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Orvr campaign and forts

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Marawo
Posts: 111

Re: Orvr campaign and forts

Post#11 » Tue Mar 05, 2019 12:28 am

HeyImRadee wrote: Mon Mar 04, 2019 6:35 pm
The lag is something the devs have been working on and trying to fix.
If it happens in primetime, I think we just need to accept it.
Letting 1 group or faction dictate which zones we need to switch to because things aren't working out makes it a little more one-sided too, at least from what I've seen. I think this is just a lousy situation on a Sunday that will be fixed through dev work in the future.
It is intended to split if multiple zones are open at once. Splitting zones reduces the stress on the server.
This is also the reason why you see campaigns fade out and follow up zone not opening up when population declines at different timezones and vice versa.
Preparing a siege in a different zone should force the opposing faction to make a move, this is a two pronged attack.
After a certain number of defenders keeps get increasingly harder due to funnel and positional advantage (given both sides have decent setups). Splitting to a different zone should be the counterstrategy to punish keep turtle defenses.
Attackers take the risk of becoming the underpowered faction by splitting and giving a greater opportunity for the defenders to turn the zone arround. If the defenders can't counterpush in time or are unable to send enough reinforcements to the splitzone why should the attacking force be punished for defenders not wanting to or being able to fend off the threat on a different front.

Currently there is low incentive to go into the split zone and helping your realm to further the campaign.



On a different note, defending forts is more of a reward than a punishment for the defending force.
(my personal opinion after 4 fort fights 2x attacker 2x defender)
Stage 2 has no visible impact, Defenders often wait this stage out after one fight.
Defenders also don't have any way to preemptively fend off the attackers. If the defending force outmatches the attackers this becomes a boring waiting game. This could also provide a way to make the defenders actually work for their loot. Simply running out the clock shouldnt reward you with a win but with a tie (a couple emblems) the defending realm didn't progress the campaign after all.
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HeyImRadee
Posts: 10
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Re: Orvr campaign and forts

Post#12 » Tue Mar 05, 2019 12:47 am

It is intended to split if multiple zones are open at once. Splitting zones reduces the stress on the server.
This is also the reason why you see campaigns fade out and follow up zone not opening up when population declines at different timezones and vice versa.
Preparing a siege in a different zone should force the opposing faction to make a move, this is a two pronged attack.
After a certain number of defenders keeps get increasingly harder due to funnel and positional advantage (given both sides have decent setups). Splitting to a different zone should be the counterstrategy to punish keep turtle defenses.
Attackers take the risk of becoming the underpowered faction by splitting and giving a greater opportunity for the defenders to turn the zone arround. If the defenders can't counterpush in time or are unable to send enough reinforcements to the splitzone why should the attacking force be punished for defenders not wanting to or being able to fend off the threat on a different front.

Currently there is low incentive to go into the split zone and helping your realm to further the campaign.



On a different note, defending forts is more of a reward than a punishment for the defending force.
(my personal opinion after 4 fort fights 2x attacker 2x defender)
Stage 2 has no visible impact, Defenders often wait this stage out after one fight.
Defenders also don't have any way to preemptively fend off the attackers. If the defending force outmatches the attackers this becomes a boring waiting game. This could also provide a way to make the defenders actually work for their loot. Simply running out the clock shouldnt reward you with a win but with a tie (a couple emblems) the defending realm didn't progress the campaign after all.
Definitely understandable and I do agree.
I think maybe an idea to encourage zone splitting would be good then too.
I don't really like leaving the immediate zone I've been working on for 3-4 hours, to enter a zone where the Destro are practically already into the Keep and preparing to hit the Keep Lord.


Also, I agree with your fortress ideas.
It does feel like Defense has the better odds right now.
I would like to see a couple changes to make the Keep Lord camping game change.

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TenTonHammer
Posts: 3806

Re: Orvr campaign and forts

Post#13 » Tue Mar 05, 2019 1:28 am

Something needs to be done about how after a fort falls the opposing faction wont let the people in jail port out by constantly attacking them

at the every least, its bm
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Natherul
Developer
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Re: Orvr campaign and forts

Post#14 » Tue Mar 05, 2019 7:06 am

TenTonHammer wrote: Tue Mar 05, 2019 1:28 am Something needs to be done about how after a fort falls the opposing faction wont let the people in jail port out by constantly attacking them

at the every least, its bm
This is a bug that I tracked down the cause of and have a fix pending for as of yesterday. You are supposed to be teleported to your capital 10 seconds after the fort ends.

As for defending being a reward and stage 2 being unnoticable, some changes are coming next patch that will hopefully make it clear of the intention of stage 2. (in addition to ofc buff lord so hes not a pushover, and 2 lords have even more mechanics that involve stage 2...).

