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Implemented Reduce the size of conquest buildings' uneditable area

kiadmowi

Well-Known Member
Slicer
Specifically radars in battlezones seem to have a disgustingly large uneditable area around them for such a small building which, when placed anywhere near a tgen/inhib, renders half your repot area useless. Radars play no role in conquest and arguably don't need an uneditable area beyond their golem spawns because of their ganky nature, not to mention in a battlezone.

But that begs the question of why any of the uneditable areas are as big as they are:

Everyone knows the clunky feeling of having taken/defended a charge only to spam right-click on the ground as you run away from the very thing you want to attack/defend until the shulker finally materializes. Why does our own building make us walk 20 blocks away from it to refill to continue defending it? Shulkers and echests specifically could be made placeable and breakable a lot closer to buildings without being abusable (or very costly if so).

"But don't golems and mods make repotting too easy then?" I'd argue if you're getting chased down, an afk golem and always-miss lingering mod won't help you any more than pearling to allies would.

These huge uneditable areas feel almost archaic, like they were introduced to solve a problem that could now be solved in a more elegant way but were never reconsidered.

As for rivi: idk lol haven't warped to those in a hot minute, suggest something
 

Lurnn

Well-Known Member
Slicer
Rivina most importantly needs some SERIOUS fixing, in the past we were told it was "never supposed to be that big" with certain tiles and that it was a "bug" however there are many tiles still experiencing similar issues!
 

ThePigGang

Well-Known Member
Guardian
+1
I feel like reducing the size would majorly change conquest. I see this happen every single fight and I myself as well as others have done this before, you try repotting but you are too close to tgen/inhib so out of frustration you just chuck a pearl and distance yourself from the fight. New players do this all the time and are so far they either get picked off by backline warriors or just get lost. Reducing the size would provide more objective play and I think that outweighs any cons to making it smaller.
 

Magpieman

Old One
Staff member
Old One
Any changes made within a battlezone should regen after a fight anyway so certainly worth looking into reducing radar and any other structure protection zone while a fight is active.
 

Cryptite

Elder
Staff member
Elder
Rivina most importantly needs some SERIOUS fixing, in the past we were told it was "never supposed to be that big" with certain tiles and that it was a "bug" however there are many tiles still experiencing similar issues!

In fact they're the same size as every other tgen/inhib protection area. Just due to the nature of how the rivina structures are placed, the space they take up is often most of the active battle area there. They could maybe be reduced only there "because rivina".
 

Lurnn

Well-Known Member
Slicer
In fact they're the same size as every other tgen/inhib protection area. Just due to the nature of how the rivina structures are placed, the space they take up is often most of the active battle area there. They could maybe be reduced only there "because rivina".
Sounds coolbeans, idk that's just what we were told with a very specific tile wayyyyy back saying it was even further extended then it should be

But yeah some revision to the surrounding area restriction for rivi tiles specifically is needed imo! hope to see it soon
 

Cryptite

Elder
Staff member
Elder
Specifically radars in battlezones seem to have a disgustingly large uneditable area around them for such a small building which, when placed anywhere near a tgen/inhib, renders half your repot area useless. Radars play no role in conquest and arguably don't need an uneditable area beyond their golem spawns because of their ganky nature, not to mention in a battlezone.

But that begs the question of why any of the uneditable areas are as big as they are:

Everyone knows the clunky feeling of having taken/defended a charge only to spam right-click on the ground as you run away from the very thing you want to attack/defend until the shulker finally materializes. Why does our own building make us walk 20 blocks away from it to refill to continue defending it? Shulkers and echests specifically could be made placeable and breakable a lot closer to buildings without being abusable (or very costly if so).

"But don't golems and mods make repotting too easy then?" I'd argue if you're getting chased down, an afk golem and always-miss lingering mod won't help you any more than pearling to allies would.

These huge uneditable areas feel almost archaic, like they were introduced to solve a problem that could now be solved in a more elegant way but were never reconsidered.

As for rivi: idk lol haven't warped to those in a hot minute, suggest something

Which fight had the overzealous Radar? At first glance Radars have no "expanded region" code at all, but I could be wrong
 
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