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anti-zerg mechanic in fort.

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BluIzLucky
Posts: 691

Re: anti-zerg mechanic in fort.

Post#11 » Wed Nov 10, 2021 9:39 pm

Alfa1986 wrote: Wed Nov 10, 2021 9:01 pm instead of simply either unblock NB in game or remake the sequinzer to a decent state, which is guaranteed to return some part of the population and costs nothing in effort of devs. let's change for the twenty-fifth time the stillborn forts.
Don't think it's a population problem, we had this before NB ban, but now it's more widespread and extreme.
A lot of the recent changes has for better or worse moved incentives from simply participating to winning, meaning if you don't have a good chance of winning, you are incentivized to switch to winning side.

Could this be fixed without devs/changes by the players agreeing to balance factions for good fights over gaurenteed better rewards, like they done before? Sure, but personally think it's better to keep adjusting (as long as it's not a resource drain) until you have system that does that by itself.
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70

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normanis
Posts: 1304
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Re: anti-zerg mechanic in fort.

Post#12 » Thu Nov 11, 2021 7:34 am

bring back rewards for defending zone before fort (so ppl dont trow it) invader medal 1
bring back that u die near keep u are respawned into keep, so ppl dont trow it.
"Iron Within, Iron Without!"

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anarchypark
Posts: 2073

Re: anti-zerg mechanic in fort.

Post#13 » Wed Nov 17, 2021 7:13 am

70 vs 10 fort ended just now. server time 8am.
time to stop dodging for pve end contents farm.
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

Whyumadbro
Posts: 485

Re: anti-zerg mechanic in fort.

Post#14 » Wed Nov 17, 2021 9:00 pm

Sinisterror wrote: Wed Nov 10, 2021 9:15 am There should be always bags in fort defense/attack and there should be actually good/unique items in those bags if you defend you have possibility to get purple bag and cloak with 700 armour buff proc stacking with potion (live had this before they changed fort mechanics and removed them all together)

If RoR dev's dont want 'easy mode' and drop all gloves/boots to sovewarlord in rvr/scs/ Then make invader boots/gloves drop from rr60+ during killing in fortress fights. Adding actually useful items like 60dps wpns (1h dont remember 2h amount) with procs and making them defensive/offensive depending getting bags when defending or attacking.

I remember getting 60dps 1h from purple bag when atttaking fort with 5 % on hit to snare + dot dmg enemy for 6-9 seconds. And on fort defense on that same character getting cloak '10% on being hit 700 armour buff- cloak stacking with armour potion. IT can be any offensive or defensive proc on any char and this would bring much more options to specs. Cloak's + maindhand/offhand/ranged were stuffed with procs, imo RoR should bring that back and add Belts with procs to make it interesting and see if it is worth it to lose set bonus. Too much restrictions on how to wear certain gear or how to get that particular gear super restricted also and not really much fighting atm. (this 24 aoe dmg cap is just so stupid why it's still exist?) + Bring back WAR CRESTS unified currency


Conq should be 36-39 rr40 red-eye should be 35-39. and invader rr 50-55 and new set rr 60-67 and if this set ´would actually happen someday then pls pls pls no copy paste set bonuses i mean really sm doesnt really need that 2 piece wpn skill bonus from vale walker / beastlord but there it is anyway. IB gets 180 resis debuff proc on beaslord final piece, SM gets armour debuff. At least this should be changed so that SM can have small 180 resis debuff that would stack with Wrath of hoeth.

I could add too much examples.
+1

oilpourer
Suspended
Posts: 49

Re: anti-zerg mechanic in fort.

Post#15 » Wed Nov 17, 2021 10:41 pm

if you didn't want people to not try to defend ( at least according to your perception) forts and city shouldn't have even been added. just getting that gear through normal rvr would have been a way better system.

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anarchypark
Posts: 2073

Re: anti-zerg mechanic in fort.

