Fort Reservations

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BeautfulToad
Posts: 631

Re: Fort Reservations

Post#11 » Sun May 26, 2019 11:27 am

I think the reservation system is okay. Those not getting reservations could use with some system that does not involve clicking.

How does fort numbers work? I feel that reservations are made on the basis of RR earned in a battle, with some threshold needed to reserve a spot. How does it work for those that were not reserved a spot?

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Natherul
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Re: Fort Reservations

Post#12 » Sun May 26, 2019 12:04 pm

ah forgot to mention that yes healers do get a little contribution from healing in the lakes as well as ressing as well as tanks get a small bonus for guarding.

This was added as we noticed a discrepancy to those careers to DPS as they got less kills in general.

As for reservations, its supposed to grab the top contributors of the recent zone lock from each side. Although I have had reports that it seems to malfunction (but yet to find evidence that is the case)

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CountTalabecland
Posts: 1023

Re: Fort Reservations

Post#13 » Sun May 26, 2019 3:46 pm

Its still way easier to get contribution as a dps as the system SEEMS to heavily weight in favor of kills. So defensive tanks are at a disadvantage even if they absorb thousands of hp worth of damage, not getting killing blows makes your contribution trash. I know its supposed to be based on how the group does, but the most profitable way to tank is to hangout next to a BW and watch him get AoE kills. As a def IB, if my buffs/cc weren’t tied to my attacks, I would barely ever deal damage, much like a pure heal spec healer.

As a Slayer, just lol AoE attacking into crowds of enemies and getting some lucky killing blows helps get a lot. Life as a defensive tank is tough and not as rewarding as being some glass DPS focusing on low health bars. No wonder Order has no tanks in ORvR. My point is guard and htl should be rewarded more.
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BeautfulToad
Posts: 631

Re: Fort Reservations

Post#14 » Mon May 27, 2019 6:23 pm

Natherul wrote: Sun May 26, 2019 12:04 pm ah forgot to mention that yes healers do get a little contribution from healing in the lakes as well as ressing as well as tanks get a small bonus for guarding.

This was added as we noticed a discrepancy to those careers to DPS as they got less kills in general.

As for reservations, its supposed to grab the top contributors of the recent zone lock from each side. Although I have had reports that it seems to malfunction (but yet to find evidence that is the case)
I kind of get it is based on contribution. What I mean is, there has been forts where there is massive AOO, and I do not understand why a lot of players are turned away. I saw 80% AOO in a fort battle, and people disappointed with not getting a reservation, etc.

Is there a player limit to the number of people who can enter? Is that simply based on the contributions to their teams?

Yes, if kills are important tanks will struggle.

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peterthepan3
Posts: 6509

Re: Fort Reservations

Post#15 » Mon May 27, 2019 6:35 pm

Natherul wrote: Sun May 26, 2019 12:04 pm ah forgot to mention that yes healers do get a little contribution from healing in the lakes as well as ressing as well as tanks get a small bonus for guarding.

This was added as we noticed a discrepancy to those careers to DPS as they got less kills in general.

As for reservations, its supposed to grab the top contributors of the recent zone lock from each side. Although I have had reports that it seems to malfunction (but yet to find evidence that is the case)
Are there any plans to actually incentivise playing well in Forts, and making contribution count towards Invader acquisition? At the moment, you can just AFK in the Lord room and luck your way to BIS gear: surely this can't be intended when one looks at how long it takes to acquire SC and PvE gear?
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Martok
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Re: Fort Reservations

Post#16 » Mon May 27, 2019 8:49 pm

Natherul wrote: Sun May 26, 2019 12:04 pmah forgot to mention that yes healers do get a little contribution from healing in the lakes as well as ressing as well as tanks get a small bonus for guarding.

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Natherul
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Re: Fort Reservations

Post#17 » Tue May 28, 2019 5:42 am

peterthepan3 wrote: Mon May 27, 2019 6:35 pm
Natherul wrote: Sun May 26, 2019 12:04 pm ah forgot to mention that yes healers do get a little contribution from healing in the lakes as well as ressing as well as tanks get a small bonus for guarding.

