Hi all.
I have been playing and watching sc's and rvr since forts have been implemented. I am glad the dev's recognize the problem with players being removed from RVR/SC. SC's are my usual first choice, and since forts I would say that Forts killed scenarios (quite a bit). Now, players can utilize the Fort zones for roaming AND they can take scenarios and return the spot they left without penalty. JOY!
I was in Stonewatch last night and things went fairly well. It will take a bit te get adjusted again to it not being instanced. Instanced can be nice ofc as it is balanced PvP (much like large scenarios ) But I think we can expect new city instances soon, so...
Also, if gear is given for your level only that is something better than on live - more focus on fighting for good fun.
suggestions
shorten Fortress times if possible (or make dynamic)
make 2 choke points (posterns I would guess)
bring oil back somehow
Rams - make more like animations (eg. the ram rolls up to the doors with NPC's)
cheers and thank you
PS. Please look at GT line of sight changes because it effects keep fighting for casters to cast over the walls.
Few infos about event's end and fort test.
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Re: Few infos about event's end and fort test.
Last edited by navis on Tue Nov 05, 2019 1:26 am, edited 1 time in total.
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- Aurandilaz
- Posts: 1896
Re: Few infos about event's end and fort test.
My idea for fort mess would be following;
set 60 defenders as "base"
for every extra 10 defenders, people inside fort structure (200-300ft) gain a -10% wounds debuff (similar as RvR keep debuff for having too many hiding keep and not caring about flags)
so
70 def, -10% wounds
80, -20% wounds
90, -30%
up to 120, at which point maximum wounds debuff comes -60%. It wont go higher even if you stack 150-200 people into a small room, but having that massive debuff, which is result of too many players deciding they want to join the funnel... well it is an incentive to maybe log out or leave the fort and fight elsewhere, etc. Only if you really insist on staying, sure, but you get the brutal debuff and start hoping others might leave the fort.
Similar for attackers, set 90 as base.
At 100, -10% wounds
110, -20... 120, -30, 130 -40, 140 -50 and up to 150 giving -60% wounds debuff if within 300-400 range of the fort.
Sure you can insist on attacking, but again you realize pressing through will be damn difficult if everyone tries to stay. Maybe some people will decide they would rather not stay, and go play other zones or scs or pve.
This doesn't prevent zerging forts, it just heavily punishes if one or both sides decide they really want to stack up some numbers. And at any point, your realm can also control it, but it requires player coordination, who is willing to leave, and maybe organizing just a few good warbands to stay behind while others maybe push other zones.
Massive wounds debuff doesn't prevent funneling, but it will make it much easier to clear and to wipe out a force that tries to block the doorways with bodies if those bodies melt super fast due to realms failure to limit the local population number.
Same for attackers, sure you can all push, but just maybe, you will choose not to if it means trying to push a funnel while having massive wounds debuff and melting faster than ever.
And if both realms truly insist on nuking it out, well, people will melt faster than ever on both sides until enough people on one side decide to move elsewhere.
AFAIK you would still get some medallions in the mail even if you log out and or leave the PQ area/region.
set 60 defenders as "base"
for every extra 10 defenders, people inside fort structure (200-300ft) gain a -10% wounds debuff (similar as RvR keep debuff for having too many hiding keep and not caring about flags)
so
70 def, -10% wounds
80, -20% wounds
90, -30%
up to 120, at which point maximum wounds debuff comes -60%. It wont go higher even if you stack 150-200 people into a small room, but having that massive debuff, which is result of too many players deciding they want to join the funnel... well it is an incentive to maybe log out or leave the fort and fight elsewhere, etc. Only if you really insist on staying, sure, but you get the brutal debuff and start hoping others might leave the fort.
Similar for attackers, set 90 as base.
At 100, -10% wounds
110, -20... 120, -30, 130 -40, 140 -50 and up to 150 giving -60% wounds debuff if within 300-400 range of the fort.
Sure you can insist on attacking, but again you realize pressing through will be damn difficult if everyone tries to stay. Maybe some people will decide they would rather not stay, and go play other zones or scs or pve.
This doesn't prevent zerging forts, it just heavily punishes if one or both sides decide they really want to stack up some numbers. And at any point, your realm can also control it, but it requires player coordination, who is willing to leave, and maybe organizing just a few good warbands to stay behind while others maybe push other zones.
Massive wounds debuff doesn't prevent funneling, but it will make it much easier to clear and to wipe out a force that tries to block the doorways with bodies if those bodies melt super fast due to realms failure to limit the local population number.
Same for attackers, sure you can all push, but just maybe, you will choose not to if it means trying to push a funnel while having massive wounds debuff and melting faster than ever.
And if both realms truly insist on nuking it out, well, people will melt faster than ever on both sides until enough people on one side decide to move elsewhere.
AFAIK you would still get some medallions in the mail even if you log out and or leave the PQ area/region.
Re: Few infos about event's end and fort test.
Not having to spend 15 min or more on the portal, is great ! Thank you
Some crappy ideas that I'm always happy to share :
- Maybe the AOE cap could be used in forts to adjust the difficulty to defend or attack ?
- Siege weapons could be used a bit more in a fort siege ? Well getting stuck on a siege weapon is boring and people will fight to use it only for RR gain... Maybe a NPC siege weapon supporting attackers or defenders ?
- NPC Lord helping the attackers ? To brake funnel defense at least. (heavy damage NPC are not funny but bump snare stun why not?
Some crappy ideas that I'm always happy to share :
- Maybe the AOE cap could be used in forts to adjust the difficulty to defend or attack ?
