Talking about forts and how we can make fort experience better
Posted: Tue Apr 14, 2020 4:59 pm
Hello, everyone,
the following text has been translated automatically, because I do not have the necessary english skills to write it down in english.
This text was created because I don't like forts, but I like the idea of having an open endcontent area. It is the first time that I actually put an idea in the forum. Please don't tear it up in the air. I will be very happy about constructive criticism.
Current situation:
Not everyone who's contributed to the area before automatically gets an invitation to the fort. For a number X of players, the content fort consists of waiting for an invitation. This ensures fair conditions in the fort itself, but at the same time excludes players who want to experience the content. It also ensures that players do not just log in for the fort.
Problems with the current situation:
Players only log in for the fort.
Due to the concentrated number of players in a small space, the game becomes unstable, some players only see the game in pictures.
Some classes don't have an AOE and cannot have as much influence as other classes.
Possible solutions:
Drop of high-end tokens in orvr
Moving from Fort to a larger area
Influence of orvr on the drop of invader marks
Phases for Fort:
Once the end zone is locked, anyone who is logged in can take the content with them, no matter where they are.
A fort battle should be exciting and usually take about the same time as a city victory.
Content for WH/WE
All phases:
Dead attackers killed by a WH or WE immediately land in a prison and can only be rescued by WH/WE of the opposing faction. The prison is a bit outside and should open the area a bit. WH/WE can decide whether they gank or try to take out targets that are directly inside the mob.
Heroes of the faction:
Players (and party members) who make more than 100 kills in any RVR area will receive a hero seed for the fort, which they can activate within 24h (maximum 3 days?) in a fort. When you activate a Heroseed, you become the Hero of the faction. Faction heroes get the invader buff and get big, which increases their life pool (like city heroes). They do not cause more damage, but are tougher because of the life pool. A Heroseed can only be activated in its area (example: Zealots only in the ChaosvsImp). Dead heroes drop invader tokens for everyone who has participated in the hero's death and is at least lvl 40. Heroes in party increase the chance of invader drop by 1%.
Content for lowies 16-39
Smaller characters can of course participate in the progress battle and get the same influence as the big ones, but they can't roll for the invader bags. The content for low characters should be more about their ability to gain EXP and renown within the zone, not necessarily about farming invaders. Low characters get a buff, which allows them to generate double EXP and double renown within forts.
Phase 1 (time window 20 minutes)
Attacker: Get into the area of the fort.
Attackers must bring ballistae and catapults to the area of the fort, which will make the gate go down slowly. Weapons will only move if there are at least 6 players nearby and have a speed like the heroes from Phase 2 City. Weapons start from the castle which is near the respective fort.
Only attackers who are in the fort area at the end of the time can participate in Phase 2.
Defenders: Make sure that the attackers do not reach the fort area.
The defenders will gain influence in the area in front of the fort by killing players and preventing them from entering the fort area. For every death blow they have a chance to drop invader (drop chance should be minimal, maybe 0.01%?)
Killing" ballistas and catapults creates influence for the bags at the end.
Any defender who has collected influence in Warband or Group in Phase 1 and previously collected influence in the areas (one to all 3 areas of the mating) can participate in Phase 2.
Phase 2 (time window 20 minutes)
Attackers: Storm the outer wall
Rangecontent:
Ballists which are in the area of the fort at the end of phase 1 can be served by the respective range class of the fort area: Sorc/Shadow Warrior in ElfvsDarcelfs; Magus/BW in ImpvsChaos; SH/Engi in DwarfvsOrcs
The more of the respective class are around the ballista, the more damage they do to the outer gates.
It may be possible to "charge" the ballista with skills, if this is technically feasible. Attackers on the outer wall will receive a percentage of damage depending on how many of each class are around the ballista. The damage should be noticeable, but not OS. It should be possible
to heal the damage at maximum charge with Grpheal. This should be a hard debuff for Defenders, because you need a healer to stay on the outer wall.
Meleecontent:
Catapults can throw attackers onto the outer wall. Sometimes the attacker lands against the wall and dies. Attackers only have 60% health when they reach the outer wall, so healers must watch out and help to heal the attackers directly. Attackers who die on the outer wall can be captured and end up in the dungeon in the fort, so they can only be freed in the final phase.
Killing defenders on the outer wall get u a chance for invader (drop chance should be minimal, maybe 0.01%?).
Defender: Defend the outer wall
Rangecontent:
Besides players, NPCs of the respective pairing try to get onto the wall. The NPCs run against the wall and do this damage. These must be destroyed by the Range DPS on the outer wall.
Enemy Range DPS of the respective pairing gather at their own defense ballista. If the defenders have more of the respective class, the opponent's ballista does correspondingly less or no damage.
