Season 8 | Invasion Day & Cluster Queue Feedback

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    • Season 8 | Invasion Day & Cluster Queue Feedback

      Hi everyone,

      We hope you enjoyed our first Invasion Day with the new mechanics and in the new world last Saturday, 1 February!

      If you took part in this Invasion Day, we would love to have your feedback on the large-scale, high-level gameplay involved in the event (not necessarily the smaller bugs or issues, which you can report here instead).

      In particular, we would like feedback on the following:
      • How did the gameplay in this Invasion Day compare to the previous ones?
      • Did you experience any overarching problems or things that are holding back gameplay?
      • Are there any urgent fixes needed for core features (ie. Crystal League, Territory Control, etc)?


      Thanks very much for your insight!

      - Mytherceria & the Dev Team

      Mytherceria#3744
    • I think invasion day itsself was ok, smaller guilds got some land.

      However i think big alliances will have it today. the way timers are spaced and the ease they have moving about the map for a t5+ zerg they just run Timezone to timezone

      This means territories are still going to be held be a few people, if thats intended fine but it seems you didnt like that when the 5 man team was holding half the map... now its the same groups just more than 5 people doing it....

      invasion day we got 4 terri, but then they all got attacked by an alliance that we cannot fight
      • The performance has improved considerably.
      • The fights that leave the map full and activate the Smart Queue feel confusing and not very fluid.
      • Discourage the sending more than 50 men to any open world objective. Raise the Season Points earned in the low-level Crystal League a little more (the misery of points they give is a bit frustrating).
      Personally, I really liked the new gameplay of the game and its dynamics. It makes me a little sad that huge zergs destroy any small entity without any effort just only carry more numbers.
    • The general flow of the event is pretty similar for high end zergs

      I was on my laptop (few years old, not nearly as good spec wise as my desktop) for the first time since queen and every fight was playable, which hasn’t always been true in the past. Usually 20fps when I used to be frozen, so performance has been MUCH better.
      IGN: DungeonRealms
      Founded Elevate
      Won Season 9
      #1 Locus Kill Fame
      Held 6 cities till SBI deleted them :/
    • Not all t5 zones should be assumed free to take, there are some very important ones (see the one west of glacier fall fissure which arch grabbed before anyone else came by)
      IGN: DungeonRealms
      Founded Elevate
      Won Season 9
      #1 Locus Kill Fame
      Held 6 cities till SBI deleted them :/
      • How did the gameplay in this Invasion Day compare to the previous ones?
      Very smooth. FPS was boosted, I was sitting around 30-40 in full zone capped ZvZ's which is a massive improvement from before. No rubberbanding issues from what I could see.

      • Did you experience any overarching problems or things that are holding back gameplay?
      Zerg buff needs changing (which I know is being talked about) but I also want to add that massive large scale ZvZ's is something a lot of people came to this game for, so removing or putting a massive hindrance on that for end-game content sucks. Please make it so that castle zones for example have the zerg debuff removed from those zones to allow full scale massive ZvZ warfare for end-game content.

      • Are there any urgent fixes needed for core features (ie. Crystal League, Territory Control, etc)?
      I dunno if it's a bug for if it's meant to be but you can launch on a territory at anytime if you kill the mage, a lot of people were under the impression it was at the prime time of the zone and 20 minutes after that you could launch given you killed the mage in that time frame.
    • Robinhoodrs wrote:


      • Are there any urgent fixes needed for core features (ie. Crystal League, Territory Control, etc)?
      I dunno if it's a bug for if it's meant to be but you can launch on a territory at anytime if you kill the mage, a lot of people were under the impression it was at the prime time of the zone and 20 minutes after that you could launch given you killed the mage in that time frame.
      It works pretty much the same as scheduling old-GvG attacks, so you can schedule attack anytime for the upcoming prime time, if the attack would happen in less than 22 (afaik it's 22 but don't kill me if it's 24) the attack can be scheduled for the next prime time (so not the upcoming one as it gives defenders less time to prepare).
    • On our side sadly the queue system was terrible and it turned into the worst reset day experience I ever had on the game.

