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Fortress queue

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Mepharees
Posts: 51

Fortress queue

Post#1 » Wed Mar 20, 2019 6:37 pm

We all know how tedious it is to constantly click on the portal. At least my mouse does. And my hand.

What about having a queue system instead that requires near proximity presence? You would still have to move to the portal physically.

Altering the scenario launcher for the popup window should be trivial for this. Alternatively, the Rally Call button could be used.

Here's a mockup I made:
https://i.imgur.com/VoNHmto.jpg

Thoughts?

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Natherul
Developer
Posts: 3219
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Re: Fortress queue

Post#2 » Thu Mar 21, 2019 11:19 am

More complex to implement then you realize and maybe kit will be something we add in the future but for now the bugfixing taker precedence

pastarien
Posts: 6

Re: Fortress queue

Post#3 » Thu Mar 21, 2019 11:58 am

Can we get a command to do the same thing as clicking? :) Easier to spam a macro then clicking :D

Oldneko
Posts: 16

Re: Fortress queue

Post#4 » Thu Mar 21, 2019 12:14 pm

No needed.
You just need to get reservation.
You should get more contributions for last zone.

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Mepharees
Posts: 51

Re: Fortress queue

Post#5 » Thu Mar 21, 2019 1:43 pm

Oldneko wrote: Thu Mar 21, 2019 12:14 pm No needed.
You just need to get reservation.
You should get more contributions for last zone.
It implies that both the reservations AND the free spots have been depleted, which makes your reply irrelevant to the topic.

In the above picture with the mockup I just came home from work, which would make that impossible.

This ties straight into another suggestion I made here
viewtopic.php?f=15&t=30855

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Stortz
Posts: 109

Re: Fortress queue

Post#6 » Mon Mar 25, 2019 6:18 am

question: do we really need to instance forts and put a maximum player count on it?
having the 40/40 requirement is more than enough
should a realm really be penalized for being present in RvR?
Wouldn't a 'heroic defense' buff for when you're overpowered with numbers suffice?
Maybe separate instances like we had on city sieges if we get too many players?

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Nekkma
Posts: 769

Re: Fortress queue

Post#7 » Mon Mar 25, 2019 7:33 am

Stortz wrote: Mon Mar 25, 2019 6:18 am question: do we really need to instance forts and put a maximum player count on it?
having the 40/40 requirement is more than enough
should a realm really be penalized for being present in RvR?
Wouldn't a 'heroic defense' buff for when you're overpowered with numbers suffice?
Maybe separate instances like we had on city sieges if we get too many players?
Yes, we really need to have a max player count. "Open" forts where tested on live and it was horrible most of the time. Primetime Fort would be unplayable even with the relatively low population we have on this server.
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DanielWinner
Posts: 727
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Re: Fortress queue

Post#8 » Mon Mar 25, 2019 8:14 am

There are three pairings. If one fort is active, other players can push other zones to get to another fortress. Simple as that. Banging with the zerg into one fort is not a good idea.
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Solanthus
Posts: 1

Re: Fortress queue

Post#9 » Thu Mar 28, 2019 7:39 pm

As a newer player, who hit 40 about a week ago, I can tell you I am inclined to quit the game already due to the Fort system.

Locking the best pvp gear behind this mechanic is extremely tedious, and I can see down the line how this will make my experience (as a typical rpg player that strives for the best equipment) basically kill the game.

The biggest issue with the Fort system is how it completely interrupts the rest of the game's RVR pvp.

The moment a Fort occurs, every 40 rushes to the portal to spend the next 20-30 minutes spam clicking hoping they get in. Very little RVR occurs in the game world for the next 2 hours due to the interruption caused by one -honestly very lackluster- instanced fort siege.

Fort sieges add nothing to the game in terms of new gameplay. They are not difficult. They are a simple grind to lock a new tier of gear behind. None of that is really a problem, until you consider the fact that it is extremely limited who gets in, and the rest of the game suffers while they wait for those in the for to finish up.

I find it hard to believe that the devs have not done something to address this. Adding a queue system for Forts, instancing multiple Fort sieges at once, speeding up the time forts take to complete (why do we need to dps the Lord for twice the time? Does it really add anything new? Someone is going to win either way), or just removing Forts entirely and weaving the new gear into the existing content, all would have been preferable to the Fort system as it is now.

As I said, hit max level a week ago, and I already can see that forts are the root cause of most of the Xrealm shenanigans and odd downtimes in the RVR occurring in the game whenever a Fort spawns.

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Alsayr
Posts: 237
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Re: Fortress queue

Post#10 » Fri Mar 29, 2019 10:05 am

Mepharees wrote: Wed Mar 20, 2019 6:37 pm We all know how tedious it is to constantly click on the portal. At least my mouse does. And my hand.
What about having a queue system instead that requires near proximity presence? You would still have to move to the portal physically.
Altering the scenario launcher for the popup window should be trivial for this. Alternatively, the Rally Call button could be used.
Here's a mockup I made:
https://i.imgur.com/VoNHmto.jpg
Thoughts?
I dont know the technical problems and implementation of the fortress. But city siege was be implement as instances on live server. I think this is not trivial.
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