new clans even have the possibility to learn and make progress, grow etc if from the start they would be thrown between big dogs? We want US1 and US2 but those servers were driven by big clans that in most cases don't exist anymore

little walrus
#

^
I was about to say pretty much the same thing
Unfortunately update 1.0 killed motivation for half of the playerbase
Update 1.0 had less content then legacy and didn't have everything that was originally promised (of course no shade to the devs or anything)
And even though now we have more content in the recent update people just gave up on the game and still don't wanna come back, only coming back maybe for a week at most for every update.
I think there is maybe only 1-3 mega clans that even exist anymore.

brittle trellis
#

And when they add more content, and mega clans become a problem again?

Im down for dragon transfers (between same server type PvP to PvP, PvE to PvE only) to be made easier, afaik transfers are all done manually and require player and admin to be online at the same time.
-# if they did anything automated, it would need a decently long cooldown tbh, try and prevent a large clan raiding smaller servers.

The issue is there needs to be some sort of prevention of megaclans rolling small clans and running players off the game.
CvC was an option, ultimately, not popular enough to have official ones.
Small clan/mega clan servers are an option, but it looks like for that to be functional clans need to move around a bit. Either because of population lack, or because the clan is too big for its server anymore.

We want new players to have PvP options that wont immediately drive them off the game.
We want old hands to have PvP options that wont be made unplayable by one megaclan deciding to KOS an entire server until they're the only one left (again)
-# and then when they realize the server is empty, move to the next one
We want the people who are inclined to mega clan lifestyle to have an option to do that, preferably not on top of the rest of us, ty, because if they don't, they're going to try to do that anyway.

The most obvious solution? Seperate them into seperate servers by playstyle.

If we think it's not working due to population, and we think population will be solved with time, with content.

Then what do we need to do to make an equilibrium work?

Because looks like, adjust the servers until we hit a sweet spot (what the devs are doing)
Or
Let the players move around until they find a sweet spot. (Would need to make some sort of automated system for file transfers, likely)

sturdy stag
#

They made small clan servers for the small clan servers but mega clans had moved there cause they didn’t want group damage or didn’t want to fight the other mega clans. Most of the mega clans are now split up do to the inactivity of the mega clan servers and have gone to the small clan server to fight. Ratz stopped getting on bloodmoon and started maining MM and Anbu would be there too if it didn’t kick half our clan cause of ping.

warped sorrel
sturdy stag
tranquil sail
#

I genuinely don't understand this. Like yes, in total it would make mega clan play more consistent but... It aggressively ignores the issues with those mega clans in the first place.

There's something to be said about the small clans having multiple sister clans conjoining them, absolutely. But I don't think the solution is to condense all that into 1 or 2 "no limits" clan servers. The issues that stem from having 1 high pop server and every other server be basically dead remains.

The issue isn't the clan size caps or whatever, it's the content of the game itself not being... there at all, which is being worked on, but also not lending to an experience outside of the current metagame-y playstyle that promotes nonstop stat grinding and death loops and very little other content.

The takeaway I get from this isn't "make US1 and US2 return", it's "police small clans to push mega clans into mega clan servers where they belong and continue to improve and add content to the game"

upbeat turtle
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The cycle with this game will always be clans growing and becoming larger though. Also, when was player base at its highest? Legacy. Where the clan limit was 1000 lmao.
Leaving it how it is is not the solution.

sturdy stag
#

There was supposed to be a 200 clan limit in legacy and jao didn’t know that’s not how it actually was lmfao. I’m pretty sure ftc had close to that 1000

prime mason
# upbeat turtle The cycle with this game will always be clans growing and becoming larger though...

I think this is ignoring other factors that contribute to population decline.

