Re: Fortress Lords and their mechanics
Posted: Wed Jan 15, 2020 1:22 am
HE and Chaos lords are look like mages.
what could mages do?
maybe magic show
what could mages do?
maybe magic show
The War Private Server
https://www.returnofreckoning.com/forum/
https://www.returnofreckoning.com/forum/viewtopic.php?t=34872
while on first thought siege towers and orcpults sounds fun it would not be something I want to add in directly. The issue being that both it takes away from funnels which is a major part of RVR and tanks job in RVR but also that it only rrealisticly moves the funnel to another spot (the lord room). I am working on the issue of too many defenders for fort and the lord room defense but either way these topics are offtopic.wonshot wrote: ↑Wed Jan 15, 2020 5:08 am Thanks for Sharing Nat. I personally had alot of fun trying to find, spot and find counters to the different fortress lord mechanics and would like to credit you for the lore/roleplay/thematical touch you have added to the lords.
It might not be an overly exciting mechanic to fight when you first notice that the only players on the Orc's aggro table are dwarfs and it just made sence in a logical way, so props for your work with this very unforgiving aspect of RvR!
That being said I would hope some of the other constant ongoing projects that have been started would be followed through, as closely as Forts have been. Like the 24aoe cap "test". Still plenty of issues with this and it hasnt been touched yet since it got shipped, and it has some direct attactments to funnels and Forts in particular.
That being said, I think alot of the community would be very excited to see Seigetowers added to release some presure on the funnel situations and create epic gaming moments. It doesnt HAVE to be payload sorta pushing mechanics, but adding some counterplay to stopping or stalling a siegetower by killing the NPCs pushing or pulling it forward would add something extra for sure. Heck you could even have explosive barrles for the defenders to try and sabotage the siegetower camp outside of the outer wall, for them to have a minigame and a role in largescale.
Natherul wrote: ↑Tue Jan 14, 2020 9:39 am Now that players have had the fun and experianced the fortress lords and attempted to figure out their mechanic and succeeeded in that task I will write down the mechanics here for the lords:
Shared on all lords:
Adds hatred for the opposing race (high elf lord will hate dark elf players more)
Lords scale their HP based on number of participants in the fort
Lords hp scale even further for more BOs that defenders held in stage 2
Some general lord abilities that are not adding much in terms of mechanics
Dwarf:
Every so often the lord will spawn a bugmans brew keg on the floor over him, as long as this keg is alive the boss is immune to damage and will riposte back at attackers.
Empire:
Every so often the lord will spawn a poison cauldron that will ooze AOE damage to the attackers, it will continue to do so until it has been destroyed.
Chaos:
Will periodically reset everyones hatred down to 1.
Greenskin:
Every so often the lord will spawn a effigy on the floor over him, as long as this effigy is alive the boss is immune to damage and will riposte back at attackers.
Dark Elf:
Every so often the lord will spawn a poison cauldron that will ooze AOE damage to the attackers, it will continue to do so until it has been destroyed.
High Elf:
Will periodically reset everyones hatred down to 1.
Also note that all lords have dialog messages on each of these ability uses.
This should be universal across the board for all Riposte
Destro has the same thing in green skin....
omfg this comment almost brought me to tears!!! The only ones who care about the funnels are bw/engies (hince its all orders really full of) everyone else hates them especially tanks! Notice a lack of tanks but no lack of funnels? Yea its because tanks dont want to do them. Saying that funnels are a MAJOR part of rvr is a huge laugh when mythics orginial rvr system allowed for entire keep walls to be destroyed. EA didn't give them time for such mechanics in their 2nd rvr game so they produced rat ogres to throw people on walls and flying travel to land on walls. The only one who loves the 1 button aoe funnels of death is the lead dev which is cool because you're part of the server team but to say that "funneling is a major part of rvr" is laughable. Mythic hated funnels so bad they completely scrapped forts because they didn't have the time to produce funnel breakers for them. I've stuck around Mythic's mmos for over 12 years and never has funnels been priority in either of their mmos.Natherul wrote: ↑Wed Jan 15, 2020 5:46 amwhile on first thought siege towers and orcpults sounds fun it would not be something I want to add in directly. The issue being that both it takes away from funnels which is a major part of RVR and tanks job in RVR but also that it only rrealisticly moves the funnel to another spot (the lord room). I am working on the issue of too many defenders for fort and the lord room defense but either way these topics are offtopic.wonshot wrote: ↑Wed Jan 15, 2020 5:08 am Thanks for Sharing Nat. I personally had alot of fun trying to find, spot and find counters to the different fortress lord mechanics and would like to credit you for the lore/roleplay/thematical touch you have added to the lords.
It might not be an overly exciting mechanic to fight when you first notice that the only players on the Orc's aggro table are dwarfs and it just made sence in a logical way, so props for your work with this very unforgiving aspect of RvR!
That being said I would hope some of the other constant ongoing projects that have been started would be followed through, as closely as Forts have been. Like the 24aoe cap "test". Still plenty of issues with this and it hasnt been touched yet since it got shipped, and it has some direct attactments to funnels and Forts in particular.
That being said, I think alot of the community would be very excited to see Seigetowers added to release some presure on the funnel situations and create epic gaming moments. It doesnt HAVE to be payload sorta pushing mechanics, but adding some counterplay to stopping or stalling a siegetower by killing the NPCs pushing or pulling it forward would add something extra for sure. Heck you could even have explosive barrles for the defenders to try and sabotage the siegetower camp outside of the outer wall, for them to have a minigame and a role in largescale.
It is though, 1000%. That's not debatable. Funneling is major part of rvr and has been since 2008. Doesn't matter if it's what Mythic intended or not. What Mythic intended, at this point in time, is irrelevant.Onemantankwall wrote: ↑Sat Jan 18, 2020 1:11 am but to say that "funneling is a major part of rvr" is laughable