Dondabon wrote: ↑Mon Nov 09, 2020 2:23 pm
dalen wrote: ↑Mon Nov 09, 2020 12:46 pm
There's already a coming change in next patch that will help regarding this:
[Fortresses]
The time left on forts will start ticking down faster if certain conditions are met:
- It is stage 2
- There is less than 30 minutes left of the fort (15 minutes has passed in the stage)
- The door health is 100%
- The defenders have held all five flags for at least two minutes.
If all the above conditions are met, the time left will start ticking down five times faster.
I don't think this will help a lot, as it is not designed to solve root of the issue, but consequence. The real issue is why people are abandoning fort in the first place. And I feel you are overestimating how much of this is up to strategy. It might have started that way, but now people are leaving cos there is no incentive to stay. As someone already mentioned it is a boring content for most of the people, where rewards in most cases are same if you stay for full 45min duration, or if you leave after 15-20min.
@Carthage I agree with some of the previous comments, I don't think forcing people to stay would solve anything. People would just stay afk instead of leaving it.
Here is how I see some potential issues and suggestions:
1) Recent change of having to keep BOs in order for them to be efficient is right direction, but I think it needs to go a step forward. Now you are forcing attackers not to zerg and to defend what they capture, but there is nothing preventing defenders to go as huge blob and just cap everything around, in the circle. Is it possible to change this further, so that if defender takes BO back, but doesn't keep control for at least 30 sec (might need to be adjusted) timer for attacker doesn't reset? So, for example if Attacker keeps BO for 45sec, then Defenders cap it back and lose it after 15sec timer would continue on 45sec for Attacker? This would also incentivize defenders to fight on BOs as well, instead of zerging.
2) Organized guilds hate forts, at least on Destro side. It is not uncommon for them to make decision even before fort starts that they will not go in, if there are any open zones to continue fighting. Reason is that they want somewhat interesting and fair fights, that forts cannot provide. Further issue here is that, in most cases, those WBs will have most contribution, so that is straight away 24ppl less in fort that will be filled with pugs, reducing any chance of victory for attackers. Possible solution would be to ask people would they like to participate in fort, based on contribution, instead of giving it straight away. This way those players can press no, and reservations would be passed to next 24 ppl with highest contribution. Not ideal, but I think its slightly better and I don't see solution where you would force those guilds to participate (neither you should). Is this possible?
3) Rewards for losing side are very bad, as it's impossible for people to get any bags. When you add destro mentality of "we will lose this 99%, there is no FMJ to push this for us, I might as well just leave" it leads to people leaving after 20min. This could be solved with adding some bags for both sides as reward. This way people who stay know they are fighting for something, even if they lose. If you think gold bags would be too much, you can make similar reward system as in cities now - blue bag is highest you can get if you lose.
4) Forts are very advantageous for defending side. I never saw that side that had equal number of organized 2-2-2 WBs lost, while they are defending. This is applicable for both Destro and Order, but Order tends to be more invested more into forts, so it can be better and more frequently seen there. No real solution here

5) Stage 3 is very boring to participate in, as there is almost no real strategy. Pop m4, wiggle through the door, yell at people to do the same and hope that you have better gear and do more dmg/healing if you attack. If you defend pop m4, drop everything on the door and hope you have more dmg/healing. New change with flying on top of the keep is more meme than something useful, but it could work with some changes? Maybe add that those birds are taking 3-6 people at once and they all get you at the same place, but increase cd? This way you would get 12-24 man simultaneously behind defenders and hope that they are good enough to hold off till reinforcements come/to hold some kind of damage on backline.
Or, if nothing works just admit defeat and do the same it was done on live - remove forts for good, have scheduled cities once per day/2days for both time zones and provide invader medals this way as well. At least people would know when cities will happen, so hopefully we would have more organized groups and good fights there.
P.S. sorry about this huge post, just realized how long it is once I posted it