Post#16 » Thu Nov 18, 2021 4:46 am

oilpourer wrote: Wed Nov 17, 2021 10:41 pm if you didn't want people to not try to defend ( at least according to your perception) forts and city shouldn't have even been added. just getting that gear through normal rvr would have been a way better system.
Stalemate has to be broken, that's right.
But not by 200aao+ massacre
losing side need to play too.
for those who want to fight back, easy zerg reward is one of many obstacles.
I've noticed that losing side just quit fort when number difference is too big.
Increased realm lock is also solution. lock b4 t4 start
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

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kirraha
Posts: 284
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Re: anti-zerg mechanic in fort.

Post#17 » Thu Nov 18, 2021 8:10 am

anarchypark wrote: Thu Nov 18, 2021 4:46 am
oilpourer wrote: Wed Nov 17, 2021 10:41 pm if you didn't want people to not try to defend ( at least according to your perception) forts and city shouldn't have even been added. just getting that gear through normal rvr would have been a way better system.
Stalemate has to be broken, that's right.
But not by 200aao+ massacre
losing side need to play too.
for those who want to fight back, easy zerg reward is one of many obstacles.
I've noticed that losing side just quit fort when number difference is too big.
Increased realm lock is also solution. lock b4 t4 start
Lockouts wont solve **** imo. Us who like play on underdog has been blocked adjust plsyer numbers by the lockout and now you ppl want evenlonger lockouts?

We tried when we play to log the side with ao for better fights but the numbers sway a lot where destro for example can go from 70% aao to -50% aao within 15 minutes. It happen all the time and with the lockouts you have to just accept being locked down with the zerg.

You cant solve bad player mentality by lockouts.

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Kaeldrick
Posts: 100

Re: anti-zerg mechanic in fort.

Post#18 » Thu Nov 18, 2021 8:15 am

And what's triggering the xrealm actually and which side is most of time taking gear/rr advantage from it?

Why is this side the most played by xrealmers?

Just asking :)

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anarchypark
Posts: 2073

Re: anti-zerg mechanic in fort.

Post#19 » Thu Nov 18, 2021 9:51 am

kirraha wrote: Thu Nov 18, 2021 8:10 am
anarchypark wrote: Thu Nov 18, 2021 4:46 am
oilpourer wrote: Wed Nov 17, 2021 10:41 pm if you didn't want people to not try to defend ( at least according to your perception) forts and city shouldn't have even been added. just getting that gear through normal rvr would have been a way better system.
Stalemate has to be broken, that's right.
But not by 200aao+ massacre
losing side need to play too.
for those who want to fight back, easy zerg reward is one of many obstacles.
I've noticed that losing side just quit fort when number difference is too big.
Increased realm lock is also solution. lock b4 t4 start
Lockouts wont solve **** imo. Us who like play on underdog has been blocked adjust plsyer numbers by the lockout and now you ppl want evenlonger lockouts?

We tried when we play to log the side with ao for better fights but the numbers sway a lot where destro for example can go from 70% aao to -50% aao within 15 minutes. It happen all the time and with the lockouts you have to just accept being locked down with the zerg.

You cant solve bad player mentality by lockouts.
so where were you when 80vs30, 70vs10 occured ?
why stalemate always happen in EU time. lockout is not to make stalemate, it's to prevent zerg.
12 hours long lockout and guild token or something to ignore lockout to switch over underdog. that could be solution.
SM8, SW8, AM8, WL7, KoBS5, BW5, WP8, WH7, IB7, Eng5, RP5, SL6
BG8, Sorc8, DoK8, WE7, Chs8, Mg8, Ze7, Mara8, BO6, SH7, Shm5, Chop4
SC summary - viewtopic.php?f=8&t=20415
( last update : 2020.06.09)

Sulorie
Posts: 7219

Re: anti-zerg mechanic in fort.

Post#20 » Thu Nov 18, 2021 6:50 pm

Prevent the city sieges or lower their frequency.
Consecutive city sieges increase the lock timer.
Something similar we had on live servers too.
Dying is no option.

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