This was added as we noticed a discrepancy to those careers to DPS as they got less kills in general.

As for reservations, its supposed to grab the top contributors of the recent zone lock from each side. Although I have had reports that it seems to malfunction (but yet to find evidence that is the case)
Are there any plans to actually incentivise playing well in Forts, and making contribution count towards Invader acquisition? At the moment, you can just AFK in the Lord room and luck your way to BIS gear: surely this can't be intended when one looks at how long it takes to acquire SC and PvE gear?
The difficulty is making values that matters and is senstible. But yes it is something that is wanted for the future.

BeautfulToad wrote: Mon May 27, 2019 6:23 pm
Natherul wrote: Sun May 26, 2019 12:04 pm ah forgot to mention that yes healers do get a little contribution from healing in the lakes as well as ressing as well as tanks get a small bonus for guarding.

This was added as we noticed a discrepancy to those careers to DPS as they got less kills in general.

As for reservations, its supposed to grab the top contributors of the recent zone lock from each side. Although I have had reports that it seems to malfunction (but yet to find evidence that is the case)
I kind of get it is based on contribution. What I mean is, there has been forts where there is massive AOO, and I do not understand why a lot of players are turned away. I saw 80% AOO in a fort battle, and people disappointed with not getting a reservation, etc.

Is there a player limit to the number of people who can enter? Is that simply based on the contributions to their teams?

Yes, if kills are important tanks will struggle.

Yes there are hard caps on how many players can enter at a time. This is done for playabilitys sake as well as preventing more then intended 20% difference in forces. Zerging more then that should never be a thing.

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Nidwin
Posts: 662

Re: Fort Reservations

Post#18 » Tue May 28, 2019 6:33 am

I always have my spot reserved for forts and it's certainly not linked to me killing tons of pukes on my Magus.
I must be doing something right although, who knows.

May be I've a flag on my Magus "Priority for bad and overused tea bag horrible and useless players that are completely useless for destro side" in the database. Go figure.
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DanielWinner
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Re: Fort Reservations

Post#19 » Tue May 28, 2019 8:54 am

Nidwin wrote: Tue May 28, 2019 6:33 am I always have my spot reserved for forts and it's certainly not linked to me killing tons of pukes on my Magus.
I must be doing something right although, who knows.

May be I've a flag on my Magus "Priority for bad and overused tea bag horrible and useless players that are completely useless for destro side" in the database. Go figure.
Damage done to players and participation in kills (not final blows) should give you enough. Same as fighting near BOs and keeps.
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anarchypark
Posts: 2085

Re: Fort Reservations

Post#20 » Tue May 28, 2019 10:06 am

CountTalabecland wrote: Sun May 26, 2019 3:46 pm Its still way easier to get contribution as a dps as the system SEEMS to heavily weight in favor of kills. So defensive tanks are at a disadvantage even if they absorb thousands of hp worth of damage, not getting killing blows makes your contribution trash. I know its supposed to be based on how the group does, but the most profitable way to tank is to hangout next to a BW and watch him get AoE kills. As a def IB, if my buffs/cc weren’t tied to my attacks, I would barely ever deal damage, much like a pure heal spec healer.

As a Slayer, just lol AoE attacking into crowds of enemies and getting some lucky killing blows helps get a lot. Life as a defensive tank is tough and not as rewarding as being some glass DPS focusing on low health bars. No wonder Order has no tanks in ORvR. My point is guard and htl should be rewarded more.

Put yourself at the very front and guard tank next to you. when dps join there float guard. show healers that you're worthy to heal, that if you die line break. never turn back and run. only when enemy pushed through run back to guard. throw yourself for decoy bone to hounds to save team.
your contribution will be sky high.

also, I think none-target spammable AoE have very low contribution.
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