      It started with our groups in our hideout, the moment we left the hideout out of up to 200 people, only 20~ were allowed in the map, we were kicked into the middle of T4 enemy blobs that caused ENORMOUS disruption, the shotcallers were split from their parties and chaos endured as calls were made to spread out and withdraw to a safe point. By that point we were pinned unable to move anywhere because our area had both exits with the cluster queue enabled, for witch we had to stay in the entrance to queue for and enemy flank zergs were just charging the entrances so it was just pointless.


      That would go for answer the question question, we got cut from our parties and couldn't get back, and many died trying to run and organize on a map where both exits were zone-capped, literally trapped.
      We also lost several war mounts when they got kicked out due to the cluster into such large enemy zergs at the bordering map entrances they didn't had much of a chance to survive that sudden kick.

      So in short on our side the queue system did not allow us to participate on the EU reset day. On the NA this was much better on our zone because the numbers in the area were not enough to trigger the smart cluster system.



      The other thing that we see that completely messes up any zergs with newer players, that have lower IP and are not wearing high tier gear (the average t8-t8.2 of main zergs), are simply being kicked out of maps when a main zerg shows up, what is the point is to balance zerg fights why when a main zerg with high spec + high IP gear shows up, who is not playing at that level is being kicked out? On our experience with EU reset I just described I am the guild leader, 1.4k IP and it just kicked me out and didn't allow me back in, so only way we dealt with that on NA is by being on the map early to not have a dejavu of EU.

      I would like to request therapy sessions to erase our experience with the queue system on reset day. Thank you :)

      The post was edited 3 times, last by TheBacon ().

    • Over all was meh

      Some banger fights but missed a lot of fights too with the smart cluster taking you out mid fights which is a game killer.

      Can you imagine in a middle of a fight and boom get zoned out,

      On top of that I cant look at the map and see what zone I wanted to go to since that automatically puts me in a random side zone.

      Sides zones turned to gank fest since people getting zoned into red blobs of death camping entrances.

      Over all, half the mechanics on smart cluster is hot garbage,

      Your getting to complicated and should just cap alliances/ remove them or better yet a small suggestion

      Have smart cluster put you in a separate space waiting to be dropped in as reinforcements.

      this is my 2 cents.
    • I would suggest another circle of "Arthur" Merlin Morgan's rests half way, then you can do with zergs whatever u want, what you gonna do anyway. But then u can actually travel the map similar like Mercia with chests in reachable distance..and just 2 zones to run except 9..to avoid the crowd gank and u don't have to defend Hideouts vs 200 people..
    • Performance wise, the game felt much smoother. I got booted from a zone once due to smart cluster - this and the disarray systems probably still need some tweaking. There are still alliances bringing massive numbers to single zones (200+) which IMO is game breaking. Personally, I feel like fights up to 100 vs 100 are optimal for both client performance and player enjoyment.

      I think it's too early to say whether the new zvz territory control system needs any changes - I do agree with Hollywoodi that in general, there needs to be more warcamps or npc 'rests'. My overall feedback of queen is that there's just way too much running.
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    • ExoDrazos wrote:

      Have smart cluster put you in a separate space waiting to be dropped in as reinforcements.

      I like this idea very much.

      Mytherceria wrote:

      How did the gameplay in this Invasion Day compare to the previous ones?

      Did you experience any overarching problems or things that are holding back gameplay?

      Are there any urgent fixes needed for core features (ie. Crystal League, Territory Control, etc)?

      I only played EU reset, and only on a territory boss team, so I didn't see any real zvz combat (though there were huge blobs everywhere). Performance seemed all right.

      Overall, I'd say the variety of territory primetimes is a serious problem, as mentioned by many already, since they remove one of the primary obstacles to huge zergs.