Collecting at the ballista/defense ballista gives content for the gold bags.
Meleecontent:
Kill the attackers on the outer wall! Attackers who die on the outer wall can be captured and end up in the dungeon in the fort, which means they can only be freed in the final phase. This means there are fewer attackers in phase 3.
If the outer gate goes down, phase 3 begins:
Phase 3: Area around the inner keep (time window 20 minutes)
Attack in the inner area around the keep
An attacker gains influence if he stands near an SFZ and defends it. Time not standing near an SFZ is therefore lost time. Killing defenders near an SFC gives influence.
Siege weapons must be brought into the keep's inner area, for which at least 6 people are needed. It is moving when 6 people are near it.
Siege weapons that are inside the keep at the end of phase 3 can be used for phase 4.
Defending in the inner area around the keep
A defender gets influence when he kills attackers.
Destroying siege weapons gives influence.
Attackers who are killed by defenders and not rezzed end up in prison within the keep.
For every SFZ tapped, the keep loses life. But this does not count until the 3 SZF. To destroy the gate, at least 3 SFZs must belong to the attackers at the same time for more then 50% of the time (more then 10 minutes)
Once the inner gate is down, phase 4 begins:
Phase 4: Inside Keep (time window 30 minutes)
Attacker of the inside keep
Attackers must kill the lord. Thats it.
For this they have their heroes, catapults and ballistae at their disposal to get the defenders out of the lord's room.
At the same time, the area inside the keep must be held. This means attackers must continue to hold the SFZ. The more SFZ are held, the more damage defenders inside the inner keep get. With all the SFZs held, it should be very difficult for defenders to keep the inside of the keep. Holding the SFZ also weakens the Lord. He can only be attacked if all SFZ are held.
The attackers win when the Lord is down.
Defending the inner keep
If you strategically decide to defend in the lord's chamber, you simultaneously give up the prison in the lower area and allow the attackers to become more. Defenders who die and are not rezzed will end up in prison.
Defenders who simply leave the SFZ to the attackers have bad cards to keep the fort. Even if you have lost the lord room, you can still try to recapture the SFZ and help your lord to defeat the attackers.
The defenders win if the lord is still alive at the end.
Wow, you find the comment section! Thanks for reading or just scrolling then. Hopefully you guys like it. Maybe some of this can help to get new ideas about fort fighting, or can be even implemented.
Have a nice day.
~Maunz
the following text has been translated automatically, because I do not have the necessary english skills to write it down in english.

This text was created because I don't like forts, but I like the idea of having an open endcontent area. It is the first time that I actually put an idea in the forum. Please don't tear it up in the air. I will be very happy about constructive criticism.
Current situation:
Not everyone who's contributed to the area before automatically gets an invitation to the fort. For a number X of players, the content fort consists of waiting for an invitation. This ensures fair conditions in the fort itself, but at the same time excludes players who want to experience the content. It also ensures that players do not just log in for the fort.
Problems with the current situation:
Players only log in for the fort.
Due to the concentrated number of players in a small space, the game becomes unstable, some players only see the game in pictures.
Some classes don't have an AOE and cannot have as much influence as other classes.
Possible solutions:
Drop of high-end tokens in orvr
Moving from Fort to a larger area
Influence of orvr on the drop of invader marks
Phases for Fort:
Once the end zone is locked, anyone who is logged in can take the content with them, no matter where they are.
A fort battle should be exciting and usually take about the same time as a city victory.
Content for WH/WE
All phases:
Dead attackers killed by a WH or WE immediately land in a prison and can only be rescued by WH/WE of the opposing faction. The prison is a bit outside and should open the area a bit. WH/WE can decide whether they gank or try to take out targets that are directly inside the mob.
Heroes of the faction:
Players (and party members) who make more than 100 kills in any RVR area will receive a hero seed for the fort, which they can activate within 24h (maximum 3 days?) in a fort. When you activate a Heroseed, you become the Hero of the faction. Faction heroes get the invader buff and get big, which increases their life pool (like city heroes). They do not cause more damage, but are tougher because of the life pool. A Heroseed can only be activated in its area (example: Zealots only in the ChaosvsImp). Dead heroes drop invader tokens for everyone who has participated in the hero's death and is at least lvl 40. Heroes in party increase the chance of invader drop by 1%.
Content for lowies 16-39
Smaller characters can of course participate in the progress battle and get the same influence as the big ones, but they can't roll for the invader bags. The content for low characters should be more about their ability to gain EXP and renown within the zone, not necessarily about farming invaders. Low characters get a buff, which allows them to generate double EXP and double renown within forts.
Phase 1 (time window 20 minutes)
Attacker: Get into the area of the fort.
