Then I believe something is buggy with the system when lower pops are involved. I ran(and posted in /1) pop numbers pretty continuously. The numbers were almost bang on even(ofc, this doesn't count hidden people cause that is still a thing). And one can't argue to just make better groups, as you can't enforce any kind of class restrictions(for joining WB/guild/alliance/etc) since fort is literally the only way any class can get Inv, and everyone over 40/40 that wants to can get in. And thanks to the 4medals for failure, few give any kind of a **** about succeeding. Just bring whatever, afk dead and get your free medals. I know I am not the only one who has seen an entire WB "volunteer" to guard the Jail because they can't be arsed(and that was during EU).Natherul wrote: ↑Sat Sep 14, 2019 7:51 pmIf your going to state what you believe facts then please at least make them right. Defenders dont get 6 medals. Only attackers can get 6 when they win, else its 4.dansari wrote: ↑Sat Sep 14, 2019 6:55 pmPlease look at stage 3 during NA being incredibly one sided for defenders. If defenders have as many players as attackers, the Lord should be doing little or no damage. There's a reason people are flipping to defending realm for afk 6 medals, and it doesn't matter if you swap sides at the zone lock because there's no chance the fort will be full anyway (reservations don't matter).
Also defenders is always 80% of attacking force unless attackers join and then leave, then the defenders can be more as we dont kick people already in it.
Also, c'mon nath. Dan isn't wrong. Yea, he mistyped 6, but defenders(successful) get a bag Roll which give them additional medals too. Let's not just pick 1 error and discount the issue please. Btw, you said as long as they "don't enter then leave". Is there a reason NOT to do this? If you are in the fort for a few moments on stage 2 get a couple DBs then logout, do you still get Medals at the end? If so.. why?
He didn't say you let more defenders in than attackers, but it happens all the time(equal or disparate numbers for attackers) during NA times. This isn't the first whine post we've collectively made. And that is ignoring his actual point. If the code is working as intended, and everything is equal on coordination/group comps, but it's 36 attackers vs 29(80% of 36=28.8) defenders+Lord+mechanic+Funnel+being punted off so easily by ranged; is damned near impossible. Add in Lords that pull agro through walls, Posterns that can be held and bodyblocked by a single tank(You can't punt them away, since the ceiling is so close, they pop up 1ft then land 2ft back from where they were.), you can't squeese past them, they are just high enough on the Z axis so our engi can't pull em...
Break through that? Then you have to hold agro on the lord(gl, adding Taunt procs on so much gear doesn't help(yes, player issue), deal with the mechanic(that so far I haven't seen any Order that knows or has explained how any Mechanic works other than tank n spank, but I hear plenty of destro making comments about it on forums and disc is there some fancy system to make it "easier"? If so, can we get a clue?), while hoping 1 WE doesn't release them all over again.
With 2-3 WBs, yea it can be done, even with somewhat even numbers. If the fort doesn't fill then it wont fall imo.
And at least a comment on the issue of being able to ignore the reservation system during these times? Could we get a minimum contrib required to enter the Fort? Because there was nothing we could do last night. We started with AAO in CW. Broke Destro a few times, someof them left to TM, rest sat in WC/IC. We go to TM and wipe them, then can't find anything to fight. Bounce around DW, CW, and TM looking. Think, ok lets attack CW keep that'll make a fight. We do that, Destro goes and takes an empty TM keep(but since we defended it once and wiped em, I'm pretty sure it counted as defended for rewards probably be told I'm wrong here though) while we lock CW(taking empty keep) then goes and defends fort. While guaranteed entry because the fort doesn't get close to full. I am the first to argue "that it isn't Xrealm that's the issue" but there literally is no reason not too during low pop times.
Oh, and you need enough DPS to kill the **** Lord in time. I've had 1 successful push/clearance of lord room during NA times. We spanked the lord for 10-15minutes to get him to 70% before it and the destro getting released(player issue) finally wiped us(Dan and I posted about this previously, the DE lord with the Poison "mechanic" that no one will explain outside of Kill the Poison when it pops, which is tough when you don't have enough players to hold the Lord in Center, and the poison is like 2k ticks). I would love to test to see if NA time actually has the people on avg to even kill the lord if there was no defenders, because I'm not convinced there was. What are the numbers/times/DPS per minute required to kill the lord? What's the minimum avg playercount required to hold/kill the lord within the Timer? How many off hour Fort pushes are successful? You guys have the numbers/data, are we just stupid and the only ones failing?
Note: Stage 2 is pointless. It ends up with a crap load of kills, and a lot of people back capping flags then running for the walls. And ground based AoE stopping flag caps from multiple sides of the walls is just petty. Is there any stored server data as to the avg and variance time of stage 2? What is stage 2 supposed to actually accomplish? It's just a time waster and an excuse to farm the uncoordinated/out of coms players. Wounds debuffs don't impact defenders that much, as one just stops capping flags/killing when door hits 20ish% to wait out your timer, while able to take pot-shots to keep people in combat for Morales.
Personally, I would disable Forts during very low pop times if there is no want/need to scale the lord. Enable players to join a Que, if it fills up past X amount then pop it. If not enough players within 30min, cancel the assault due to lack of manpower.