      The urgent fix I'd like to see considered is that for a single alliance, all owned territories and hideouts revert to a single primetime (that the alliance chooses), thus forcing the alliance to defend everything they've conquered/built at the same time.

      I know that's not perfect, and it doesn't stop conquest directly, but it would at least make it harder to hold on to massive conquests, while a small guild with a single hideout/terri combo won't be affected at all.

      This also has the advantage that an alliance using swarms of newer players to get a few territories won't be impacted much, while a powerful alliance that can spread across the map will be affected the most.

      The post was edited 2 times, last by Roccandil ().

    • Urgent issues.. i think this might fall on it as someone dropped the ball

      It sounded cool to have more cluster times BUT with more cluster timers and the same number of clusters on the map 1 big alliances is just rolling through as they can field 200+ to all 6 of each zones primetimes in the area where no one else seems to be able to

      Example thetford portal 1941 owns like what 45 territories now?
    • A huge Zerg fest is not fun. I am legit taking into consideration to just limit my game play to:
      Daily expeditions
      Arena
      Maybe some CGvGs when I manage to find time to play
      Maybe just run around YZs and help randoms clear some dungeons

      I am a part of a big guild that does a lot of ZvZ content but God do I hate it (and to be honest, a LOT of people feel the same way). No other way to get territories now though so suck it up I guess...

      Since queen everything has been so Zerg oriented it's stupid. You go through the portal, 20 people are ganking. You ride 2 zones away, 20 people are ganking. You pass through 7 zones and meet 5 large groups of gankers. It's fine if you are looking for a fight but god it becomes anoying real quick.
    • Mytherceria wrote:

      Are there any urgent fixes needed for core features (ie. Crystal League, Territory Control, etc)?
      Yes alliances go to the map and hit alliance view

      4-5 alliances control 70% of the map making the game really boring they are smashing every hideout in their zones

      I dont want to play with 6000 faceless people,

      I want to play with 300 friends

      Cap alliances its fucking time before S8 is your last season
    • The smart cluster queue basically works.

      Changing the territory control to what we have now, SBI already knew that this would favor ZvZ-dominant guilds like Blue Army and be a cold shower for previously GvG-dominant guilds like Money Guild, ERROR 404, June. The new map of territory control determined by rolling ZvZs is working as intended.

      For better or worse, it was acknowledged that SQUAK's business model is good for SBI's business model. what with the daily rolling ZvZs, gear sink and regears, whereas the old Money Guild model of ruling the map with 5 people (the 1%, so to speak), 50 alts and billions of silver was not economically inclusive enough for the player base-at-large (ie, the 99%).
    • faintrespite wrote:

      The entire center circle is on the EU reset timer.

      Is NA that much of a joke to SBI?

      Neef wrote:

      It seems there are more EU timers then NA and whats with the center being totally EU? Game does seem to run alot better so great job on that end.
      I can't confirm that the center is entirely EU.

      If you are referring to the region's surrounding the Avalon storm, there are regions of all timezones represented (Battle times from 12:00 - 5:00 UTC).
      4 of those battle times (12:00, 15:00, 18:00, 21:00) are assigned to the 18:00 UTC Invasion time, due to proximity to that time. This covers Oceania, Asia, Europe & Brazil.

      3 of those battle times (0:00, 3:00, 5:00) are assigned to the 1:00 UTC invasion time. This covers North and (Western) South America.

      In the absolute center of the map we have 8 regions. 5 of those fall into the 18:00 invasion time, 3 into the 1:00 invasion time.
      In the extended inner circle we have 24 regions. 14 of those in the 18:00 invasion time, 9 in the 1:00 invasion time.

      The split is therefore roughly 3/5 in the "EU" invasion time and 2/5 in the "US" invasion time. This also pretty accurately reflects the ratio of active players at each time.

      That said, we'll continue to look for opportunities to improve this setup.