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Fortress queue

Posted: Wed Mar 20, 2019 6:37 pm
by Mepharees
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?

Re: Fortress queue

Posted: Thu Mar 21, 2019 11:19 am
by Natherul
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

Re: Fortress queue

Posted: Thu Mar 21, 2019 11:58 am
by pastarien
Can we get a command to do the same thing as clicking? :) Easier to spam a macro then clicking :D

Re: Fortress queue

Posted: Thu Mar 21, 2019 12:14 pm
by Oldneko
No needed.
You just need to get reservation.
You should get more contributions for last zone.

Re: Fortress queue

Posted: Thu Mar 21, 2019 1:43 pm
by Mepharees
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

Re: Fortress queue

Posted: Mon Mar 25, 2019 6:18 am
by Stortz
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?

Re: Fortress queue

Posted: Mon Mar 25, 2019 7:33 am
by Nekkma
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.

Re: Fortress queue

Posted: Mon Mar 25, 2019 8:14 am
by DanielWinner
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.

Re: Fortress queue

Posted: Thu Mar 28, 2019 7:39 pm
by Solanthus
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.

Re: Fortress queue

Posted: Fri Mar 29, 2019 10:05 am
by Alsayr
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.