- Siege weapons could be used a bit more in a fort siege ? Well getting stuck on a siege weapon is boring and people will fight to use it only for RR gain... Maybe a NPC siege weapon supporting attackers or defenders ?
- NPC Lord helping the attackers ? To brake funnel defense at least. (heavy damage NPC are not funny but bump snare stun why not?
MA Kirth BG Melnibone SH Kikass
WH Merci SM Kohagen SL Koagul
WH Merci SM Kohagen SL Koagul
Re: Few infos about event's end and fort test.
So, this Scenario rework, will it include updating the quests for scenarios so that you receive Oppressor level emblems that are actually useful rather than the currently given Dominator level emblems? The Dominator level ones were OK when that was the max level armor set, however with Oppressor now being the top scenario armor you quickly level past the need for them.
Thargrimm - Chosen 40/88
Thargrimmm - Ironbreaker 40/80
- Plaguewall
- Posts: 77
Re: Few infos about event's end and fort test.
If all the players above 40/40 end up at the fort, how about we have a secondary area open up for the sub 40s?
Thinking aloud here but how about if it's an order fort being attacked then a Sub-40 "boss" encounter occurs in the T2 lakes. E.g. Patriarch Gorman and Engra spawn in Ostland, do a tour of the BOs and have to be taken down with the winner getting the zone. (Like 2nd stage of the old city thing) This could facilitate a "push" type event between the realms, rather than the ordinary keep siege. If they both die then it's a draw but they could be healed, etc.
A bit more interesting than the usual wait around for fort to end, or queing scens that may or may not pop.
Thinking aloud here but how about if it's an order fort being attacked then a Sub-40 "boss" encounter occurs in the T2 lakes. E.g. Patriarch Gorman and Engra spawn in Ostland, do a tour of the BOs and have to be taken down with the winner getting the zone. (Like 2nd stage of the old city thing) This could facilitate a "push" type event between the realms, rather than the ordinary keep siege. If they both die then it's a draw but they could be healed, etc.
A bit more interesting than the usual wait around for fort to end, or queing scens that may or may not pop.
- anarchypark
- Posts: 2074
Re: Few infos about event's end and fort test.
Stage 3
team fortress 2 payload style.
outer gate to inner bottom.
Stage 4
lord room, injured lord - half stat
team fortress 2 payload style.
outer gate to inner bottom.
Stage 4
lord room, injured lord - half stat
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)
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)
Re: Few infos about event's end and fort test.
Ideas:
- only 40/40 characters (this is realy not a place for lowbies, bring your main characters)
- stage 1: add siege weapons/oil and fights from the very beginning
- stage 2: OK, 1 hour timer starts
- stage 3: keep defender/attacker ratio
=> 72 people for defenders (3xWB) / 103 attackers - no restriction
=> for more defenders, you have to keep ratio 7/10 in the favor for attackers
=> there should be a HARD CAP, maybe max 96 (4xWB) defenders (that means max 137 attackers), or 120/171
=> last 10 minutes: all postern will be OPEN for anyone to enter - this will intensify the fort fights at the end
Ninjab - The White Lion. No Destruction character. RETRIBUTION guild.
Also: Velmires - WP, Carnow - KotbS, Ninjagon - BW, Nynja - SW, Stin - WH, and others.
Also: Velmires - WP, Carnow - KotbS, Ninjagon - BW, Nynja - SW, Stin - WH, and others.
Spoiler:
Re: Few infos about event's end and fort test.
The event became inactive in the ToK today, and it seems like the influence isn't updating anymore, even though you can do all the quests. It would be good if you could reactivate that until it is actually time for the next patch.
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Re: Few infos about event's end and fort test.
Just out of curiosity to better understand the game changing abilities of the devs. Can you edit terrain, objects, npcs, Ai behaviors and such to the game, right? What actions would break the game?
Because if there is an ability to create event triggers for each stage based of certain amount of player contribution/interaction for both sides, maybe that could create a more dynamic battlefield. Much like a massive PQ. Like attackers running explosives to a section of a wall and it'll create a hole in it. Defenders, escort NPC to light beacons to summon ROHAN, I mean hero NPC(s) to assist the defence.
Pardon my lack of knowledge in how this all works for the devs, that's why I'm asking.
Because if there is an ability to create event triggers for each stage based of certain amount of player contribution/interaction for both sides, maybe that could create a more dynamic battlefield. Much like a massive PQ. Like attackers running explosives to a section of a wall and it'll create a hole in it. Defenders, escort NPC to light beacons to summon ROHAN, I mean hero NPC(s) to assist the defence.
Pardon my lack of knowledge in how this all works for the devs, that's why I'm asking.
Re: Few infos about event's end and fort test.
Forts are distaster atm. Lack of contribution makes ppl able to x realm last second and join fort anyway on the more zergy / winning side.
Bring back previous system with lvl cap and number of people cap - it wasnt perfect but it was 100 times better then sh**show now - but when fort open make it instantly open other pairing in t2 so ppl that wasnt able to join fort can work their way in other zone rvr not only be able to do sc/pve during fort.
Bring back previous system with lvl cap and number of people cap - it wasnt perfect but it was 100 times better then sh**show now - but when fort open make it instantly open other pairing in t2 so ppl that wasnt able to join fort can work their way in other zone rvr not only be able to do sc/pve during fort.
SM 82 / IB 82 / KOTBS 82 / WL 82 / WP 72 / SW 75
CH 77 / BG 6X / BO 6X / WE 6X / MAG 6X ...and others.
CH 77 / BG 6X / BO 6X / WE 6X / MAG 6X ...and others.
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