Fort Spawn Campers

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larsulu
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Re: Fort Spawn Campers

Post#41 » Mon Mar 18, 2019 6:32 pm

The only issue is the unhealed wounds debuff.
To be honest I agree if some 6 man roams outside the forts cuz they helps their own realm and makes more action around the forts aside the blob in the lord room.
Is a pvp zone, is the part of the game also some attackers may leave the lord room to helping ppl at respawn spot.
Attackers have the prison.
Defenders has 6 man roaming at respawn spot.
Pretty fair.
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Maiana
Posts: 7

Re: Fort Spawn Campers

Post#42 » Mon Mar 18, 2019 6:33 pm

Peter, as usual, hit the nail on the head. There’s frankly lots of issues with forts that we’re still figuring out, but the funnel focus of forts is in no way accessible to small, melee group play. Particularly in the last stage. So what would you have such groups do, Zaxxond?

A really great thing for these groups to do IS actually to kill any respawning reinforcements, and attempt some (at times, heroic af) prison releases. One major issue I have is that the prison is so close to the attacking respawn point, there’s really no great way to attempt letting the prisoners out unless you have sufficiently wound debuffed the respawners.

It’s tactics. Sorry. Design begets play behavior.

Also, whine less about Destro. I see many a keg sitting over that prison lever. The 6 man’s you’ve criticized, what, three times? Play both sides. It’s not a realm issue, it a design flaw.

scatterthewinds
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Re: Fort Spawn Campers

Post#43 » Mon Mar 18, 2019 6:38 pm

i think the big issue is the first stage of fort. being outnumbered is fine. OR getting hit by the AOE is fine. but both together basically makes it unplayable as a defender.

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Zaxxond
Posts: 431

Re: Fort Spawn Campers

Post#44 » Mon Mar 18, 2019 6:51 pm

Maiana wrote: Mon Mar 18, 2019 6:33 pm Peter, as usual, hit the nail on the head. There’s frankly lots of issues with forts that we’re still figuring out, but the funnel focus of forts is in no way accessible to small, melee group play. Particularly in the last stage. So what would you have such groups do, Zaxxond?

A really great thing for these groups to do IS actually to kill any respawning reinforcements, and attempt some (at times, heroic af) prison releases. One major issue I have is that the prison is so close to the attacking respawn point, there’s really no great way to attempt letting the prisoners out unless you have sufficiently wound debuffed the respawners.

It’s tactics. Sorry. Design begets play behavior.

Also, whine less about Destro. I see many a keg sitting over that prison lever. The 6 man’s you’ve criticized, what, three times? Play both sides. It’s not a realm issue, it a design flaw.
In my experience, you know one of the groups I'm referring to very well and with all due respect, I would estimate from your statement of playing both sides, the group does this on both sides and it's cheese. It's a cheese tactic spawn camping respawning players who are completely defenseless. We are not talking about heroic AF prison releases or the other issues of Forts that will probably be addressed further down the line with more play and testing.

In conclusion, you stated "It’s not a realm issue, it a design flaw." is the perfect response here to why this needs to be fixed. Cheesing and tacking advantage of a admitted design flaw is abuse and griefing. If you are telling me to whine less, how about not not making me whine in the 1st place by not playing like a scum bag and taking advantage of an admitted (Your words) design flaw.
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scatterthewinds
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Re: Fort Spawn Campers

Post#45 » Mon Mar 18, 2019 6:54 pm

We try the prison breaks too.. but always hard 6 v 18-24. This is additionally compounded by the fact that whoever we kill spawns a few feet away at the very same spawn spot being discussed. Its a double edged sword!

Maiana
Posts: 7

Re: Fort Spawn Campers

Post#46 » Mon Mar 18, 2019 6:57 pm

I promise if you bring a competent group and some spares, plus the respawners themselves, my lowbie Zealot will indeed die. Lets fight, shall we? The goal is the skirmish by the prison. Move the spawn location.

scatterthewinds
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Re: Fort Spawn Campers

Post#47 » Mon Mar 18, 2019 6:59 pm

Move the spawn location OR put a 10sec immunity BUT if an attacker dies outside the walls he can't respawn without a res for the rest of the fort.

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anarchypark
Posts: 2085

Re: Fort Spawn Campers

Post#48 » Mon Mar 18, 2019 7:01 pm

Zaxxond wrote: Mon Mar 18, 2019 6:22 pm

For this to be a real strategy, I agree with the guy earlier in the thread that stated to grab 1 entire defending warband and spawn camp and kill all respawners. That would be a strong strategy and a very smart move for the defenders to employ when the attackers wipe when the inner is down and the defenders are turtling and decimating the attackers push with m4's.

most strategies are number distribution, IMO.
in theory, 6 can bait 12 ppl from wb. kite all zone. it makes -12 from attackers for 5min.
for 5min, other defenders battle 12 less enemy.
12 vs 24 ? better.
it's best way to operate small scale in my book.
i love 6v24, but that's just me.

i'm not defending campers.
probably they wanted K/D ratio, easy kills.
but there is small chance that it was taunting larger force, to split attacker.

putting guard maybe easy fix.
i'm not entirely against guard fix. just sad if small scale elements gone.
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Zaxxond
Posts: 431

Re: Fort Spawn Campers

Post#49 » Mon Mar 18, 2019 7:02 pm

Maiana wrote: Mon Mar 18, 2019 6:57 pm I promise if you bring a competent group and some spares, plus the respawners themselves, my lowbie Zealot will indeed die. Lets fight, shall we? The goal is the skirmish by the prison. Move the spawn location.

This is a good suggestion.
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Naharis
Posts: 18

Re: Fort Spawn Campers

Post#50 » Mon Mar 18, 2019 7:40 pm

I agree that not having the chance to heal the wounds debuff can be an issue, regardless of the faction you are playing. That said, I don't see anything wrong in trying to do something different instead of joining, as most of the players do, the zerg blob aroud the flags. Nothing prevents the faction that is attacking from gettin organized and fight the 6mans. Try that instead of joining the Zerg, try to create action outside the fortresses. Groups of 6men are already penalized enough in this game. Also i agree that prison is too close to the attacking respawn point.
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