  1. the nearly 2 years of 0 updates between legacy and 1.0
  2. the severely broken state of 1.0 which physically forced many older players to stop playing (dx12 bug) which lasted for months
  3. the spread of pvp players across many more servers
  4. new ping caps that even still block many PVP players from joining their clans

Combat in 1.1 is very similar to legacy, and I think the clan limits are not the major reason servers are dying. I would say people are not playing either because they can't, or because they couldn't for months and gave up trying

upbeat turtle
#

Oh no I’m not saying it is the reason pop is dying!
I’m saying it is a solution for players that are active, to make the game more playable. The game isn’t populated enough for the separation, if there isn’t people to fight on PvP servers, more ppl with stop playing.

simple timber
#

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keen dome
keen dome
#

Example of a RECENTLY DEVELOPED or in development upcoming dragon games which I myself and others have a small sparked interest in DoD playerbase (since this was brought up in gen chat today, that there is currently "no other dragon games"):

  • Dragontwin (Using UE5): an upcoming open-world RPG/Strategy game in which the player shapes their own destiny as a dragontwin, soulbound to a powerful dragon. At the moment, the developers are configuring the dragons movements, taking WHAT THE COMMUNITY SAYS and fixing it, and if the community doesnt like it they just reverse and continue onwards! The animation system is the main work rn, as said, flying is implemente, ground locomotion is in progress for Q1-Q2 2025. Dragon creaetor is in progress, first look Q1-Q2 2025, Character is on hold as dragon is being completed. Customizable dragonfire is another implemented feature. Open world is in progress, interactions are planning phase, and region landscapes are in progress. Destructible environments are testing, but are done. Interactions like epic battles.

  • Draconia (not as popular, and released): Create your dragon, customize it, level it. Explore the world of Draconia and unravel its story. Draconia is a MORPG where YOU play as the dragon. Offers single player, MMO, Online PVP, and is available on steam for the same price as DoD, still an Early Access. Unaware of progress or updates as I havent played it in a while, but has partial controller support. Looking at steam, they do have frequently flowing updates/patches/remodels. The game features a large base of dragons to choose from, with different elements, and all in all is quite similar to DoD. Flight mechanics need a little work, but as said, its still an Early access.

  • Century: Age of Ashes: Fast paced PVP combat with detailed graphics. Supposedly Free to play. Largely different game style than DoD, but still classified as a dragon game, where you control the dragon and get PVP out of it. Dragons flight is a little off in my personal opinion, but the pvp is actually really detailed and good.

This is proof that there are ideas of creating dragon games other games that could pose a larger threat to the Early access community of this game, especially with the progress being seen in the development. And Im not trying to make this seem rude, but in the coming future more dragon games are going to be released, theres going to be more competition, better communities. The example may not contibute to that fact that ppl play multiplayer and such, but with the staff taking in community and such ideas, multiplayer might very well be immplemented. While DoD is making strides, it needs to keep pace with the genre and support its player base as the genre becomes more popular and varied.

Additionally, not just everyone is playing for the dragons, some are PVP players, and they spread out to the Isle, or BoB, meaning your not only competing with "dragon games", your competing with other PvP games, on top of open world dragon games. And honestly, seeing discussions and opinions, I dont think PvP is cared for very much, PvE however is a huge care. But from experience, once the game is FULLY developed, ppl are gonna play PVP more, cus PVE will be quite boring (nest, sit around, elder, do some quests, explore, repeat). There's no thrill, there's no chance of dying unless its starvation or unless future threats in environment are to be added. PVP usually becomes the main playerbase for games like Day of Dragons (look at the Isle or BoB, even PoT has a PvE playbase, but is mainly PVP)

I have faith that Day of Dragons can and will be a good game, but sometimes comprimises have to be made in the Early Access stages. There is competition out there, even if your unaware to it.

keen dome
#

Edit (I go over character count): - Untamed: A planned miltiplayer creature survival game that takes place in a post apocolyptic world full of overgrown ruins (Graphics like PoT or the Isle)

  • Dragon game project: Has been in production since 2017, with recent experimentation of a realtime facial capture in UE4 for the dragons. Game has rigged and prepared for implementation of many different dragons, from water, to a desert griffin. AI food "Chimkens". Listens to their community (added emotes for the lizardmen when community asked). Quite a different gameplay of stealing treasure in team matches, playing around with friends in sandbox, or experiencing yourself as a feral creature on a free map with the option of playing as a dragon, wyvern, gryphon and lizardmen.