Attackers must bring ballistae and catapults to the area of the fort, which will make the gate go down slowly. Weapons will only move if there are at least 6 players nearby and have a speed like the heroes from Phase 2 City. Weapons start from the castle which is near the respective fort.
Only attackers who are in the fort area at the end of the time can participate in Phase 2.
Defenders: Make sure that the attackers do not reach the fort area.
The defenders will gain influence in the area in front of the fort by killing players and preventing them from entering the fort area. For every death blow they have a chance to drop invader (drop chance should be minimal, maybe 0.01%?)
Killing" ballistas and catapults creates influence for the bags at the end.
Any defender who has collected influence in Warband or Group in Phase 1 and previously collected influence in the areas (one to all 3 areas of the mating) can participate in Phase 2.
Phase 2 (time window 20 minutes)
Attackers: Storm the outer wall
Rangecontent:
Ballists which are in the area of the fort at the end of phase 1 can be served by the respective range class of the fort area: Sorc/Shadow Warrior in ElfvsDarcelfs; Magus/BW in ImpvsChaos; SH/Engi in DwarfvsOrcs
The more of the respective class are around the ballista, the more damage they do to the outer gates.
It may be possible to "charge" the ballista with skills, if this is technically feasible. Attackers on the outer wall will receive a percentage of damage depending on how many of each class are around the ballista. The damage should be noticeable, but not OS. It should be possible
to heal the damage at maximum charge with Grpheal. This should be a hard debuff for Defenders, because you need a healer to stay on the outer wall.
Meleecontent:
Catapults can throw attackers onto the outer wall. Sometimes the attacker lands against the wall and dies. Attackers only have 60% health when they reach the outer wall, so healers must watch out and help to heal the attackers directly. Attackers who die on the outer wall can be captured and end up in the dungeon in the fort, so they can only be freed in the final phase.
Killing defenders on the outer wall get u a chance for invader (drop chance should be minimal, maybe 0.01%?).
Defender: Defend the outer wall
Rangecontent:
Besides players, NPCs of the respective pairing try to get onto the wall. The NPCs run against the wall and do this damage. These must be destroyed by the Range DPS on the outer wall.
Enemy Range DPS of the respective pairing gather at their own defense ballista. If the defenders have more of the respective class, the opponent's ballista does correspondingly less or no damage.
Collecting at the ballista/defense ballista gives content for the gold bags.
Meleecontent:
Kill the attackers on the outer wall! Attackers who die on the outer wall can be captured and end up in the dungeon in the fort, which means they can only be freed in the final phase. This means there are fewer attackers in phase 3.
If the outer gate goes down, phase 3 begins:
Phase 3: Area around the inner keep (time window 20 minutes)
Attack in the inner area around the keep
An attacker gains influence if he stands near an SFZ and defends it. Time not standing near an SFZ is therefore lost time. Killing defenders near an SFC gives influence.
Siege weapons must be brought into the keep's inner area, for which at least 6 people are needed. It is moving when 6 people are near it.
Siege weapons that are inside the keep at the end of phase 3 can be used for phase 4.
Defending in the inner area around the keep
A defender gets influence when he kills attackers.
Destroying siege weapons gives influence.
Attackers who are killed by defenders and not rezzed end up in prison within the keep.
For every SFZ tapped, the keep loses life. But this does not count until the 3 SZF. To destroy the gate, at least 3 SFZs must belong to the attackers at the same time for more then 50% of the time (more then 10 minutes)
Once the inner gate is down, phase 4 begins:
Phase 4: Inside Keep (time window 30 minutes)
Attacker of the inside keep
Attackers must kill the lord. Thats it.
For this they have their heroes, catapults and ballistae at their disposal to get the defenders out of the lord's room.
At the same time, the area inside the keep must be held. This means attackers must continue to hold the SFZ. The more SFZ are held, the more damage defenders inside the inner keep get. With all the SFZs held, it should be very difficult for defenders to keep the inside of the keep. Holding the SFZ also weakens the Lord. He can only be attacked if all SFZ are held.
The attackers win when the Lord is down.
Defending the inner keep
If you strategically decide to defend in the lord's chamber, you simultaneously give up the prison in the lower area and allow the attackers to become more. Defenders who die and are not rezzed will end up in prison.
Defenders who simply leave the SFZ to the attackers have bad cards to keep the fort. Even if you have lost the lord room, you can still try to recapture the SFZ and help your lord to defeat the attackers.
The defenders win if the lord is still alive at the end.
Wow, you find the comment section! Thanks for reading or just scrolling then. Hopefully you guys like it. Maybe some of this can help to get new ideas about fort fighting, or can be even implemented.
Have a nice day.
~Maunz