That said, forts are not supposed to be easy to take regardless

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wachlarz
Posts: 798

Re: Orvr campaign and forts

Post#15 » Tue Mar 05, 2019 9:34 am

If posible:
1. Make phase 2 longer so ppl will move try def/att bo, dont sit pasivly in boss room.
2. Better rewards for end phase 2
3. In phase 2 if defenfers are in the jail and phase 2 is ended all in jail tp to boss room. Its prevent ppl scary too move from fort.

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Acidic
Posts: 2073
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Re: Orvr campaign and forts

Post#16 » Tue Mar 05, 2019 11:39 am

Natherul wrote: Tue Mar 05, 2019 7:06 am
TenTonHammer wrote: Tue Mar 05, 2019 1:28 am Something needs to be done about how after a fort falls the opposing faction wont let the people in jail port out by constantly attacking them

at the every least, its bm
This is a bug that I tracked down the cause of and have a fix pending for as of yesterday. You are supposed to be teleported to your capital 10 seconds after the fort ends.

As for defending being a reward and stage 2 being unnoticable, some changes are coming next patch that will hopefully make it clear of the intention of stage 2. (in addition to ofc buff lord so hes not a pushover, and 2 lords have even more mechanics that involve stage 2...).

That said, forts are not supposed to be easy to take regardless
No one want pushover, but rewarding passive / turtle Defence is horrible. Look forward to seeing the changes

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Morf
Posts: 1247

Re: Orvr campaign and forts

Post#17 » Tue Mar 05, 2019 2:54 pm

I will wait patiently, work in progress, its never easy however im yet to find anyone that enjoys the forts, i guess the gear incentive can overcome that but the gear sets in many cases are not an upgrade at all.

Again i will wait and see what happens and i understand that its hard to scrap something that has taken a lot of time to put together but honestly the whole instance system with a set number of players, portals, jail system really doesnt work well at all, im sure the majority of players would prefer it to just work like a more difficult keep where players respawn in the closest wc instead of having to afk for 30 mins+ in jail just to collect a few medallions.

Forts should be open world type experience for everyone.
Morfee - Shaman / Mynnos - Kotbs / Grubod - Black Orc / Snubz - Squig Herder

JustDust
Posts: 14

Re: Orvr campaign and forts

Post#18 » Fri Mar 08, 2019 1:59 am

the increase in players made it even more impossible to charge into lord room properly, its not fun at all, with that tiny funnel entrance. Forts with less ppl on both side are much more manageable to the point that it is maybe too easy to attack, since getting ppl into the cage hurts even more then. Forts with high defender count are nigh impossible to take on the other hand.

Pbao tru walls is a major pain in forts. If any side would stop using it, they would have the major advantage, since everyone except that aoe spammers wouldn't have morals to pop. While on the the smarter side everyone would have morales. But sadly each side has enough non listeners to chat, so this never works out.

Lord mechanics are only annoying, simply cause you never see that punt coming. For me forts are much more boring then the normal Keeps in t4, they are better designed at least.
Im all in for difficult fights, but making the difficulty just about funneling better then the other realm, that has absolutely nothing to do with an engaging fight for me.

Bag rolls in forts, i dont even know what to say, the system is terrible to say the least. Enough ppl already said use the same system as normal keeps, and i fully understand this, its miles better then the current system. Persistence isnt properly rewarded. 18 Forts and i only got 1 green bag. Even with high placements in the ranking, its really pisses me off.

Sry for ranting a bit at the end.

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Grimtooth
Posts: 3

Re: Orvr campaign and forts

Post#19 » Fri Mar 08, 2019 4:22 pm

I'm no tech expert but is seems to me that having a bunch of people spam clicking the portal to get into the forts is probably adding a lot of stress onto the system. Aren't we basically DDOSing the server doing this? Maybe an alternative way to enter should be considered. A queuing system? Perhaps 2 or maybe 3 separate instances of the fort could be available? All respect to the Devs and their work of course.

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wargrimnir
Head Game Master
Posts: 8387
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Re: Orvr campaign and forts

Post#20 » Fri Mar 08, 2019 4:40 pm

Grimtooth wrote: Fri Mar 08, 2019 4:22 pm I'm no tech expert but is seems to me that having a bunch of people spam clicking the portal to get into the forts is probably adding a lot of stress onto the system. Aren't we basically DDOSing the server doing this? Maybe an alternative way to enter should be considered. A queuing system? Perhaps 2 or maybe 3 separate instances of the fort could be available? All respect to the Devs and their work of course.
Mass spam clicking a portal has no significant impact on the server. Hundreds of people would need to be doing this every couple of milliseconds to even start to cause a problem, and that would still be a drop in the bucket compared to the other millions of calculations going on.
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